Spectrum Innovation Solutions Spectrum Innovation
Raveschoot 22 · Lochristi · BE
A dark studio workbench at morning light with two displays glowing behind a keyboard and a taped-down bench wire

Leave the manual open on the workbench.

Spectrum Innovation Solutions is a PC game and application studio based at Raveschoot 22 in Lochristi, Belgium. We take a project from the first crude prototype through production, profiling and the build you actually hand to a publisher or a storefront.

DirectX 12 DirectStorage GameInput C++ & .NET MonoGame
Over-the-shoulder view of a developer at a bench with a single monitor glowing behind a keyboard and a paper ruler on the desk

Where the frame budget actually lives

Most of our days go into Windows work: DirectX 12 rendering, DirectStorage streaming, GameInput handling, C++ and .NET toolchains. That is the runtime stack a PC build leans on when the frame budget is tight and the art direction is not negotiable.

Four layers we work in

Four layers of a Windows build

Every engagement touches at least one of these layers, and the layer decides what we do first. If your project's risk sits in a layer we do not list, that is the first thing we would tell you.

Read about our Windows stack
  • Rendering

    DirectX 12 work at the API level when the situation asks for it: command list submission, descriptor management, render pass structure. Just as often the answer is a shader change, a draw call merge, or admitting the engine was right and the mesh was wrong.

  • Streaming

    DirectStorage changes level design and load pacing: how much you can load behind a door, how long a transition can afford to be, whether a hub world streams while you walk. That is a design conversation as much as an engineering one, so it belongs in pre-production.

  • Input

    GameInput is the difference between a controller that just works and a support thread with forty replies. Device mapping, hot-plug behaviour and remapping are production features with their own milestone, not a polish item left for the last sprint.

  • Tooling

    C++ and .NET toolchains, the build pipeline, and the packaging format that decides patch size and update behaviour. We plan packaging alongside the pipeline rather than the week before release, so a build from six weeks ago can be rebuilt if a storefront asks for it.

Three shapes of brief

What lands on our desks

We take on PC-first work because that is where our tooling knowledge sits deepest, and because shipping a Windows build is a specific craft rather than a generic one.

A. The vertical slice

A team has a vertical slice and needs the last six months of production handled, from the content lock through the submission build.

B. The Windows product

A product group wants a Windows application that behaves like a game, with a real asset pipeline instead of a folder of loose files.

C. The shipped framework

A studio built on MonoGame wants input and storage handled properly before a demo goes out to a publisher or a storefront.

A note on fit

If the project is console-only or mobile-only, we say so plainly and point you at studios who do that work better than we would. It costs us one conversation and saves a team three months.

Three notes from the work

The paragraphs below are how we actually talk with a team — nothing marketing, everything that shapes a week of the schedule.

Prototype before promise

The first weeks are not a demo for investors. They are for us. We build the smallest thing that exercises the risky part: the streaming loop for a large world, the input path across three controller models, the save format that has to survive an update.

Belgian studios run small, and a compact production market rewards teams that kill a bad approach in week three rather than month nine. You get a running build to click through, plus a short written note on what we learned and where the cost sits.

How a build actually gets out the door

Packaging format is a decision, not a formality. It determines patch size, update behaviour, distribution options and how much of your player's disk you rent. We keep the pipeline reproducible so a build from six weeks ago can be rebuilt if a storefront or a certification body asks for it.

Publisher-ready means a documented process, not a lucky zip file. The exact shape of that process — what gets checked, what gets signed, what gets archived — is a thing we go through with you rather than hand over at the end.

Belgian production cluster

Small country, connected market

Independent coverage from Spawnpoint reported more than 115 active game studios in the country, citing BelgianGames, and framed Belgium as a small but globally relevant development market. The number matters less than the shape of it: the teams are few, the talent moves between them, and a well-made PC build travels further than the market size suggests.

Established teams like Nacon Studio Ghent show what a Flanders production cluster looks like, while smaller studios such as RRSTUDIO, visible in the Wallonia and Liège directory listings, show the regional spread. We work inside that context, not above it — which is why a two-hour train ride is still our idea of a project kick-off.

Address
Raveschoot 22, 9080 Lochristi, Belgium
Phone
+32 9 352 91 28
Hours
Monday – Friday, 9:00 – 18:00 CET

Beyond games

Applications, not just games

Plenty of our work is a Windows application with game-grade demands: real-time data display, 3D visualisation, large asset sets, or a UI that has to stay responsive while something heavy runs behind it.

The toolchain overlaps almost completely with game work, which is why a studio like ours takes these projects on without stretching. If your team is weighing a game engine against a desktop framework for a product that is not a game, that is a conversation we have often.

Who we work with

Four kinds of team, one shared problem

  • Small studios that need a technical owner on the PC side of a multi-platform build.
  • First-time teams with funding and a date, and nobody on staff who has shipped a Windows build before.
  • Product groups inside larger Belgian companies that need game-grade performance in a desktop application.
  • Publishers who need a Windows build finished and documented before a storefront cut-off.

We take long partnerships when the fit is right, because the second project with a team is where most of the value shows up.

Practical answers

Questions we get asked a lot

The four below come up in almost every first call. If yours is not here, the brief form is the shortest path to an answer.

Which engine fits a small Belgian PC studio in 2026?

It depends on the content surface, not the studio size. Editor-driven engines win when art volume is high and the team is mixed-discipline. MonoGame and similar .NET frameworks win when the game is systems-heavy, you are comfortable in C#, and an editor would be scaffolding around a small set of mechanics. We make that call in discovery, with a prototype to check it.

When does a team need the Microsoft Game Development Kit?

Usually when platform integration, certification requirements or low-level Windows access become part of the product rather than an afterthought. A straightforward PC title with standard input and standard packaging is normally served by a general-purpose engine plus its Windows export. Reaching into platform services the engine does not expose is what changes the answer.

How much of a project do you need to take?

As much or as little as makes sense. We have joined teams for a two-week profiling pass and stayed for two-year productions. The one thing we avoid is being handed a finished build the week before submission with no prior involvement.

Do you work with teams outside Belgium?

Yes. Our address is in Lochristi and our timezone is Central European, which works well for European partners and reasonably well for North American ones. Most of our communication is written, with scheduled calls at agreed times.

Next step

Start with a brief, not a call

The contact page takes a project brief: what you are building, what stage it is at, what the deadline looks like and where you think the risk is. We read those properly and reply with a view, which sometimes includes recommending a different studio or a different technology entirely.

If you would rather look at how we work first, Our Process spells out the shape of an engagement from discovery through release preparation.

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