WarriorPortalRealm
A cinematic game world rendered by the WarriorPortalRealm studio

Game Development Studio — London

We build worlds worth getting lost in.

From a converted print works on Hanbury Street, our team of designers, engineers and artists ships Unreal and Unity titles across PC, console and mobile — concept prototype to live service.

By the numbers

A decade of shipping games

0

Titles shipped

0M+

Players reached

0

Platforms supported

0%

Client return rate

How we work

Six stages, one shipped game

Each engagement moves through a clear pipeline. Pick up at any stage — we plug into your team or run the whole build from Spitalfields.

01

Concept & Pre-Production

Vertical-slice prototype, game design document and technical proof of concept so you can greenlight with confidence before full spend.

4–6 weeksfrom £18,000
02

Unreal & Unity Production

Full production in Unreal 5 or Unity 6 — gameplay systems, level design, tooling and milestone builds delivered on a fixed cadence.

3–9 monthsfrom £75,000
03

Art & Animation

Concept art, 3D modelling, rigging and animation with a consistent art direction, plus optimisation for your target hardware.

ongoingfrom £9,000 / month
04

Multiplayer & Backend

Authoritative netcode, matchmaking, dedicated servers and live economy backends built to scale from playtest to launch spike.

6–12 weeksfrom £32,000
05

QA & Console Certification

Structured playtesting, compliance passes and submission support for PlayStation, Xbox, Nintendo Switch and Steam.

2–4 weeksfrom £6,500
06

Live Ops & Post-Launch

Seasonal content, patch cadence, telemetry dashboards and community-driven tuning to keep your game alive long after release.

retainerfrom £4,000 / month

The studio

The people behind the pixels

A senior-heavy team of twenty-two, working from one room above Brick Lane.

Imogen Reyes, Studio Director & Creative Lead

Studio Director & Creative Lead

Imogen Reyes

Fifteen years across AAA and indie, previously shipping two BAFTA-nominated adventure titles before founding the studio in 2015.

Dev Kapoor, Technical Director

Technical Director

Dev Kapoor

Unreal veteran who owns our engine architecture, from GPU-driven rendering pipelines to the deterministic netcode powering our multiplayer builds.

Marta Kowalska, Art Director

Art Director

Marta Kowalska

Leads visual development and pipeline, translating mood boards into shippable, performance-friendly assets across stylised and realistic worlds.

Theo Bennett, Lead Game Designer

Lead Game Designer

Theo Bennett

Systems and combat designer obsessed with the feel of a jump and the maths of an economy — every mechanic earns its place.

Client stories

What partners say after launch

Studios, publishers and founders we have shipped alongside.

"WarriorPortalRealm took our rough Unity prototype and turned it into a polished console launch. Our Switch certification passed first submission — that never happens."
Sarah L.Manchester, UK · March 2025
"Their multiplayer team rebuilt our netcode from scratch. We went from 40-player lobbies dropping constantly to stable 128-player matches at launch weekend."
Daniel O.Dublin, IE · November 2024
"The vertical slice they delivered in five weeks is the reason we closed our seed round. Investors could actually play the pitch."
Priya N.London, UK · July 2024
"Two years of live ops and our retention is still climbing. The seasonal content cadence they set up runs like clockwork."
Marcus T.Brighton, UK · January 2025

Questions

Everything you might ask

Search the questions we hear most from founders and publishers.

Both, and we help you choose. We run production teams in Unreal Engine 5 and Unity 6. The decision comes down to your target platforms, art direction and team's existing skills, and we will walk you through the trade-offs during pre-production.

Yes. Roughly half of our engagements are rescues or extensions of existing codebases. We begin with a technical audit of your repository and build, then propose the fastest safe path to your next milestone.

You do, in full. All game IP, source assets and code are assigned to you on final payment of each milestone. We keep nothing but the right to list the shipped title in our portfolio, and even that is optional under NDA.

Production is billed against agreed milestones, typically monthly, each with a defined deliverable and acceptance criteria. Pre-production and QA are fixed-price. You approve each milestone before the next begins, so there are no runaway budgets.

We do this regularly for PlayStation, Xbox, Nintendo Switch and Steam. We run compliance passes against the latest platform requirements and manage the submission back-and-forth so your internal team is not stuck reading TRC checklists.

Yes, through our live ops retainer. That covers patch cadence, seasonal content, telemetry dashboards and community-driven balancing. Many partners stay with us for years after the initial release.

Get in touch

Tell us about your game

Send over your pitch, prototype or problem. We reply to every enquiry within one working day.