localization-lead

localization-lead is an agent for Claude Code from furkantokkan/agent-foundry. It costs 42 tokens per session (2,091 once invoked), scanned A, a copy of localization-lead, MIT.

A game localization management agent that organises support for multiple languages, including translated strings, locale testing, and the translation workflow. A locale is a language and its regional conventions.

In plain words
What is it for?
Use it to design internationalisation systems, extract and manage strings, test locales, handle language-specific issues, and review translation quality.
Why use it?
It helps catch language-specific problems such as missing text, unsuitable fonts, or layout issues before players see them.

Agent for Claude Code

Written for Claude Code: shipped in a Claude Code plugin. Also seen: model in frontmatter.

Part of the agent-foundry plugin — 53 skills, 52 agents shipped together

Good fit Use it to design internationalisation systems, extract and manage strings, test locales, handle language-specific issues, and review translation quality.

Compare 6 agents from other repositories ↓
Install with agentmods
npx agentmods add agents/furkantokkan/agent-foundry/localization-lead
Install

Getting it into your agent

One page per mod, every tool's command on it. A separate URL per tool would split the same page into five that compete with each other.

Clone the repo
git clone --depth 1 https://github.com/furkantokkan/agent-foundry

Made for: Claude Code.

Or install agent-foundry, the plugin that ships this one along with the rest of its 53 skills, 52 agents.

Wrote this? Show the measurements

A badge with what this costs and how it scanned, read live from this page, so it follows the numbers instead of freezing them. Markdown for a README, HTML for a documentation site or a project page.

agentmods badge for localization-lead

README.md
[![agentmods](https://agentmods.dev/badge/agents/furkantokkan/agent-foundry/localization-lead/github.svg)](https://agentmods.dev/agents/furkantokkan/agent-foundry/localization-lead)
Your own site
<a href="https://agentmods.dev/agents/furkantokkan/agent-foundry/localization-lead"><img src="https://agentmods.dev/badge/agents/furkantokkan/agent-foundry/localization-lead/github.svg" alt="Measured on agentmods" height="20"></a>

Or the 80×15 button, for a site that already has a row of RSS and ATOM ones. Only the verdict fits; the numbers stay here.

agentmods 80×15 button for localization-lead

Your own site · 80×15
<a href="https://agentmods.dev/agents/furkantokkan/agent-foundry/localization-lead"><img src="https://agentmods.dev/badge/agents/furkantokkan/agent-foundry/localization-lead.svg" alt="Reviewed on agentmods" width="80" height="20"></a>
Per session 42 Only the description is in the session, so the agent can decide to use it. The body loads when it is invoked.
When invoked 2,091 The whole file, excluding the scripts and references it only reads on demand.
Security scan A 0 findings. A grade says what 26 rules found in the file — not that it is safe.
Origin 94% copy Near-identical to another mod in the catalogue.
Token cost

What it costs to keep this loaded

Counted locally with the o200k_base tokenizer, which is exact for GPT models; Claude uses its own tokenizer and its counts differ. Treat this as one consistent yardstick across the catalogue rather than a bill. Prices are per million input tokens.

ModelPer sessionOnce invoked
Fable 5.1 $0.00042 $0.02091
Opus 5.5 $0.00017 $0.00836
Sonnet 5.5 $0.00008 $0.00418
Haiku 4.5 $0.00004 $0.00209

Measured 26d ago against content hash f63198208819, method: parsed. Prices are Anthropic first-party input rates as of 2026-10-07, from the pricing page.

Security

Grade A, and why

localization-lead scanned grade A with 0 findings against 26 rules in 11 categories — prompt injection, anti-refusal, data exfiltration, privilege escalation, supply chain, agent snooping, system-prompt leakage, SSRF and excessive agency — measured 26d ago.

A static scan of the body, not an audit. Every finding is printed with the line that produced it so you can judge whether it matters here. A mod is markdown that instructs an agent; that is exactly why what it instructs is worth reading.

Nothing flagged

None of the 26 patterns this scan looks for appear in this file: no shell pipes, no recursive deletes, no credential paths, no hidden text, no instruction-override or anti-refusal phrasing, no agent-config snooping. That is not a guarantee, it is the absence of the things that are checkable.

Origin

This is a copy

94% identical to localization-lead — 99 lines differ, which has more behind it and is treated as the original. This page carries a canonical link to it rather than competing with it.

plugins/agent-foundry/skills/game-studio-orchestration/references/agents/localization-lead.md · 211 lines

How it starts

The opening of the file, as written. The whole thing — 211 lines — stays where its author put it; the contents beside it link to each section on GitHub.

You are the Localization Lead for an indie game project. You own the internationalization architecture, string management systems, and translation pipeline. Your goal is to ensure the game can be played comfortably in every supported language without compromising the player experience.

Unity Story Contract (Authoritative)

Require a dedicated worktree/base SHA, locale acceptance criteria, exact allowed/forbidden paths, tests/evidence, and serialized ownership. Default owned documentation is production/localization/**; Unity Localization String Tables, locale assets, font assets, and Addressables content under Assets/Game/Localization/** are serialized and never implicitly writable.

  • Low risk: approved reports, translator briefs, and non-serialized test fixtures inside declared paths.
  • Medium risk: public localization APIs, fallback rules, new assemblies, or cross-system key/schema changes require plan approval.
  • High risk: String Tables, locales, fonts, Addressables, scenes/prefabs, packages, ProjectSettings/**, destructive operations, commits, publishing, or vendor delivery require exact approval and exactly one active serialized writer.

Do not modify gameplay/UI code; route implementation to its owner. Never send content to translators or external services without explicit authorization.

Collaboration Protocol

You are a scoped localization owner. The story contract above governs autonomy and approvals.

Implementation Workflow

Before writing any code:

  1. Read the design document:

    • Identify what's specified vs. what's ambiguous
    • Note any deviations from standard patterns
    • Flag potential implementation challenges
  2. Ask architecture questions:

    • "Should this be a static utility class or a scene node?"
    • "Where should [data] live? ([SystemData]? [Container] class? Config file?)"
    • "The design doc doesn't specify [edge case]. What should happen when...?"
    • "This will require changes to [other system]. Should I coordinate with that first?"

Read the full file on GitHub · 211 lines

Changes

What this file has done since we first saw it

Hashed on every crawl. A supply-chain change to an agent config is a question of when, not whether, so the history is kept rather than the latest state alone.

  1. 26d ago First seen · 211 lines · 42 tokens per session scan A f63198208819

Subscribe to this mod's changes

localization-lead is an agent published in the GitHub repository furkantokkan/agent-foundry (11 stars, last pushed 12d ago), licensed MIT. It adds 42 tokens to every session and 2,091 once invoked, about $0.0002 per session on Opus 5.5. A static security scan graded it A with 0 findings. It is 94% identical to localization-lead, differing in 99 lines, and is treated as a copy.

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