You Don’t Need a Team. You Need the Right Man to Break the Boundaries.

Delivering unseen Gameplay Systems that aren’t just surface polished - but scalable, lean and concrete. Guaranteed results that drive real progress and bring proven success.

Who is - SG Prod?

SG Prod is a one-man boutique game studio focused exclusively on Gameplay Programming inside Unreal Engine. I don’t stretch over everything — I implement the systems that fill the gap between delivery and quality.

Judge Based on What Others Say

Iggy Paris

Founder of Paris Media

Saba is what happens when raw talent meets years of discipline and refinement. Every technical roadblock becomes a challenge he overcomes with elegance. He’s a one-man army capable of giving any indie team the look, feel, and performance of a triple-A game.

Aaron Carson

Founder of Freedom35Studios

Saba was instrumental in bringing my design to life inside UE5. From planning to execution, his experience and skill was exactly what we needed to build a successful prototype, and continue towards a full-fledged multiplayer gaming experience.

Romit Koundinya

Director of StoreyBoard

Working with Saba has been a smooth and positive experience so far. Even in the first milestone, he demonstrated strong attention to detail, clear communication, and a solid understanding of our vision for StoreyBoard. His structured approach and willingness to adapt have helped us move the project forward confidently.

Luigi Rao

Director at 3KingsProductions

Working with Saba has been an great experience. He co-built the core systems for our game’s locomotion and worked closely with our Animator to refine every detail. Saba has been an integral part of helping us realize our vision for achieving quality locomotion in our game.

Bruce Fennell


Vice President at Avaloy Studios

Working with Saba was a seamless and rewarding experience. Every milestone was met with precision, and he often brought ideas to the table that elevated the quality of our demo beyond what we had envisioned. Even after hitting our final goals, Saba continued to polish the work to ensure it represented the highest standard.

Systems that Define a New Standard

Outlaw's Vengeance

Outlaw's Vengeance

A semi-open world stealth-action experience built on freedom and precision. Parkour across rooftops, stalk your prey, and strike with calculated fury. Master movement, stealth, and combat as you hunt the four who betrayed you in the city of New Aurelia.

My Role: I am the only Gameplay Programmer on the project, and everything player related is built by me.
- Traversal system that has no alternative on Unreal Engine community.
- Combat System:
     -- Range Combat: Pistol & Grenades.
     -- Melee Combat: Sword Combat & Executions.
- Inventory System:
     -- Change/Equip, inspect outfits.
     -- Collect items, use them, inspect.
     -- Collect notes/information throughout the game and inspect them.
- AI System:
     -- AI advanced reasoning: Inspired by last of us 2.
     -- AI Combat: Range & Close combat
     -- AI states: Patrol, Investigate, Search, Combat.

United State

United State

United State is a brutal, team-based third-person shooter set in a shattered America during the late 1990s. Engage in intense, grounded combat across war-torn cities, forgotten towns, and contested territory — where every bullet, every strike, and every decision counts.

My Role: I am the only Gameplay Programmer on the project, and everything player related is built by me.
- Locomotion System: Last of Us 2 inspired movement system.
- Combat System: Last of Us 2 inspired range & melee combat system.
- Inventory System: Last of Us 2 style inspired inventory system + TLOU Factions style looting system.

Soul Survivors

Soul Survivors

A co-op and PvP ARPG built for intensity and replayability. Level up your character, refine attributes, master weapons, and evolve abilities. Enter the field and dominate waves of ruthless bosses.

My Role: I am the only Gameplay Programmer & Backend developer (saving system for everything) on the project, and everything player related is built by me.
- Multiplayer replication for every system in the game.
- Character classes & Combat system:
     -- Each class - Warrior, Wizard, Archer has unique abilities and upgrades.
     -- Combat system: Each class has specific combat system tailored to it. Weapons have upgrade system.
- Ability System:
     -- Game has large list of abilities that player can unlock, upgrade and use.
- Currency:
     -- Game has currency of Souls. Regular souls that are persistent and Elite souls that operate within the match. They are used to upgrade abilities, characters & weapons.
- Bestiary:
     -- Enemies and Bosses that player fights against, all have unique combat system and abilities.

The Legend Of Bass Reeves

The Legend Of Bass Reeves

A third-person action adventure set in the Wild West. Follow the story through missions that take you into fistfights, shootouts, and chases on horseback. Explore towns and open terrain as you track targets, solve problems, and push the story forward through action and choice.

My Role: I am the only Gameplay Programmer & Backend Developer.
- Combat System:
     -- Range Combat: Rifle & Pistol.
     -- Close-Range Combat: Fist combos, parries and finishers.
- AI System:
     -- Ally AI & Enemy AIs.
     -- AI advanced reasoning.
     -- AI Combat: Range & Close combat.
     -- AI states: Patrol, Combat. (Some AI activate based on mission triggers & game events).
- Horse Riding System - Both Player and AI.
- Mission & Game Progress System
     -- Mission system that directs player to the objective and helps progress.
     -- Game Progress: Tracking & saving system for progress.
     -- Cutscenes and dialogues.

Ready to Build the Unseen Systems that Take Over?

Great work takes focus. That’s why SG Prod keeps project slots limited. Reserve early to guarantee results that stand out from the rest of the market.