LANGMOD — game localization. Localize the game, not just its strings.

GAME LOCALIZATION

Localize the game. Not just its strings.

Game context. Specialized evaluation. Language ownership.

MADE FOR GAMESCONTEXT FIRSTHUMAN DECISIONSTART WHERE YOU ARE

THE LANGMOD PIPELINE

A multi-stage evaluation system designed for games.

BUILT FOR GAMES

Speakers, relationships, quests, items, UI function, gameplay systems and developer intent.

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SYSTEM + HUMAN LEAD

The pipeline does the heavy lifting. The Language Lead makes the calls that matter.

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QUALITY YOU CAN TRACE

PASS, FIX, FLAG or REVIEW. Every state carries the evidence behind it.

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FOR INDIES & STUDIOS

Source strings, an existing localization, or whatever context exists. Start with what you have.

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01 / THE PROPOSITION

More of the game
in the loop.

A localization file contains words. The game around those words contains speakers, relationships, quests, items, UI function, gameplay systems and developer intent.

STARTING POINTSource strings
ORExisting localization
PLUSWhatever context exists
PRINCIPLEStart with what you have.

02 / HUMAN × SYSTEM

A Brain for the game.
A Language Lead for the language.

LANGMOD BRAIN

What LANGMOD currently knows about your game.

An evolving contextual layer built from the material available: project resources, developer direction, localization decisions and what LANGMOD learns along the way.

CharactersDialogueTerminologyUIQuestsLanguage decisions
LANGUAGE LEAD

The linguistic owner of each target language.

A game linguist responsible for terminology, voice, linguistic decisions and final language quality. The lead works with the project brief, pipeline findings and the context available through LANGMOD.

VoiceRegisterTerminologyCreative judgmentFinal quality

03 / EXISTING LOCALIZATION

Already localized?
We can start there.

Machine-translated, partially reviewed or already shipped. LANGMOD can audit what exists, surface the parts that deserve attention and focus linguistic effort where it matters instead of automatically starting over.

Don't retranslate what already works. Find what doesn't.

langmod auditCONCEPT
PASSNo meaningful issue surfaced. Leave it alone.
FIXA supported correction can improve the localization.
FLAGPotential issue worth attention.
REVIEWLanguage Lead decision required.

No blanket replacement. Review effort follows the evidence.

04 / FLEXIBLE ENTRY

The more the game can tell us,
the more context we can put to work.

CONTEXT SOURCELocalization material

Translation, multilingual evaluation, terminology analysis and Language QA can begin with the localization material you already have.

Full project access is not a requirement.

05 / LANGMOD PIPELINE · INTERACTIVE CONCEPT

FICTIONAL PROJECT

A view into how
LANGMOD works.

You do not need to install or run this yourself. This is a view into the internal LANGMOD pipeline, from the material provided by a studio to a reviewed localization decision.

Follow the evidence behind each finding, then see how the Language Lead resolves it.

PASS leave it aloneFIX correction proposedFLAG queued for checkingREVIEW Language Lead decision

Brain Blind Spot Trace Language Lead decision

Discover
Analyze
Localize
Review
Deliver
langmod pipeline · interactive concept
langmod/no projectawaiting entry point
contextsource ·target ·brief ·dialogue ·build ·
ENTRYEnter / → to continue

06 / LANGUAGES

French · Spanish
German · Italian

Each target language has dedicated linguistic ownership. Another language? Talk to us ↗

IN DEVELOPMENT

Built with real games.

The contextual pipeline is being tested against real game structures and localization problems. The hands-on LANGMOD service is available today.

BRING US YOUR GAME, OR WHAT YOU HAVE OF IT.

Start where
your project is.

Starting from source, mid-localization or already machine-translated: let's identify the localization work that will matter most.

hello@langmod.io