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Company

Building CRI in a real game, then taking it beyond our own.

LuminidsAI was founded by Nick Jacob, a technology leader and architect with a background across software engineering, cloud platforms and large-scale technology programmes. He built Luminids and the CRI architecture; the next stage is building the team that can turn it into an external developer platform.

Nick Jacob standing with folded arms in a narrow cobbled lane in Cambridge, between old stone buildings, with an iron street lamp to one side and low sun at the far end of the lane.
Nick Jacob Founder, LuminidsAI · Cambridge, UK

The game, September 2026

  • 1,000+ playtesters have played the game in testing
  • 335k Steam store visits while the game is listed as coming soon

Luminids Studios, the game studio, was nominated for UK StartUp of the Year.

01 Customer zero

Why Luminids is customer zero.

Luminids is a cozy colony-building sandbox, in development for PC. It is also the hardest test we could have chosen.

A standalone character demonstration can hide the hard parts. Luminids cannot. Characters persist for hours, share a colony, save and load, compete for frame time, and meet players who do not follow a script.

So Contextual Relational Intelligence (CRI) is built here first. Shape the land, build a settlement and guide a colony of small creatures, then step into first person and explore the world at their level. Every one of those demands is a constraint the architecture has to survive.

Explore Luminids (opens luminids.com)

02 The founder's words

The question behind the company.

Can a simulated world produce genuinely different experiences for its inhabitants? What each character has seen, what they believe happened, who they trust, what they expect from others, and how those experiences change the decisions they make.

Why this problem

Nick’s background includes technology and programme leadership across Citrix, Centrica / British Gas, Merck Animal Health and UK government. Building Luminids exposed a recurring systems problem: how do you let many persistent characters carry different histories and points of view without turning the game into a tangle of bespoke logic?

CRI grew from solving that problem inside the game.

03 How we work

Three principles the company is run on.

These are the principles behind how we build the company and the platform.

  • One

    Build in reality.

    Prove the architecture inside a game that has to ship, under saving, a frame budget and real players. What survives there is what goes into the platform.

  • Two

    Make causality inspectable.

    A developer should be able to see why a character’s state changed, follow the response back to the evidence behind it, and test whether changing the cause changes the result.

  • Three

    Keep the character portable across models.

    Expression can change, and the model can change, without losing the character’s history.

The ten principles behind the architecture

04 What happens next

The next proof is outside our own game.

Luminids is customer zero. The £1.5m pre‑seed, with SEIS and EIS advance assurance, is designed to move CRI from internal production technology to external commercial validation.

The round is designed to fund four transitions: extract the portable Engine, productise Studio / Bench / Trace, integrate CRI into external environments, and validate it with design partners, pilots and first paid deployments.

If that works, the larger opportunity is persistent individual context beneath whatever reasoning or language model comes next. The model can change. The individual’s history remains.

Talk to us

First team to build

  1. Platform / Runtime Engineer

    Portable CRI Engine, SDK / interface and performance

  2. Developer Tools Engineer

    Studio, Bench and Trace

  3. Cognitive Systems / Applied AI Engineer

    Beliefs, relationships, expectations, appraisal and behaviour

  4. Developer / Solutions Engineer

    External integrations and design partners