Nodbrim Interactive was founded early 2015 by two friends who have a strong passion in games that are challenging, exciting and a bit different. The companies goal is to put out quality nieche titles for PC and develop interesting games that make players think.
We are currently working on our first title Acaratus. It is a turn-based tactical rpg set in a medieval steampunk world where you build your own mech warband and collect cards to use as a strategic combination during battles.
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 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.