
Most game projects die somewhere between the pitch deck and the first build that runs. We work the other way round: every fortnight you get something you can hold a controller to, install on a phone, or hand to a publisher.
- First build shipped
- March 2019, 11:40pm, on a train
- Nightly builds
- 1,438 green · 61 red · none skipped
- Team
- 6 — four engineers, one artist, one producer
- Engines
- Unity 6 · Unreal 5.4 · TypeScript / WebGL
- Longest bug
- Nine days. One comma, in a shader
- Projects cancelled
- One, in 2018 — it is why this studio exists
- Working
- UK-wide, remote-first, on site when it matters
We keep the build running.
With Garnet is a games and software studio on the Cleddau, and it exists because of a bad year. In 2018 three of us spent eleven months on a project that produced concept art, a design bible and a schedule — and not one build a player could open.
That project was cancelled in a twenty-minute meeting. Nobody argued, because nobody could point at anything that worked. We started With Garnet in March 2019 with one rule carried over from it: the first sprint ends in a build, and so does every sprint after that. The studio was incorporated as With Garnet Ltd in 2025, when the contracts got big enough to need a company behind them.
The company is young. The team is not. With Garnet Ltd has existed since 2025; the six of us have been shipping together since 2019, and four of us shared an office in Cardiff for three years before that. Between us that is thirty-one years of released work across PC, console and mobile. What a new company buys you is a clean balance sheet, not a crew learning each other's habits on your budget.
Today the studio is six people. Four write code, one makes everything look like it belongs together, and one keeps publishers, platform holders and certification queues off the engineers' desks. We take on four projects a year. That number is not a scarcity tactic; it is how many builds six people can keep healthy at once.
There are things we turn down. We don't take art-only outsourcing, we don't quote a fixed price on a design nobody has played, and we won't start a project where the first milestone is a document. If a brief arrives shaped that way, we'll say so on the first call rather than three invoices later.
Elin Prosser
Studio director · gameplay code
Marged Rhys
Art lead · shaders and look-dev
Tom Callaghan
Producer · certification and release
A build somebody can play beats a document that describes one.
Six things you can put on a purchase order.
Each one is priced as a milestone with a written definition of done. Tap a row to add it to the enquiry form below.
Two to five weeks. One loop, one build, one device. You end with something you can hand round a table and a written verdict on whether it deserves funding.
A publisher-ready section at final quality: the core loop, one finished level, a capture pass and a signed build for every platform you intend to pitch to.
Green-lit design to store-ready across PC, console and mobile. Priced per milestone, reviewed every fortnight, never billed by the day.
Player portals, operator dashboards, booking and back-office tools. TypeScript and Postgres, with a handover document another team can actually work from.
Steam, Switch, PlayStation, App Store and Play. We take the submission paperwork, the rejections and the resubmissions off your producer.
Patches, telemetry, seasonal content, and an engineer on call through launch week.
VAT is not currently charged. Milestone invoices are issued on acceptance and due within 14 days.
Five projects, and the number that mattered on each.





Bring us something that doesn't compile.
We'll tell you what it costs to make it run — on the call, not in a follow-up email three days later.
Talk to the people who write the code.
- [email protected]
- Telephone
- +44 7828 778 805
- Registered office
- With Garnet Ltd
22 Freemans View
Haverfordwest
SA61 1LG - Studio hours
- Monday to Thursday, 09:00–18:00 · Friday, 09:00–14:00
- Reply time
- One working day. Launch weeks excepted, and we'll say so in the auto-reply.