1. A computer-implemented method for managing localization workflow for video game development, wherein the method is implemented in a computer system comprising one or more processors, the method comprising: analyzing, by the one or more processors, an executable asset of a video game under development to determine whether a string has been added to or modified in the executable asset; responsive to a determination that the string has been added to or modified, automatically inspecting, by the one or more processors, the executable asset to determine whether the string is to be visually displayed or audibly played during game play; and responsive to a determination that the string is to be visually displayed or audibly played during game play, automatically generating, by the one or more processors, an electronic message for a translator, wherein the electronic message notifies the translator of a translation task associated with at least the string to be translated; wherein the electronic message is included a metadata that have data types and content types, and limits the length of the translated string such that the program automatically rejects a translation that exceeds the length requirement and display a message indicating the reason for the rejection; when an exact match for the string is found, the corresponding translated phrase is reused into the corresponding dictionary file(s), and the translated phrase is linked into the executable code by the linker.