JH

Julian Huijbregts

Communications Manager at Nixxes Software

Julian Huijbregts is an experienced Community Manager at Nixxes Software BV since July 2022, previously serving as an Editor at Tweakers from October 2015 to June 2022. Prior to that, Julian held the position of Editor in Chief at Clipboard Publishing from October 2007 to September 2015, overseeing DIGIFOTO Pro magazine and its associated platforms. Julian's educational background includes studies at Hogeschool van Beeldende Kunsten, Muziek en Dans Den Haag from 2005 to 2006.

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Nixxes Software

Nixxes Software BV is a group of highly experienced game technology programmers and a young content team. The company was founded in August 1999 and has since specialised in helping other game developers and publishers making the best out of their game content. We do this either by: Bringing high quality conversions to other platforms, both console and PC. Assisting in getting a game out faster and better. And by working with studios to build technology that helps people make better games. Support our partners with content creation for their products. Over the past 19 years we have worked with machines varying from the Sony PlayStation and Sega Dreamcast to current-gen and next-platforms platforms. In addition we have a long history working with PC conversion projects and we are currently developing new technology for PS4 (Pro) and Xbox One (X). We strive to completely understand every platform we work on, and use this knowledge to get the best out of games. This way the game teams can focus on getting the best possible content, whil We do this either by bringing high quality conversions to other platforms, both console and PC, assisting in getting a game out faster and better, or by working with studios to build technology that helps people make better games. Over the past years we have worked with machines varying from the Sony PlayStation and Sega Dreamcast to the newer platforms like the PS3 and Xbox 360. In addition we have a long history working with various PC platforms. We strive to completely understand every platform we work on, and use this knowledge to get the best out of games. This way the game teams can focus on getting the best possible content, while we push the machines to make it all run well. We've worked on several products since we started, which you can find more information about in our projects section. We encourage you to try out these games, and we hope you will have as much fun playing them as we had working on them.


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51-200

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