Ship your game in every market without the community catching it first.
By the time a bad line reaches your localisation lead, the community has already screenshotted it, and in a live-service title that happens within hours of the patch. For the people accountable for a launch, that is reputation and player trust spent on an error that cost nothing to prevent. We run games localisation as one operation, from UI strings and patch notes to store metadata and community content, held to one terminology standard across every market you ship in.
In games, the community is the QA function.
Forums in Korean, Japanese and German surface localisation errors within hours of a patch, well before internal QA. The translation is rarely the failure. Accountability is: nobody owns the gap between English approval and in-market publication.
We consolidate that gap into one programme, move review in front of publication, and feed community sentiment back into the termbase rather than a support queue.
A player doesn't file a bug report. They screenshot it, and they post it.
A skill described as "Find your life" instead of "Restore HP" is grammatically perfect and completely wrong in context, and your Korean community won't email you about it. They'll clip it and caption it, and it will be a meme before your QA team has even opened the ticket. The fix costs nothing, but the screenshot is forever.
We move review in front of publication, put one accountable owner on each market, and feed the community's own signal back into the termbase, so the same line never breaks twice.
Games content, handled by people who understand what's at stake.
- UI strings and in-game text
- Character-limit compliance, terminology consistency and functional testing so text fits and behaves in every locale.
- Patch and release notes
- High memory leverage and fast turnaround, so live-service updates ship in every language on launch day.
- Store and app metadata
- In-language keyword intent and cultural review, because store listings are a discovery surface, not a formality.
- Campaigns and trailers
- Brief-led transcreation and subtitle production to platform and reading-speed specification.
- Community and social
- Register calibrated per locale, because tone is where community trust is won or lost.
- Age rating and compliance copy
- Exact rendering against platform and rating-board requirements per market.
The right workflow for every type of content.
High-volume content moves on technology-led workflows with automated terminology, length and quality checks, and human review where the system flags risk.
High-stakes content goes to in-market specialists with subject expertise, working from an informed brief and approved terminology. In games, the second lane carries more than most sectors.
See how the operation works →Games localisation, explained.
- Do you localise live-service games?
- Yes. Fast patch and release-note turnaround with high memory leverage is core to what we do, so updates ship in every language on launch day rather than lagging behind the source.
- Can you handle store metadata and ASO?
- Yes. Store and app metadata is treated as a discovery surface, with in-language keyword intent and cultural review per market rather than direct translation.
- How do you stop community-reported errors?
- By moving review in front of publication, putting one accountable owner on each market, and feeding community sentiment back into the termbase so the same error does not recur.
- Which languages do you support for games?
- Across 30+ markets, including the East Asian, European and emerging-market languages where community scrutiny is highest.
Find out what's going missing.
Somewhere between your brief and this market, meaning is leaking, and it tends to show up as underperformance you're blaming on something else entirely. Give us thirty minutes and some public data and we'll show you where, and if nothing is leaking, we'll tell you that too.