ck up skewer on conveyor belt to ll on r ll
Font subsetting is hard, but you sorta has to do it for games…
![CONVEYOR BELT
Pick up skewer on conveyor belt to fill on grill
[Claim] CONVEYOR BELT
Pick up skewer on conveyor belt to fill on grill
[Claim]](/_next/image?url=https%3A%2F%2Fi18nfails.1a23.studio%2Fapi%2Fmedia%2Ffile%2Fimage-140.png%3F2026-02-20T03%3A46%3A49.204Z&w=3840&q=100)
![コンベアベルト
コンペアペルト上の串を い グリルに める
[受け取る] コンベアベルト
コンペアペルト上の串を い グリルに める
[受け取る]](/_next/image?url=https%3A%2F%2Fi18nfails.1a23.studio%2Fapi%2Fmedia%2Ffile%2Fimage-141.png%3F2026-02-20T03%3A48%3A23.138Z&w=3840&q=100)
[]ck up skewer on conveyor belt to []ll on []r[]ll
Usually in games, fonts are converted from their original vector formats into rasterized “font atlas” of a fixed size or in a signed distance field (SDF) to acoomodate the requirements of graphic rendering engines used by games. This means each letter in the font would need to be layed out in a picture to be consumed by the engine.
Usually for games designed for Latin alphabet users, a fixed set of usually less than 150 glyphs are enough to cover all in-game texts and most user inputs. However, for CJK languages, it is usually inefficient in space to generate font atlas for all thousands (and sometimes tens of thousands) of characters in a CJK font. Some common strategies include:
- Bundling the original font file, and generate font atlas on demand;
- Precompute a list of characters used in the game texts and generate only these ones;
- Generate atlas only for the most commonly used n characters.
While the first option is more robust, it do require more effort to implement. The other two are relatively easier, but in case where the game text is updated or has characters that is not in the font atlas, the corresponding character might be skipped by the engine.
The original Japanese text is likely:
コンペアペルト上の串を拾い、グリルに埋める