Who Are Localization Notes For? Separating Translator Guidance, Production Notes, and Player-Facing Text
A cultural term may need explaining, but that does not mean a character should read out the notes. Sort translation context, production tasks, and essential player information into three destinations. Clarify locations and action order first, then turn necessary explanations into something a character could naturally say in the moment.

Decide who the reader is before deciding where a note belongs
Start by sorting notes beside cultural terms into three groups by purpose. Information that helps translators interpret meaning belongs in translator guidance. Requests for the team to change or check something belong in production notes. Only information essential to the player’s understanding of the current situation should be rewritten as a player-facing explanation. A single note may serve all three purposes. Split it up instead of handing over the entire passage with the dialogue.
First ask: if the explanation were removed, which specific choice would the player misunderstand? If you cannot identify an affected action, the information usually does not need to enter the story text immediately. Then ask: does this character know it at this point, and do they have a reason to explain it to the person in front of them? Even information the player needs may not belong in this character’s dialogue.
This article uses an original fictional teaching example. On Lantern Delivery Night in a mountain town, a newly arrived messenger follows Atang to the venue entrance to collect a “lantern retrieval slip.” The slip collection point at the entrance and the lantern pavilion are separate locations: collect the slip at the entrance first, then go to the pavilion for the lantern. This is not an actual user case, a tested result, or a DramaFork product feature. The customs, objects, and rules are all fictional and are not intended to explain any real-world culture.
The lantern retrieval slip is a claim slip for a lantern left in storage, but its bearer must still give the lantern owner’s name. The player must now decide whether to collect a slip at the entrance first or go straight to the queue at the pavilion. The explanation should establish that going straight to collect the lantern would leave them without the required slip, rather than recount the festival’s entire history.
Split mixed notes across three destinations
The source dialogue reads: “Get the lantern retrieval slip at the entrance first, then go to the lantern pavilion to collect the lantern.” Beside it sits a long note: “The lantern retrieval slip is not an invitation; retain the sense of a paper slip; check the wording on the prop; the player needs to know they must also give a name to collect the lantern; do not reveal yet that the lantern owner is missing.” All of this concerns the same term, but it cannot go into the same handoff field.
| Destination | What to retain in this example | Final form |
|---|---|---|
| Translator guidance | Collect the slip at the entrance and the lantern at the pavilion; a paper claim slip, not an invitation; do not reveal the disappearance here | Context that supports interpretation and word choice |
| Production notes | Check that the prop and story text use the same name | A task with an owner and a status |
| Player-facing explanation | Collect the slip at the entrance first, then present it at the pavilion to collect the lantern; also give the lantern owner’s name | Rewritten dialogue, narration, or an item description |
“Do not reveal the disappearance yet” defines an information boundary for the translator. If an earlier draft already gives away the plot, create a separate revision task. Guidance explains the restriction; a task ensures the change is made. Do not expect a single reminder to do both jobs.
You can reuse this small handoff record: Entry ID|Original term and sentence|Purpose and reader|Specific content|Final destination|Reviewer and status. Give each purpose its own row. Do not label the destination simply “notes”; specify “translator guidance field,” “prop wording check task,” or “venue entrance dialogue.” This is a manual organization method that works in either a spreadsheet or a document.
Make the necessary explanation part of the current action
First extract the minimum information needed to act: “Collect the slip at the entrance and the lantern at the pavilion; even with the slip, a name is required.” Then find a reason for the explanation to occur. The messenger is running this errand for the first time, and Atang is assigning the route. A reminder about the procedure has a clear recipient and fits the action taking place.
The dialogue could be handed over as: “Get the lantern retrieval slip at the entrance first. You’ll need it to collect the lantern. Then go to the pavilion and give the lantern owner’s name.” The first part establishes where to get the slip and what it is for; the second adds the destination and requirement. The character does not need to launch into a lesson on festival customs.
If the scene already shows the slip being collected at the entrance, and the player already knows its purpose, this can be shortened to: “Keep the lantern retrieval slip safe. When you collect the lantern at the pavilion, you’ll also need to give the owner’s name.” Cut according to information the scene has already supplied, rather than simply aiming for fewer words. If players can skip the scene, an essential procedure cannot depend solely on what the camera shows.
Translator guidance can be fuller: “The lantern retrieval slip is collected at the venue entrance and used to retrieve a stored lantern from the lantern pavilion. The lantern owner’s name must also be given at collection. The bearer is not necessarily the owner. Avoid translations that imply an invitation, proof of ownership, or other additional meanings. The disappearance has not yet been revealed.” This context helps translators choose their wording; it should not be translated sentence by sentence into the story.
The example demonstrates how to organize handoff materials in Chinese and does not provide terminology reviewed in the target languages. For any particular language, you must still check whether the unfamiliar term connects naturally with the explanation of its purpose. Do not treat the Chinese sentence structure as a fixed template.
Assess the trade-offs when changing the format
If the messenger is a local who knows the procedure well, Atang’s explanation of the basics would feel contrived. Instead, a pavilion attendant could say: “The slip alone isn’t enough. What’s the lantern owner’s name?” But this only adds the requirement to give a name; it does not explain where the slip should have been collected. The explanation also arrives later. If an earlier choice depends on this information, provide it beforehand.
Another option is a short item description: “Lantern retrieval slip: Collected at the venue entrance. Present it at the lantern pavilion to retrieve a stored lantern. The lantern owner’s name is also required.” This assumes the work already includes item descriptions and players can see this one before making their choice. If it becomes available only after collecting the slip, it cannot guide the earlier route decision. Do not hide a necessary condition in optional reading and then treat missing it as the player’s mistake.
A third option is to introduce it as “the lantern retrieval slip you need to collect the lantern,” then use only the shorter name afterward. This introductory purpose cue can convey the basic meaning of an unfamiliar term, but it does not explain where to collect the slip or accommodate the separate condition that a name is still required. It fills only one gap and cannot replace complete action guidance.
If a cultural term only adds atmosphere—for example, the name of a decoration at the pavilion entrance that does not affect recognition or choices—you can retain its unfamiliarity and let the surrounding actions help players understand. Whether to explain depends on the comprehension burden in this scene. This is neither a reason to replace all local expressions with generic terms nor a requirement to define every unfamiliar word.
Check release boundaries by hiding columns
Before handing over the text, hide translator guidance and production notes, then read only what the player can see. Can the player tell what to do next? Do necessary restrictions appear before the choice? Does a character reveal something they should not know? In this example, players should be able to understand that they must collect a slip at the entrance first, then collect the lantern at the pavilion, and also give a name. They should not learn that the lantern owner is missing.
Next, look only at the two internal columns. Can translators determine the object’s purpose and the order of locations? Can production staff identify the prop wording that needs checking? Smooth dialogue does not guarantee a complete internal handoff. A distinction players never need to see may be precisely the context translators need.
Three failures are common. Leaving “avoid spoilers here” in dialogue parentheses leaks production language into the story. Explaining the lantern retrieval slip as proof of ownership adds unsupported worldbuilding. Repeating the procedure every time the slip appears fails to distinguish its first explanation from later uses. Address destination, meaning, and timing separately; deleting parentheses alone will not solve them.
Finally, link the handoff record to the scene. If a later revision allows collection with the slip alone or changes the slip collection point, review the translator guidance, player prompts, and item text together. Earlier checks cannot simply be carried forward. This method helps check the boundaries of notes, but cannot by itself establish cultural accuracy or natural target-language expression. Final decisions still require consideration of the complete plot, the actual placement of the text, and language review.


