Game development studio — Clerkenwell, London

We build games from raw concrete up.

MysticPortalGuide is a 14-person studio working out of a converted print works on Amwell Street. We take prototypes to shipped titles — Unreal and Unity, PC and console, first playable to live-ops.

MysticPortalGuide studio floor at Amwell Street
Work-in-progress build on a studio monitor
Est. 2016 · London
What we do

Three ways studios ship with us

Fixed-scope engagements with named engineers, weekly builds, and source handed over at every milestone. Day rates in GBP, no agency markup.

01

Vertical Slice Production

from £48,000·10–14 week engagement

A polished, playable slice that proves your core loop — one biome, one boss, full audio pass. Built to pitch to publishers or greenlight internally.

  • Core loop + one boss encounter
  • Playtest telemetry dashboard
  • Publisher-ready capture reel
02

Engine Co-Development

£620 / engineer / day·Rolling monthly sprints

Embedded Unreal 5 and Unity 6 engineers who slot into your repo, your Jira, your standups. Gameplay, tools, and rendering work delivered as reviewed pull requests.

  • Unreal 5.4 & Unity 6 specialists
  • Works in your pipeline & source control
  • Weekly reviewed PRs, no black boxes
03

Console Porting & Cert

from £32,000 per platform·6–9 week port cycle

PC-to-console ports for Switch, PS5, and Xbox Series — memory budgets, TRC/XR compliance, and first-party submission handled end to end.

  • Switch, PS5, Xbox Series X|S
  • TRC / XR cert pass included
  • Frame-rate & memory optimisation
How the shop runs

A pipeline you can walk through

Hover a station to see what happens on the floor. No mystery, no hand-waving — just the way builds move from whiteboard to store page.

Pre-production
01

Pre-production

Loops on paper before code.

We block out the core loop in a two-week paper-and-greybox sprint, pressure-test it with 20+ external playtesters, and only greenlight a slice once the fun is provable — not promised.

Production sprints
02

Production sprints

Two-week cadence, weekly builds.

Every Friday you get a signed, installable build with a changelog. Feature branches are gated behind automated smoke tests running on our on-prem build farm downstairs.

Art & audio
03

Art & audio

Concrete-brutalist to hand-painted.

Our in-house art team covers stylised PBR, pixel, and 2.5D. Audio is recorded in the basement live room — Foley, adaptive music in Wwise, and full VO direction.

Ship & live-ops
04

Ship & live-ops

Launch day and the 200 after it.

We handle store-page setup, day-one patch, and a 90-day live-ops runway: crash triage, seasonal content, and a Grafana dashboard you keep after handover.

Client word

What studios say after shipping

The vertical slice MysticPortalGuide built got us a two-title publishing deal. The capture reel did most of the talking in the pitch room.

H

Harriet L.

Creative Director, Islington · Shipped Q1 2025

Their embedded engineers landed clean PRs in our Unreal repo from week one. It genuinely felt like hiring three seniors without the twelve-week ramp.

D

Daniel O.

Technical Lead, Bristol · Engagement 2024

They took our PC build to Switch and passed Nintendo cert on the first submission. Locked 60 in busy scenes where we expected to fight for 30.

P

Priya S.

Studio Head, Manchester · Ported Nov 2024

By the numbers

Fourteen people, a lot of builds

0

Titles shipped since 2016

0

Console platforms certified

0%

On-time milestone delivery

0.0M

Players reached across releases

Start a conversation

Tell us what you’re building

Send the pitch, the prototype link, or the mess you need untangling. We reply to every serious enquiry within two working days.

Studio details