Creative localisation

Expert: with sources and numbers. Plain: the same, without them, for beginners.

The most commonly skipped lever in ASO, why it is skipped, and the cheap version that captures most of the value.

Verified 2026-09-18 · 38 days ago both creative localisation conversion

B Creative localisation is the most commonly skipped lever in ASO. It is skipped because it is expensive, not because it does not work.

What is localisable

A Screenshots are uploaded per localization. 1 To 10 each. (Screenshot specifications, verified 2026-09-18) App previews are too, as are all text fields (10-07).

A On Play, the Asset Library centralises graphics for reuse across the main listing, custom store listings, experiments and events (Manage your store listing graphics with the Asset Library, verified 2026-09-18), which makes maintaining several localized sets materially less painful than it used to be.

So the capability has never been the constraint. Production is.

Why it gets skipped

Each localized screenshot set is a design job, a translation job, a review job and a permanent maintenance liability. Ten markets is ten sets that all need updating when the UI changes. Text fields can be updated by one person in an afternoon; creative cannot.

The result is the common pattern: text localized into twelve languages, screenshots in English everywhere. A user in a non-English storefront sees a translated subtitle above English screenshots, which reads as a listing assembled by someone who was not thinking about them.

The cheap version

Most of the value is in the captions, not the artwork.

Translate the captions, keep the artwork. The caption is the text a user reads in the search result. Swapping caption text over the same background is a fraction of the cost of a new set and captures most of the benefit. If you do one thing, do this.

Localize the app UI shown in the screenshot, or crop around it. English UI under a translated caption undercuts the caption. If the app is localized, capture it in that language. If it is not, crop to regions where language is not visible.

Localize the first three frames only. They appear in search results (40-06) and carry the decision. The remainder can stay in the base language for a long time before anyone notices.

Prioritise by traffic, not by language count. Your three largest non-English storefronts, properly done, beat twelve done shallowly (00-06).

Where it goes beyond translation

Some markets need different content, not translated content:

RTL storefronts reverse the reading order. In Arabic and Hebrew, a screenshot sequence designed to be read left to right tells its story backwards, and caption alignment is wrong. This is a layout change, not a translation (30-06).

Text expansion breaks layouts. German and Russian commonly run substantially longer than English. A caption box sized to the English string overflows or shrinks to unreadable.

Imagery carries meaning. People, places, currency, sports, food and seasons all read differently by market. A December screenshot showing snow is wrong in half the world.

Social proof does not travel. A press logo or award that means something in one market means nothing in another.

B That culturally adapted creative outperforms translated creative is reported consistently by independent practitioners and is well represented in the conference material reviewed here. The specific uplift figures quoted are single-case and category-specific. Treat the direction as B and the numbers as [C].

What goes wrong

Translating text and leaving screenshots in English. The most common half-done localisation, and the most visible.

Translating captions over an English app UI. Undercuts itself.

Ignoring expansion. German captions overflowing a box sized for English.

LTR sequences in RTL storefronts. The argument runs backwards.

Localising into markets you will not maintain. A stale set is worse than a base-language one, because it is visibly abandoned.

Treating it as a translation task. It is a design task with a translation component.

In short

Every fact on this page in one line, with its evidence tier, source and verification date, 4 A · 2 B. Generated from the claim register, so it cannot drift from the page above.

A Between 1 and 10 screenshots may be uploaded per localization; files must be .jpeg, .jpg or .png and must not contain alpha channels or transparency.
IOS-CRE-001 · verified 2026-09-18
A Each storefront has a default language plus additional supported languages. For example the US storefront defaults to English (US) and additionally supports Arabic, Chinese (Simplified and Traditional), French, Korean, Portuguese (Brazil), Russian, Spanish (Mexico) and Vietnamese.
IOS-LOC-002 · verified 2026-09-18
A App name, subtitle, keyword field, promotional text, description and What's New are all set per localization.
IOS-LOC-004 · verified 2026-09-18
A Play Console's Asset Library is a centralised tool for uploading, managing and reusing graphic assets across the main store listing, custom store listings, store listing experiments and events.
PLAY-CRE-004 · verified 2026-09-18
B Creative localisation is the most commonly skipped lever in ASO, skipped because of production cost rather than because it does not work.
CRE-LOC-001 · verified 2026-09-18
B Culturally adapted creative outperforms directly translated creative.
CRE-LOC-002 · verified 2026-09-18

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