Nodbrim Interactive was founded in early 2015. we are a small company based in Sweden with big dreams founded by two friends. We have a strong passion for games that are challenging, exciting and a bit different.
The company has a trusted group of freelancers working internationally via the web. The ultimate goal of the team is to put out quality niche titles for PC and develop interesting games that challenge players and provide unique gameplay experiences.
About The Engine
We have spent a large amount of time to make an engine that we could use for future projects and make things our own way. (To be honest we wanted to see if we could do it) It was seen as a hobby project at start but grew to something more and then we developed Acaratus as a first test subject with this engine. Its modular, has a ton of nifty features and is very light so it works on a lot of hardware
Brimlight Engine is our own propriatary engine developed by Kristoffer, if you have any questions about it please dont hesitate to ask us a question.
Co founder/Creative Director/Artist
A guy who has been working several years in the VFX industry and in games; Hellboy 2, Hitman Absolution, Mortal Online, 10.000BC, Ninja Assassin, Coke Zero commercials and Lego commercials are few of those.
His passion and education has been with video games but life has a funny way of pushing and pulling in other directions.
Martin’s role at Nodbrim is to organize and manage a strong team of freelancers and bring the vision of our games into light. On top of that he also acts as an Art Director and Artist.
Co founder/Lead Programmer/Designer
Kristoffer is the Lead Programmer and Game Designer on Acaratus and loves to solve problems, create and innovate. He has been programming since sixth grade and studying programming for three years while working with programming at the school for three more years.
He sees programming as more than just a job, it’s a passion and love for what it stands for. The Brimlight engine is a work of passion that he has been building from scratch since a year back. When Martin and Kristoffer met the idea of Acaratus grew and they saw that this could be a game that they both would love to play!
Programmer / Designer
Game programmer and designer at heart, Daniel has spent the last 2.5 years working in the field of designing and programming measurement systems for heavy industries. His passion for games in all forms, digital and analog, has driven him back to game development – the subject he studied.
After watching the development of Acaratus from the sidelines, Daniel is very happy to be on the team and contribute by scripting game content and giving odd game design ideas.