People, tech
& culture
We are shaping a future where creating, publishing, and owning multiplayer games is seamless and truly in the hands of developers and players.





Our journey
Our proprietary technology has been in development for many years, with some incredible milestones along the way.

2020
During the height of Covid, we used the time at home to start something massive. We embarked on a journey to simplify multiplayer game development. With a small team of seasoned professionals, all sharing in the same vision, we started what later would be known as 'LEMUR'.

2022
Lemur had gone from idea to a tested and validated prototype and seeing the true potential of Lemur becoming a Multiplayer Engine, we extended our goals to not only allow other teams to build multiplayer games seamlessly, but rather build a tool box that would allow the publishing of multiplayer games across the world and on many different platforms simultaneously. This was the year, 'SCAPE' started to become a growing idea.

2024
After years of building, we were ready to start announcing what we had been doing in secret for so long. Scape and Lemur started to be talked about and excitement was felt all around. Engaging with community added a completely new layer of motivation to our ambitious projects.

2025
We are very excited about 2025! We are on-boarding external creators and seeing their ideas come to life. Working alongside other talented developers and sharing feedback and ideas will keeps us growing and during late 2025, we will be ready for Early Access!

Our culture is built on action, ownership, and results.
We foster an inclusive culture where everyone feels safe, valued, and respected. We embrace diverse perspectives and support each other through open, honest, and meaningful feedback, because that’s how we grow and do our best work together.

Bastian Geissler
Founder & CEO
With 20 years of experience in software development and over 10 years of product management and team management experience in the Games Industry, Bastian started the journey to revolutionize multiplayer game development back in 2018.
He is now focused on final steps of bringing our vision to life, where making multiplayer games is seamless, and publishing those games world-wide and on several different platforms simultaneously can be done with the push of a button.

Jane Skullman
Director of Operations
With over a decade in gaming management, Jane is a proven leader in growth and innovation. At Brink, she leverages her expertise in product & team management to secure our company culture and drive product development.
Previously, as Executive Producer at Star Stable Entertainment, she drove expansion and transformation. Jane’s agile leadership, stakeholder engagement, and business acumen make her a strategic force in gaming. As Chair of the Stockholm Futurists, she explores emerging technologies and their impact.

Casey Al-Kaisy
Product director
With a track record of shaping some of the industry’s most iconic live service experiences, Casey brings deep expertise in game operations and franchise development. As Live Service Director on Helldivers 2 and a key contributor to multiple Battlefield titles, Casey has helped define what it means to scale and sustain blockbuster games.
At Brink, Casey drives Product direction and Partnership programs to ensure long-term player engagement and strategic alignment across teams and collaborators.

Remco van Oosterhout
Director of Technology (Lemur)
Position / With close to 20 years of total experience in software engineering and over 13 in the games industry, Remco is an expert in game and infrastructure development. He led teams on MMOs at companies like Funcom and Star Stable and was one of the Core Architects on Ubisoft’s Scalar technology.
Remco is responsible for the technical direction and vision for the Multiplayer Engine called Lemur and is the Core Architect, working hands-on with developing its most intricate parts.

Christoph Pantea-Becher
Director of Technology (Scape)
Having spent over 15 years in the games industry, Christoph has worked with large teams on over eight titles across multiple roles, including critical positions at InnoGames and Bigpoint.
Christoph is responsible for the technical direction and vision for MMO Platform called Scape and is the Core Architect, working hands-on with developing its most intricate parts.

Pim Kartner
director of engineering
Pim brings extensive development experience from both inside and outside of gaming, having worked on cloud solutions, distributed systems, and game systems while leading teams of developers.
He drives the engineering culture, creating processes and workflows, and managing the engineering team to ensure projects run smoothly.
