Translation + LQA
Text that reads like it was written in the target language — because it was. Then we play the build, in that language, and break it so you don't have to.
Your localization, LQA, marketing and art — handled by one team. From day one to launch, in every language your players speak.
Text that reads like it was written in the target language — because it was. Then we play the build, in that language, and break it so you don't have to.
Store pages, SNS / X posts, press outreach, trailer subtitles, event booths. Your Japanese players hear about you the week the build is locked.
Gameplay, tools, 2D and 3D art. Drop-in teams when your own studio needs a burst — or long-haul partners on a multi-year title.
Pick a language. See what machine translation ships. Then see what our LQA pass catches.
2ITZ runs like a single producer: one Slack channel, all the languages. The vendor-soup is gone.
They played the build, in Japanese, and sent back a list of things even our QA missed. Twice.
The art drop for our DLC came back at a quality we usually fight six weeks for. They did it in three.
30-minute intro call, quote back in two working days. Bring a build, a script, or just a rough plan.
Thanks, friend. We'll reply within two working days — usually faster.