about us
who we are
Grimoire started as a shared frustration.
And a shared conviction.
Jill comes from game design and UX. She cares deeply about how people think, decide, and collaborate. Too often, she watched creative energy disappear into keeping things in sync.
Wannes came from building and scaling software. He saw systems buckle under real-world use, and teams forced to work around tools that were never designed for how people actually work.
Our mission
How it started
Grimoire is personal.
It’s the product we both wanted to have when we were in it ourselves.
We’ve been inside studios where great ideas quietly broke under complexity.
Where change felt risky.
Where creativity slowed down, not because of talent, but because of fear.
We didn’t want to build another tool.
We wanted to remove the fear that creeps in when games grow, teams scale, and change becomes risky.
