Game Development Studio — Shoreditch, London
We Forge Games Worth Fighting For
LunarBattleForge is an independent studio building original titles, co-developing with publishers, and shipping console-grade experiences from a converted warehouse on Rivington Street.

Built in the open
Numbers from the workshop
Independent, employee-owned, and BAFTA-nominated for Best British Game.
What we build
Services engineered for shipping
Fixed-scope engagements with senior teams. Every project starts with a paid two-week technical discovery so estimates are grounded in a real prototype, not a spreadsheet.
Full-cycle development of your IP across a 9–24 month roadmap. Dedicated pod of designers, Unreal/Unity engineers and a producer, with monthly vertical-slice milestones you can play. Includes art direction, systems design and certification support for PlayStation, Xbox and Nintendo.
Drop-in senior specialists who work inside your Perforce depot and stand-ups. Common asks: gameplay programming, tools and pipeline, netcode, and porting. Minimum three-month engagement, ramp-up inside two weeks.
We take your finished PC build and pass first-party certification on Switch, PS5 and Xbox Series. Covers performance profiling, memory budgeting, input remapping and platform features such as achievements and cloud saves. Typical turnaround 10–16 weeks.
Seasonal content, telemetry dashboards, server maintenance and a fortnightly patch cadence. We hold a 24-hour SLA for critical live incidents and run A/B tests on economy and progression to keep retention healthy.
A focused sprint that turns a pitch into a playable prototype plus a costed production plan. You walk away owning the build, a risk register and a milestone roadmap — whether or not you continue with us.
The crew
Senior people, hands on the build
No account managers between you and the makers. The people in the pitch are the people in the engine.

Priya N.
Fifteen years shipping across mobile and console. Previously led production on two BAFTA-nominated titles before founding the studio in 2016.

Marcus D.
Unreal Engine gameplay and netcode specialist. Owns our porting pipeline and has passed first-party certification more than forty times.

Lena K.
Sets the visual language for every project — from stylised hand-painted worlds to PBR realism. Leads a team of nine artists and technical artists.

Tomasz W.
Systems and economy design across free-to-play and premium. Turns fuzzy pitches into tuned, testable mechanics with clear retention loops.
In their words
Studios and publishers we have shipped with
Play the reel, then read what partners said after launch day settled down.

They joined our co-dev six weeks before alpha and untangled a netcode mess we had feared for months. We shipped on time and the crossplay just worked.
The Switch port kept a locked 30fps in scenes we thought were impossible. Certification passed first submission, which never happens.
From a two-week prototype to a funded production plan, they were honest about risk the whole way. We greenlit on the strength of that build.
Field dispatches
Notes from the forge, once a month
Postmortems, tooling deep-dives and the occasional job opening. No spam, unsubscribe in one click.
Start a project
Tell us what you are building
Send a few lines about your project and we will reply within two working days. Studio visits welcome by appointment.
- Phone
- +44 20 7739 4927
- [email protected]
- Studio
- 52A Rivington Street, Shoreditch, London EC2A 3QN
- Studio hours
- Mon–Fri, 9:30–18:00 GMT