June’s Journey is a visually stunning hidden object game set in the 1920s that follows amateur detective June Parker as she solves mysteries around the world. Released by Wooga in October 2018, June’s Journey has seen steady growth since launch thanks to its vivid artwork, rich story and worldwide locations to explore. This depth of experience is central to Wooga’s philosophy, as expressed by Lisa Pak, Strategic Partnerships Manager — “at the heart of every game we make is a gripping narrative, with relatable characters that take our players on an adventure.”
One area that needs special attention with a game that has such a focus on story and theme is localization — specifically the need to ensure that localized content captures the true spirit of the game and narrative details. This is particularly true for hidden object games, since players need to find specific classes of objects among the many items in the picture — possibly including decoys or intentionally challenging distinctions. In this context, the slightest mistranslation could render a level or even an entire game unplayable. This article explores how Wooga approached three key aspects of localization that are important for any developer seeking success in a foreign market: content localization, customer support and user acquisition.
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