Case study

Game localization across 100+ titles and 7 languages.

A games localization program needed more than 100 titles localized across 7 languages without breaking in-game layouts, where translated text rarely matches the source length.

100+ - 7 - 70,000 words

100+ Titles
7 Languages
70,000 words Volume
Game localization at title scale visual: Game localization across titles and languages with build-aware review.
Measured outcomes Game localization at title scale
100+ Titles
7 Languages
70,000 words Volume
Independently reviewed Quality
In-game text fit and player voice Focus

Project overview

What landed, and what made it hard.

A games localization program needed more than 100 titles localized across 7 languages, delivered through top-100 LSP partners.

Delivery snapshot

Game localization at title scale

Client
confidential game publishers (via top-100 LSP partners)
Service
Game localization
Languages
7 languages
Volume
70,000 words across 100+ titles

The problem to solve

Why the work was difficult, and what MoniSa changed in-flight.

Each language expands or contracts text differently, so a menu label that fits in English can overflow in one language and look empty in another.

The challenge

The problem to solve

Across 100+ titles and 7 languages, keeping every string inside its in-game space required per-title attention, not a single global rule.

Operating response

What MoniSa changed

MoniSa localized each title with its in-game constraints in view, adjusting length and phrasing so translated text held its place in the interface.

  • Length-aware translation Linguists wrote to the space a string had, while preserving source meaning.
  • Per-title handling Each title was treated on its own terms instead of forcing one rule across the catalogue.
  • Tone for play Dialogue and UI kept a natural game voice in each language rather than reading as literal translation.

Results

Measured outcomes from this engagement.

More than 100 titles were localized across 7 languages, with in-game text expansion and contraction managed per title.

Titles100+
Languages7
Volume70,000 words
QualityIndependently reviewed
FocusIn-game text fit and player voice

Selection logic

What protected the result.

The selection came down to whether MoniSa could source and review the work at standard, and whether that would hold across the full run.

Why the fit was real

Why the fit was real

Game localization rewards UI-aware linguists who write to the space, beyond translators who render meaning.

What decided the result

What decided the result

Per-title length management is what kept menus, buttons, and dialogue intact across 7 languages.

What buyers can reuse

What buyers can reuse

  • Game localization succeeds or fails on whether translated text fits the interface it lives in.
  • Per-title length management beat a single global rule across a 100+ title catalogue.
  • The evidence keeps clients confidential and attributes the metrics only to this engagement.

Continue from this proof

Useful comparisons for the same problem.

Use these links to compare the case with the matching service, buyer guide, and language coverage.

Languages named

Examples referenced in the engagement.

  • Brazilian Portuguese
  • Japanese
  • Korean
  • South Asian languages

case evidence

Nearest proof pattern.

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Buyer questions

Answers in writing, before you ask for a call.

The questions buyers send before a scope conversation, answered on the page rather than in a meeting. Take them to your team, then send us the one we did not answer.

What was delivered on this engagement?

Titles: 100+. Languages: 7. Volume: 70,000 words

What control kept the work stable?

Per-title length management is what kept menus, buttons, and dialogue intact across 7 languages.

Where should similar work go next?

Use Localization services for the delivery model, Media localization buyer guide for buyer-side evaluation, and the contact page for a scoped brief.

What happens if you cannot staff one of my language pairs?

You are told before a date is agreed, not after. Coverage is reported pair by pair as staffed today or needing a recruitment window, with the window stated — in writing, while the scope is still being agreed. Nobody new goes onto live work until a pilot batch has been reviewed and signed off. A coverage claim you cannot check before signing is not coverage.

Similar brief

Send the constraint behind the metric.

A useful follow-up to a case study names the language mix, review model, deadline, and what proof your buyer team needs before approval.

Production-ready brief

01Closest matching challenge from this case02Language pair, dialect, and script coverage03Volume, cadence, or hours to deliver04Reviewer model and acceptance criteria05Security or platform constraints06Proof needed for stakeholder approval
Scope a project Call