Voodoo is hiring Publishing Managers in Seoul, Hanoi, Beijing and Istanbul to build local studio networks, and says in Korea that "publishing operations are growing fast". But voodoo.io/publishing, the page where a studio clicks "Start now", is English only, as is the Academy; /ko/publishing, /zh/publishing and /tr/publishing return 404. Voodoo already translates its privacy policy into 12 languages, so the pages that win studios are the ones left untranslated.
First action
Translate the publishing page into Korean first, with the Seoul team reviewing it.
How to measure it
Studio sign-ups per region
- Now
- –
- Target
- +50%
- By
- 2 quarters
Steps
Pick the four languages
Korean, Vietnamese, Simplified Chinese and Turkish, matching the open posts.
Head of Publishing 1 day
Translate
Publishing and Academy pages, reviewed by native-speaking staff.
Publishing Manager - South Korea 2 weeks
Localize proof
One case study or testimonial from a studio in each region.
Publishing Manager - Vietnam 1 month
Add hreflang and metadata
Language versions linked to each other, local titles and descriptions.
Website owner (Brand & Communications) 2 days
Route sign-ups
Each language form goes to the local publishing manager.
Website owner (Brand & Communications) 2 days
Promote
Use the local page in every outreach message and event slide.
Publishing Manager - South Korea ongoing
Measure
Sign-ups, signed studios and prototypes by region.
Senior Data Product Manager - Growth monthly
Extend
Add Japanese and Indonesian if the first four convert.
Head of Publishing 1 quarter
Why it works
Publish /ko, /vi, /zh and /tr versions of the publishing and Academy pages with hreflang: the playbook steps, the 20+ person launch team, the Academy rewards, one case study from a studio in that region, and the local publishing manager's contact and events. Route each local sign-up to that manager, and give each page a title and description written for "game publisher" searches in that language.
Studio founders compare publishers in their own language and on local search engines and communities. Localized pages turn every meetup and outreach message the new managers send into a sign-up they can track.
Ready to use
ChecklistLocal publishing page launch list
[ ] /ko, /vi, /zh, /tr versions of /publishing and /academy [ ] hreflang between all versions [ ] Local title and meta description [ ] One regional studio story per page [ ] Local publishing manager contact and events [ ] Sign-ups routed to the local manager [ ] Regional tracking in the studio pipeline
Risks and how to handle them
Translations drift from the English page
Keep one source and update all languages in the same release.
Too few local case studies
Start with a quote and numbers from one studio, then add more.
Evidence
- HiringPublishing Manager, South Korea (Seoul, posted October 16, 2026): "our publishing operations are growing fast, and we are expanding our local publishing team with an additional Publishing Manager"; the role is "the local face of the company in South Korea", builds "a high-quality network of South Korean game studios" and launches "multiple games per year". Fluent English and Korean required.Source
- HiringMore Publishing Manager posts open now: Vietnam (Hanoi, posted September 16, 2026: "Create a strong local network of studios and be the face of Voodoo in the SEA market", working "exclusively with 15 studios"), China (Beijing, same brief), Türkiye (Istanbul: a portfolio of studios built "through outreach, industry events, and partnerships"), Eastern Europe and France, plus a Talent Acquisition Lead in China to build "the local channels Voodoo is missing today".Source
- Your websitevoodoo.io/publishing, the page studios use to apply ("Start now"): English only (lang="en", no hreflang; /ko/publishing, /zh/publishing and /tr/publishing return 404). Its meta description is the generic "We entertain the world with iconic apps and games." It claims "#1 publisher since 2018", shows both "200 million" and "150M monthly active users", "25,000 creatives produced per year", "250B ad impressions per year", case studies for Block Jam, Mob Control and Paper.io 2, and "a 20+ team supporting each game launch".Source
- Your websiteVoodoo Academy: a free program "in under 10 hours"; "$600 for your first three prototypes", "$1,000 for each high-potential prototype", "Up to $1m payout for a successful game launch"; testimonials from a solo developer in Ukraine (Color Clash, "over 10 million downloads") and a studio founded through the Academy. The page is in English only.Source
- Your websiteSitemap (327 URLs, checked October 22, 2026): 248 game pages, 22 news posts, 10 careers pages, one publishing page, a privacy policy in 12 languages (including Korean, Japanese, Traditional Chinese and Indonesian) and a Korea domestic agent notice. The homepage, publishing, ads, academy and news pages all share the same meta description.Source