Full Game Production
Concept to launch on Unreal or Unity: vertical slice, full production, certification, and day-one patch support.
6–18 month engagements · from £85,000
Jisenavo is an independent studio on Redchurch Street crafting low-poly games, gameplay systems, and full titles across PC, console, and mobile. From grey-box prototype to launch-day patch.

Trusted by teams that publish
A single co-located team of designers, engineers, and artists — no hand-offs across timezones, no lost context between disciplines.
Concept to launch on Unreal or Unity: vertical slice, full production, certification, and day-one patch support.
6–18 month engagements · from £85,000
A playable grey-box build to pressure-test your core loop before you commit a full budget. Weekly builds, honest feedback.
4-week sprints · from £14,000
Stylised faceted assets, modular level kits, and optimised meshes tuned to hit your target frame budget on handheld.
Per-asset or retainer · from £3,200
Networked multiplayer, save systems, inventory, AI behaviour trees, and tools your designers can actually use.
Embedded engineers · from £520/day
Bring your PC title to Switch or mobile — memory profiling, shader cuts, and passing platform certification first time.
Fixed-scope · from £22,000
Seasonal drops, balance passes, and telemetry-driven tuning to keep your community playing long after launch.
Monthly retainer · from £6,500/mo
Screens and captures from shipped titles and current builds in our Redchurch Street workshop.




Fifteen people in one Shoreditch studio, most of us shipping games together for years.

Studio Director & Creative Lead
Fifteen years across AA and indie. Sets the creative bar and keeps scope honest.

Technical Director
Networking and engine architecture. Ships the systems that never crash on cert day.

Lead Environment Artist
Defines our faceted look — modular kits that stay under budget on Switch.

Lead Game Designer
Owns the core loop. Turns fuzzy pitches into tight, testable mechanics.
Jisenavo took our napkin pitch to a Switch launch in eleven months. The prototype sprint saved us from building the wrong game entirely.
Their low-poly kit shaved our environment budget in half and still hit 60fps on handheld. The optimisation pass paid for itself.
We embedded two of their engineers for a season of live ops. Retention climbed 22% and our own team learned a ton in the process.
Transparent starting points. Every project gets a fixed scope and a written estimate before we begin.
Validate your core loop with a playable grey-box build and an honest go / no-go recommendation.
A dedicated pod takes your title from vertical slice through certification and launch.
Ongoing capacity for live ops, content drops, and optimisation on a shipped title.
Drop by the studio on Redchurch Street or send a brief — we reply to every serious enquiry within two working days.