Game Developers Editing and Proofreading Services

Games are made of more writing than anyone outside the industry expects, and most of it is invisible. Barks that repeat every forty seconds, item descriptions read a thousand times, tutorial prompts that appear once and must work immediately, patch notes read by a community primed to detect a nerf disguised as a rebalance. The narrative script gets the attention, but the writing that determines whether a game feels considered or cheap is usually the writing nobody credits — and it is also the writing that goes to localisation, where every ambiguity gets multiplied by twelve languages.

We edit what studios and publishers produce — narrative scripts and branching dialogue, item, ability and quest descriptions, tutorial and onboarding copy, interface and menu text, achievement and trophy descriptions, patch notes and update announcements, community and forum posts, store page copy and platform submission material, press kits and review guides, pitch decks and funding submissions for publishers or grant bodies, game design documents and technical design documents, localisation kits and context notes for translators, and terms of service and player conduct policies. Our editors check that names, spellings and capitalisation are consistent across a script that several writers have touched, and that strings destined for localisation carry the context a translator will need.

Patch notes are the studio's most-read regular publication and the place a community's trust is won or lost. The pattern that damages it is familiar: buffs described in plain, cheerful language and nerfs wrapped in the passive voice — "adjustments have been made to weapon handling" — which players decode within an hour and then discuss for a week. We rewrite patch notes so every change states its direction and its number, so the reasoning behind a contentious change is given in one honest sentence rather than a paragraph of hedging, and so bug fixes are described by the symptom the player experienced rather than the internal cause. Communities forgive a nerf explained straightforwardly far more readily than one they had to work out for themselves, and studios that write this way spend markedly less time managing the aftermath.

Everything you send is treated confidentially, including unannounced projects, scripts under embargo and material covered by publisher agreements. Whether you are a solo developer writing every word yourself, a studio preparing a store page and press kit, or a team whose script needs consistency before it goes to localisation, we can help without flattening your voice.

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