Option 1. Localize independently
This option is great if the funds are there. This method involves the developer forming a full-time localization department of one or more employees, and the feasibility of this depends solely on money. Who will the people in the localization department be?- The developer contacts freelancers and localization studios independently. Risks: the developer may not be a project management expert. Rewards: the most budget-savvy option, but it takes up a lot of personal time.
- The developer hires a manager, who in turn works with freelancers or MLVs (Multi Lingual Vendors) Risks: if the manager quits, a new employee will have to be trained. Or this job will end up having to be done by the developer themselves. Rewards: tasks are completed promptly because there is no bureaucracy, and all issues are handled by one person.
- The developer hires a manager and translators as full-time staff. Risks: you will need a clear financial plan and to provide your staff with salaries and sufficient work volume. Rewards: one team equipped to work on all subsequent projects, who gain experience and will be better tailored to your genre and audience over time. In addition, they may be involved in other aspects of work, such as testing or community support.

Option 2. Delegate localization and promotion of your game to a publisher
The publisher option is better if you don’t quite have enough budget or want to cut costs. You might work with one or several publishers depending on which markets you want to enter with your localization. The developer may choose one publisher for Russia, another one for Europe, and a third for Asia, and the localization process rests on the publisher’s shoulders.
Option 3. Fan translation
Once again, if you don’t have the funds, there’s one more option to resolve your localization problem. Appeal to your fans. Fans are a community of people who love your game in a particular country. They generally don’t care about portfolios; their goal is to localize a game into their native language if the developer can’t spend money on doing so. Such was the case with Bioshock Infinite and its localization into Russian, which the fan community handled perfectly with minimal errors.

