
Original Title Development
Full production from concept to launch on PC & console. Typical build 12–24 months.
from £180,000



SavagePortalBase.digital is a hands-on studio building original titles, co-development, and engine tooling. We map the whole route from grey-box prototype to launch-day patch.
We started in a Rivington Street basement in 2016, tired of games that felt like reskinned templates. Every project begins with a design map: what the player feels at each ridgeline, each descent, each quiet valley. We build vertical slices fast, playtest weekly with real players, and only scale a system once it earns its place. No feature creep, no crunch-as-strategy.
Weekly builds in front of real players from week one. Data and gut, together.
We write our own tooling and pipelines so your team ships faster after we leave.
Certification, live-ops and day-one patches handled in-house, not outsourced.
Twelve people, no middle layer. You talk to the people making the game.
Studio Director & Creative Lead
Ex-narrative designer, 14 years in AAA and indie.
Technical Director
Unreal & custom C++ engines, gameplay networking.
Lead Game Designer
Systems, economy design and combat feel.
Art Director
Stylised environments and character pipelines.
Producer
Milestones, cert, and keeping scope honest.
Lead Engineer
Tools, build pipelines and performance.
Concrete engagements with clear scope and UK pricing. Studio hours: Mon–Fri, 09:30–18:00 GMT.

Full production from concept to launch on PC & console. Typical build 12–24 months.
from £180,000
We embed with your team on gameplay, tools or content. Dedicated pod, monthly rolling.
from £14,500 / month
Playable, pitch-ready slice to secure funding or greenlight. 8–12 week sprint.
from £42,000Custom editors, build pipelines and performance passes for Unreal and Unity.
from £9,800Seasonal content, balancing and patch cadence for shipped games.
from £6,200 / monthConsole and Switch ports, frame-rate and load-time optimisation with cert support.
from £28,000A few notes from studios and publishers we've walked the whole route with.
"They took our messy prototype and shipped a vertical slice that closed our funding round in eight weeks. Ruthlessly focused."
"The co-dev pod felt like our own team. Our netcode finally holds up at 64 players and the tooling they left behind is gold."
"Switch port came back under budget and passed cert first try. That never happens. We'll use them again for the sequel."
"Weekly playtests changed how we work forever. They caught a combat pacing problem we'd been blind to for a year."
Monthly notes on gameplay systems, tooling and post-mortems from real projects. No spam, unsubscribe any time.
Send a brief and we'll get back within two working days. We're based in Shoreditch and work with teams across the UK and remotely.