
Multilingual LQA for a Global Game Publisher
Project Overview

6 — Target languages
24 hours — Delivery cycle
28 — Games in the client's portfolio
60-90 min — Game footage reviewed per language
4 stages — End-to-end LQA process
Who is our client?
The client is a UK-based video game publisher founded in 2016. Its portfolio includes officially licensed titles connected with major entertainment brands such as Sony Pictures, DreamWorks, Nickelodeon and Cartoon Network.
With games distributed internationally, the publisher needed a dependable partner to validate localized releases across multiple European markets while protecting the player experience and the personality of each title.
What was the challenge?
The client had already released 28 games and distributed titles in close to 25 countries. For this program, localized quality assurance had to run simultaneously in Norwegian, Danish, Swedish, Dutch, German and Polish.
Each locale involved 60 to 90 minutes of game footage, yet the full test cycle was limited to 24 hours. The team also needed experienced game testers who could identify linguistic, functional and cultural issues, document defects clearly and remain available for rapid follow-up.
What was our solution?
Textsprime set up a four-stage LQA workflow. Large video files were exchanged through FileZilla and assigned immediately to language-specific testers. An initial visual pass checked whether localized text displayed correctly and captured obvious interface issues.
Testers then completed a full in-context review of menus, characters, items, dialogue, subtitles, spelling and regional conventions. Findings were recorded in structured Excel reports with reproducible details and practical recommendations. After the client implemented fixes, the same testers performed regression testing to confirm that changes were complete and had not introduced new problems.
What were the results?
The multilingual test cycle was completed within the release window. Defects involving display, missing or truncated text, terminology, grammar and cultural suitability were identified early enough for correction.
Following regression testing, the client successfully resolved the reported issues and released the games with greater confidence across all six target markets.
