Where we are
Raveschoot 22, 9080 Lochristi, Belgium. Lochristi sits in East Flanders, a short drive from Ghent and within reach of Antwerp and Brussels. If you're visiting, get in touch first so someone is available to meet you.
Studio
Raveschoot 22, 9080 Lochristi, Belgium +32 9 379 36 08 [email protected] Monday to Friday, 9:00 AM – 6:00 PMUse this page to contact NEXORA Industrial Solutions about a project, a collaboration, or a question about the studio. We're a small team, so messages reach a person rather than a queue.
Raveschoot 22, 9080 Lochristi, Belgium. Lochristi sits in East Flanders, a short drive from Ghent and within reach of Antwerp and Brussels. If you're visiting, get in touch first so someone is available to meet you.
Email: [email protected]. Email is the fastest route and the one we check most often. Describe the project in plain terms: what it needs to do, who will use it, and roughly when it needs to exist. Attachments are welcome if you have a brief, a sketch, or a portfolio, but a short written description is more useful than a large file with no context.
Monday to Friday, 9:00 AM – 6:00 PM (Belgian time, Central European Time, UTC+1, with daylight saving in summer). Messages that arrive outside those hours get read on the next working day. We don't run a 24-hour support line, and we'd rather say so than imply otherwise.
Four things speed up a first reply: what the software or game is meant to do, who the users or players are, whether there's a deadline tied to something external, and what stage the idea is at. If you're a freelancer or another studio looking to collaborate, send what you've worked on and what kind of project you'd want to join. A portfolio link beats a long introduction.
The software
What it should do for its users.
The users
Who will play or rely on it.
The timing
Any external deadline in view.
The stage
Idea, sketch, or working build.
Inside the studio
Messages go to the studio and get read by the people who would work on the project. If it looks like a fit, the next step is a conversation about scope, and from there a proposal. If it isn't a fit, we'll say so rather than leave it open. Personal data sent through this site is handled as described in our privacy policy.
Before you write
A few things people ask us before their first email. Short answers, so you can decide whether it's worth writing at all.
Yes, when the scope is clear and the deliverable is something you can run. A small, well-defined tool often moves faster than a large one, so we're happy to talk about it.
No, because custom work varies too much to price without understanding the project. Once we understand what you need, we can talk numbers grounded in the actual work.
Yes, and remote collaboration is normal. Video calls, shared documents and weekly checkpoints carry the work; you don't need to be in Lochristi to start a project.
When the project requires it, yes. If you need paperwork before the first call, say so in your email and we'll arrange it.
Next step
A few sentences is enough to start. Tell us what the software or game is meant to do, who will use it, and when it needs to exist — we'll reply from the studio, usually on the next working day.
Have a look at how the studio runs a project, or read more about the two sides of the work before getting in touch. Both pages will save you a round of questions.