WELCOME TO BRIGHTROCK
Brightrock Games is an independent video game studio based in Brighton, UK, with a core team of eleven people from around the world. Our goal is to create genre-twisting 3D simulation and management games; and if we can do it with a quirkily British sense of humour, then all the better!
Community is a huge part of what we do, and we pride ourselves on maintaining utmost transparency with our players. We’re like glass. No, water. Air?
Our first project, War for the Overworld, is a highly-praised dungeon management game which launched in 2015 for Windows, Mac and Linux. The game was a runaway success on Kickstarter, and it continues to grow and attract new players. We’re also now hard at work on our next title: watch this space!
MEET THE TEAM
Managing Director, Designer
Information on Josh is hard to come by, but we managed to recover the following data before his social protocols went offline: He is the managing force of the directors, a cornerstone of design, and perhaps most importantly of all: master of milkshakes.
Director, Producer, Programmer
Scott is our chief of tech, bringing to bear his experience from working in the corporate software industry. He also hails from the dangerous, faraway land of Australia, where his family owned a farm. There’s a joke here about how directing our company is a bit like herding cattle, but Scott insists that is not the case.
Nano moved from sunny Corsica, so it’s no surprise that the weather in Brighton leaves a lot to be desired. When he’s not helping steer the ship, he’s down below deck shoring up our codebase, and making content tools that make everyone else’s lives easier.
Hugo González Rueda
There are rumours that Hugo may have made a pact with the devil, and bartered his hair for incredible artistic talent. All we know is that this ex-architect now inspires us with his visions for our games.
They say the pen is mightier than the sword; Tim, however, likes to be prepared and thus owns both. His careful hand shapes the narratives we create, and adds missing commas.
QA Analyst, Technical Artist
“Little” Cian, despite his towering height, is the youngest member of the team. We can only assume he was raised by spiders, such is his ability to catch bugs. He has a real technical knack, and has now expanded his repertoire by donning many Technical Artist hats (see photo).
Ciro is a dangerously good animator, as evidenced by the large collection of knives he keeps close by. When he’s not breathing life into our games he’s breathing in the outdoors – be that riding a dirt bike, climbing a mountain, or swimming in the sea (a dead giveaway he’s not from the UK).
Community & Marketing Manager
Lee is our resident Community Manager and Zen Guru. You’ll often find him floating around the forums with the best interests of our fans in one hand, and an energy drink in the other. If you’ve been on our channels, you’ve read his sincere words.
Mike arrived at Castle Brightrock with a ton of experience from AAA game development, and two tons of sticky notes to boot. He’s proven indispensable in all aspects of development, helping push us to new heights, and writing it all up on Confluence for good measure.
We have reason to believe Stefan is a machine. His unstoppable programming ability has laid the foundations for much of our software architecture and AI. And did we mention that his anglicised name is “Steven Fright”, which is definitely an evil robot name.
Pat has risen through the ranks to now lead our art department, yet still finds time to get hands on. His sense of humour brings much needed laughter to the blood, sweat and tears of game dev. He’s even allowed himself to become art, and there is now a Pat emoji for every occasion.
2D Art Director
Flat Pat is a mystery, having appeared in the office late one night in the darkest days of winter. This depraved copy of our accomplished Art Ddirector seemingly moves around the office, hiding in corners and waiting to pounce. He’s not very good at game development.
LATEST NEWS & BLOGS
Five years ago we started the journey of a lifetime, one which would take us from the comfort of a fan forum through: rampant prototyping, forming a company, Kickstarter, Steam Early Access, a full release of a game, long-term support, and the sourcing an office in...
In March 2017, Josh attended the EGX Rezzed convention to share our story with other indies; specifically the story of War for the Overworld’s difficult development cycle and troubled release. He talked about how we used solid communication to stabilise the ship in...
FOLLOW OUR JOURNEY