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(01) Independent studio Haverfordwest · SA61 Unity · Unreal · Web

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.

With Garnet Ltd — six people, four of them engineers, one office above a chandlery in Pembrokeshire.

Soft-lit render of glowing organic forms from an in-house shader study
Shader study — subsurface pass 07 Internal R&D · 2026
(02) The studio
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.

Most studios our size sell day rates. We sell milestones — a day rate quietly rewards the wrong thing.

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.

With Garnet Ltd wordmark set beside a sculpted form lit in the studio's pink and blue palette
Studio wordmark — identity system, 2025 revision
Studio director photographed with a shelf of resin character prints

Elin Prosser

Studio director · gameplay code

Art lead photographed in front of a bank of coloured props

Marged Rhys

Art lead · shaders and look-dev

Producer photographed among illuminated set pieces

Tom Callaghan

Producer · certification and release

Volumetric render of luminous forms produced during engine lighting tests
Working principle

A build somebody can play beats a document that describes one.

(03) What you can commission

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.

Prices are a guide. Every quote is scoped after a free build review and holds for 30 days.
Playable prototype
from £8,500

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.

+ add to enquiry
Vertical slice & pitch build
from £24,000

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.

+ add to enquiry
Full production — Unity or Unreal
from £62,000

Green-lit design to store-ready across PC, console and mobile. Priced per milestone, reviewed every fortnight, never billed by the day.

+ add to enquiry
SaaS & web application build
from £14,500

Player portals, operator dashboards, booking and back-office tools. TypeScript and Postgres, with a handover document another team can actually work from.

+ add to enquiry
Porting & platform certification
from £6,400

Steam, Switch, PlayStation, App Store and Play. We take the submission paperwork, the rejections and the resubmissions off your producer.

+ add to enquiry
Live-ops & post-launch
from £1,150 / month

Patches, telemetry, seasonal content, and an engineer on call through launch week.

+ add to enquiry

VAT is not currently charged. Milestone invoices are issued on acceptance and due within 14 days.

(04) Selected builds

Five projects, and the number that mattered on each.

Key art study of buoyant luminous forms used for the Tide Protocol slice
6 wks TIDE PROTOCOL Co-operative deep-salvage game. Whiteboard to a playable vertical slice in six weeks; two publishers asked to see it a second time. Vertical slice · Unity 6
Lighting test showing a sculpted form under coloured rim light
2 stores ORRERY A puzzle game about broken clockwork. Steam and Switch releases fourteen days apart. Full production · Unreal 5.4
Render study of translucent leaf forms lit in pink and green
3 loops SALT & SIGNAL A radio-drama roguelike. Three loops prototyped, two discarded on the evidence, one funded. Prototype · Unity 6
Render of clustered luminous forms produced by the studio's build pipeline test scene
1 command GARNET KIT Our own build pipeline: one command, five platforms, signed, versioned and uploaded. Licensed to two other studios. Internal tooling · open licence
Render of translucent petal forms lit in the studio's pink and green palette
90 days HARBOURLIGHT Booking, crew rostering and tide-window software for a Pembrokeshire boat operator. Kickoff to live in ninety days. SaaS build · TypeScript

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.

Book a studio call
(05) Get in touch

Talk to the people who write the code.

Registered office
With Garnet Ltd
22 Freemans View
Haverfordwest
SA61 1LG

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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.
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