Pixel-art game studio · Spitalfields, London

We build worlds one tile at a time.

WarriorArtifactBase is a hand-crafted game development studio shipping 8-bit adventures, retro engines, and custom sprite pipelines from a workshop above Brushfield Street.

27 titles shipped
60fps, always
Est. 2014

Our run so far

A studio built on grids and grit.

We started as two friends soldering a homebrew handheld in a Spitalfields flat. A decade later we still cut every sprite by hand and profile every frame before it ships.

  1. 2014

    First cartridge

    Founded above a curry house on Brick Lane. Released "Tin Knight", a 4-colour platformer, on itch.io in three months.

  2. 2017

    The Artifact Engine

    Built our in-house 2D engine with deterministic physics and a tile editor that exports straight to console-ready ROM formats.

  3. 2020

    Moved to Brushfield Street

    Grew to a team of nine and opened the current workshop, complete with a wall of CRT monitors for pixel-accurate testing.

  4. 2024

    27 titles and counting

    Now partnering with studios across the UK on sprite work, engine ports, and full original productions from concept to launch.

How a build runs

From blank grid to shipped ROM.

  1. 01

    Prototype jam

    A two-week paid discovery sprint. We greybox core mechanics in the Artifact Engine and hand you a playable build to feel the game before art lands.

  2. 02

    Sprite & tile pass

    Every character, tile, and effect is drawn by hand on a strict 8-bit palette. You approve each sheet in our shared pixel viewer before it enters the game.

  3. 03

    Systems & feel

    We tune movement, collision, and game feel at a locked 60fps, profiling on real hardware until inputs read frame-perfect.

  4. 04

    Ship & support

    We build for PC, web, and handheld targets, handle store setup, and stay on for a 90-day patch window after launch.

Player two has entered

Words from the people we build with.

"They rebuilt our decade-old engine without losing a single frame of the original feel. The handheld port runs flawlessly and the sprite work is gorgeous."

MMarcus L.Studio lead · Hackney, London

"The prototype jam saved us months. We knew the core loop was fun before we spent a penny on final art. Best money we have ever put into pre-production."

PPriya R.Indie developer · Bristol

"Every tile arrives pixel-perfect and on the palette we agreed. Reviewing art in their shared viewer made approvals painless across our whole team."

TTomasz K.Art director · Manchester

Before you press start

Questions we hear a lot.

Original productions typically start at £18,000 for a compact release and scale with scope. The Prototype Jam is a fixed £2,400 discovery sprint, and standalone sprite or tileset work is quoted per sheet. Every quote is broken down line by line before you commit.

A focused arcade-style title runs roughly 4–6 months from jam to launch. Larger narrative projects run 9–14 months. We work in two-week milestones so you always have a playable build and a clear view of progress.

We ship to Windows, macOS, Linux, and the web out of the box, plus popular handheld and retro targets through our Artifact Engine export pipeline. We handle store pages and build submission as part of the launch step.

Yes. On final payment you receive full ownership of all source, art, and engine data produced for your project, along with documentation. We only ask permission before featuring the work in our own portfolio.

Often, yes. We regularly drop in for engine ports, performance rescues, and additional sprite work. We start with a short paid audit so we can give you an honest read on scope before committing.

Our workshop is at 52 Brushfield Street in Spitalfields, a two-minute walk from Liberty of London and Old Spitalfields Market. Visitors are welcome by appointment Monday to Friday, 9am to 6pm.

Insert coin

Tell us about your game.

Send us the shape of your idea and we will reply within two working days with next steps and a rough scope.

Spitalfields, London — grid reference