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Multi-language localization: a prompt for AI image localization in games

This prompt finds the text in an image and creates a translated version for each language you list, keeping the original look and resizing each string to fit. Use it to localize store screenshots, CRM pop-ups and event banners into 5 to 15 languages before a global launch or LiveOps event. Every market goes live the same day instead of waiting in the design queue.

Genie
By Avia Shavit, Product Lead, Genie LabsLast updated
One game image shown with its text translated into several languages
Example output · one banner in several languages

The prompt

Reference imageFill the brackets
Fast drafts, many languages

Create a translated version of the attached image in each of these languages: [list all languages]. Identify what text appears where, then replace it with the translation, preserving the image's original look and proportions and resizing each translated string as needed to fit its space.

Final assets, with your own translation

Translate the text in the attached image to [language] using this translation: [paste translation]. Identify what text appears where, then replace it accordingly, preserving the image's original look and proportions and resizing the translated text as needed to fit its space.

Short on time?Analyze this prompt guide and get the key conclusions

Which version should you use?

UseWhen
Many languagesFast drafts and reviews: see every market's version in one pass.
With your own translationFinal, ship-ready assets where your localization team has already approved the copy. Every language goes out with the exact wording you signed off.

What breaks, and how do you fix it?

Long languages like German overflow their space. Text shrinks unevenly or fonts change. Non-Latin scripts, Arabic right-to-left and CJK, render wrong. And game terms or brand names get translated when they shouldn't.

  • Draft fast, finalize with approved copy. Use the many-languages prompt for drafts, then the own-translation prompt for anything that ships.
  • Check length before you generate. Ask the agent which translated words run longer than the original and whether shorter alternatives exist.
  • Decide per asset: fit or expand. Ask for the text to fit the existing space, or for buttons, banners and text boxes to expand so the full translation fits.
  • Paste the approved translation exactly, and flag any text that must stay unchanged, like the game's name.
  • Save your language list and do-not-translate terms as a skill.
  • Test models on non-Latin scripts first. Text rendering varies a lot between models. Compare image models helps.

FAQ

Can I ship the machine-translated version?

+

For drafts and internal reviews, yes. For anything players see, run the own-translation prompt with copy your localization team approved.

Does it handle right-to-left languages?

+

It can, but results vary by model. Test Arabic and Hebrew assets on two or three models before a full batch.

Will it translate my game's name?

+

Not if you tell it not to. List do-not-translate terms in the prompt or in a saved skill.

Try it in Genie

One banner in. Every market's version out, same day.

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