Those of you who occasionally glance at our event calendar (Calendar Man will remember that) might have noticed we recently added three top of the bill masterclasses from international authorities in their respective fields. And best of all: they’re completely free for anyone in the #BelgianGamesIndustry! Kicking off these series of not to be missed Continue reading →
For the third year running, the European Games Coproduction Market connects both established and new developers in order to foster coproductions between indie game studios in Europe. Last year, the initiative included Belgian, French and German studios, but this year the event opens up to developers from Spain, Croatia, and Serbia. The European games coproduction Continue reading →
Big and exciting #BelgianGamesIndustry news today. Our proud member Happy Volcano has raised 2,2 million dollars in a Series A funding round. The money is invested by Hiro Capital, the investment fund behind industry legend Ian Livingstone. This is huge for the studio, who can now completely focus on realising the expanded ambitions of their Continue reading →
Pun intended. Unsurprisingly, Epic Games is one of the main partners of the latest White Nights Dev Contest for Unreal Engine developers. This competition is open to all European developers who are currently working on a video game developed in Unreal Engine 4. Next to Epic, winners can look forward to a range of different Continue reading →
Another year, another batch of new members that will join the FLEGA family. With co-creation hub Hangar K, we’re getting more than we bargained for, as the concept provides office space for various tech companies. Among many others, Hangar K is currently the home of game technology accelerator and fellow FLEGA member DAE Studios, the Continue reading →
One of the most common tips industry veterans have for beginning video game developers is to complete a production cycle from start to finish. Anyone can come up with an idea or hammer out a prototype, but identifying the right project and releasing a finished product is the hard part. As this can take anywhere Continue reading →








