Localization · Marketing · Game Solutions

Ship your game
in every language.

Your localization, LQA, marketing and art — handled by one team. From day one to launch, in every language your players speak.

See portfolio
20+ languages LQA in-house One producer, one invoice
What we do

One pipeline.
From kickoff to launch.

Localization

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.

20+ langs LQA CAT tools
Marketing

Global marketing

Store pages, SNS / X posts, press outreach, trailer subtitles, event booths. Your Japanese players hear about you the week the build is locked.

Store pages X / SNS Press
Game Solutions

Dev + Art

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.

Gameplay 2D / 3D Tooling
Try it · LQA in action

One sentence.
Four ways to get it wrong.

Pick a language. See what machine translation ships. Then see what our LQA pass catches.

Source · en
“Press any key to continue your adventure.”
Raw machine translation
!
2ITZ LQA pass
✓ Ship-ready
locale: reviewer: matsu@2itz status: approved
Every string in every language gets this pass. That's the job.
Recently shipped

In the chest.

All titles →
Trusted by

Studios who came back.

2ITZ runs like a single producer: one Slack channel, all the languages. The vendor-soup is gone.
Canlin Liu
Producer, Northwind Games
They played the build, in Japanese, and sent back a list of things even our QA missed. Twice.
Iggy
Director, Paperboat
The art drop for our DLC came back at a quality we usually fight six weeks for. They did it in three.
Peter Kullgard
Producer, EGOSOFT

Tell us about
your game.

30-minute intro call, quote back in two working days. Bring a build, a script, or just a rough plan.