A small Belgian studio room at 08:00: a wooden worktable, a lap­top wedge, a mug, and cool north light raking across the desk.

NEXORA Industrial Solutions · Lochristi, East Flanders

A Lochristi studio with two disciplines

Games and desktop applications from the same address — Raveschoot 22, 9080 Lochristi, Belgium. Programming, 3D and 2D art, and concepting sit under one roof; this page explains how the studio is organised and how the two sides of the work connect.

The shape of the work

Six plates the studio pins in this order

A small studio has a fixed order of operations: what gets decided before anything is built, who signs it off, and what it takes to ship it cross-platform. Read them top to bottom — or click a numbered pill to jump straight to the stage you want.

01

Brief and the shape of the job

Before anything gets built, we write down what the thing is for. A game with a clear core loop and a realistic release plan qualifies; a desktop tool with a defined user and a defined job qualifies. Projects that need a large team immediately, or that reduce to documentation, don't — and we say so in the first conversation rather than the third.

02

Concepting, in-house

Concepting covers more than a character sheet. It answers what the software is for and how a user actually gets through it — the first screens, the loop the player or operator returns to, and the decision about which of the two tracks, game or desktop tool, the project really belongs to. Deciding that at the table is cheaper than deciding it after an asset pipeline is built.

03

3D and 2D art, one pipeline

The art discipline runs both directions at once. The 3D pipeline handles models, rigs and environments; 2D carries UI, iconography and store assets. Keeping both in one file structure matters because a game port and a desktop installer read from the same source — a low-poly environment and a settings dialog share a palette, a spacing rhythm and a typeface, and that consistency is easier to hold when the same people own both sides.

04

Programming, from engine to service

Programming spans far more than gameplay: engine-level systems on the game side; Windows services, installers, file handling and update paths on the desktop side. The two tracks teach each other things. A cross-platform desktop tool teaches file handling and OS quirks that make a game port easier; a game teaches frame budgets and memory discipline that make a business application faster.

05

Build — the stage that runs today

This is the plate that is currently live in the studio: the stage where a build either passes or blocks. It reads like a real build ledger — nightly binaries cross-checked against Windows, macOS and Linux, the game branch and the desktop-service branch on the same release schedule. What is running is what you see; nothing in this stage is a preview.

How this stage runs in practice
06

Publish and stay with it

Publishing a game or a desktop application is a first release, not a finish line. From here the work is patching, verifying the installer on the target OS, keeping a changelog a real user can read, and holding onto the project long enough that the release notes are boring. We stay on the releases that we shipped.

A close macro of a mechanical keyboard's edges and a monitor's matte bezel in cool north light.

A small workshop reads the same as it builds — the desk is the ledger.

Programming, art and concepting under one roof

The three disciplines, and what each one signs off

A small team works because the same person carries more than one discipline. That is the studio's real structure — not a job-title diagram. Below is the working allocation as it stands today, followed by the three platforms every desktop tool we ship has to run on.

Discipline Scope at NEXORA

Programming

Engine systems, gameplay, Windows services, installers and update paths.

game & desktop

3D art

Models, rigs, environments, the 3D pipeline and its tooling.

game-led

2D art

UI, iconography, store assets, panel and dialog design shared with the desktop side.

shared

Concepting

What the software is for, the screens a user walks through, the loop that holds the work together.

studio-wide

Cross-platform coverage of the desktop track

Windows

Primary desktop target

Windows services, installers and file-system behaviour are the base case. Desktop tools are verified against the current supported Windows release before they leave the studio.

macOS

Peer build

The same desktop tool is packaged for macOS with its own signing and notarization flow. Nothing about the macOS build is a fork — the divergence stays in the packaging, not the source.

Linux

Supported build

Linux is treated as a first-class release of the same desktop tool: the quirks found here tend to surface as upstream fixes for the other two, and are reported back as such.

Where the studio sits, and why that matters

East Flanders, close to a cluster and far enough out to keep the burn sensible

Raveschoot 22, 9080 Lochristi, Belgium. That is a useful fact rather than a formality: Belgium's software and game industry clusters around a handful of cities, and Ghent is one of them.

Roots & reach

Why Lochristi

  • Distance to Ghent's game and software clustershort
  • Where the studio hires from: the East Flanders ecosystemregional
  • Overhead kept low enough for a small team to survive onby design

Two tracks

Games and desktop work

  • Shared systems: build tooling, assets, input, save and stateboth tracks
  • Cross-platform desktop habits that make a game port easiertransfer
  • Frame-budget discipline that makes a business app fastertransfer

How the studio works

Selection and collaboration

  • Freelance art, audio, writing and specific engineering problemsbrought in
  • Subcontracting for other studios when they need capacitynormal
  • Scope surprises discussed at the start, not at deliverywritten down

What we look for

Not every project fits. That is on purpose.

A game with a clear core loop and a realistic release plan qualifies; a custom desktop tool with a defined user and a defined job qualifies. Projects that need a large team immediately, that reduce to documentation, or that require a promise before we understand the problem do not. We are not an agency, do not resell other people's products, and do not run a publishing label. Saying no early is cheaper for both sides.

What a multi-platform studio looks like here

No single Belgian studio model — so we picked a clear one

Belgian studios of different sizes target different things. Some, like Balio Studio, develop for multiple platforms and appear in current industry listings. Others work in a narrower segment: AAbrakam Entertainment in Angleur focuses on strategy and card-game-adjacent work, and Larian operates in the premium RPG space at international scale. That is the ecosystem's real range — from solo developers on itch.io to teams with global releases.

We sit closer to the small end and build accordingly, and we keep both tracks — the game side and the desktop side — actively green rather than treating one as a hobby of the other.

Shape of a small studio

I

Founding group covers four disciplines

3D, 2D, programming and concepting between them

basis
II

Team formed largely by former classmates

A pattern industry directories list for Belgian peers

common
III

Each person carries more than one discipline

Because there is nobody else to hand the work to

by design
IV

Real constraint once the project grows

Planned around rather than pretended away

live now

Described in industry directories around studios like Pajama Llama Games, that structure is the same one we recognise in our own.

Working with the studio

Working with people outside the studio

External collaboration is normal here. We bring in freelancers for art, audio, writing or a specific engineering problem, and we work as a subcontractor for other studios when they need capacity. The relationship works best when expectations are written down — what is being delivered, by when, and what happens if it changes.

Raveschoot 22, 9080 Lochristi, Belgium

[email protected] · +32 9 379 36 08

Monday to Friday, 9:00 AM – 6:00 PM.

What the studio is not

Straighter boundaries, fewer surprises

We are not an agency, we do not resell other people's products, and we do not run a publishing label. We are not a body shop that fills seats on someone else's team, though we do collaborate closely with clients.

And we are not a company that claims expertise across every engine and platform. We know the tools we use well, we evaluate new ones when a project needs them, and we say so when something is outside our range. If you are a freelancer with relevant work, send us a portfolio — that conversation starts the same way any other one does.