Built for the patch cycle.
Character casting, performance recording, and Hindi localization for live-service games. Shipped on the game's clock, not the studio's.
"New event, new character, new drop. The Hindi version lands with the global release, every patch."
Six departments, one build.
Character Casting
Precision casting from a 5,000+ bench. Voices that survive a 200-hour game, matched to the character, not the nearest available artist.
VO Pipelines & Performance Recording
Session-to-delivery pipelines. Directed performance recording, every file named and versioned to your spec, every take logged.
NPC & Barks Audio
Volume systems for non-hero lines. Hundreds of barks, callouts, and ambient lines, recorded at scale, without quality decay.
Strings & UI
Linguistic adaptation of menus, items, and event text. Character-limit aware, terminology locked, ready for the build.
Live-Service Support
Patch-cadence delivery. Recurring events, new characters, seasonal drops. The same voices on every update.
LQA
In-context linguistic QA. Every line checked inside the game before it ships, not after the players find it.
Shipped and live.
Live-service Hindi localization for Garena's Free Fire MAX. Hindi video localization for Krafton's BGMI. Both pipelines built for shipping schedules.
Game work the founders and bench carried before TMVS had a name. Not studio deliveries, listed as exactly what they are: the experience the framework was built on.
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