Furi and creating memorable moments

Posted by on 07.22.16

Emeric Thoa is Creative Director and Co-Founder at The Game Bakers. Follow The Game Bakers: @TheGameBakers / @EmericThoa

Furi is a character action game in which you fight only bosses. You can get an idea of what the game is about with this trailer: Furi Trailer.


We launched Furi and received a truly incredible response from some players: they are crazy about the game, they love it more than I could have ever dreamt. In the meantime, other players, some reviewers didn’t enjoy the game or felt rejected by it. And they criticized the game for that. That’s pretty fair, but here is a thing. Not every game is for you. That’s what is called diversity. That’s a good thing (Ken Wong explains it better than I would ever do).

Of course, there are games that are bad or average. They missed something and very few people actually love them. But I don’t think it’s the case for Furi. As it was very well summed up in some reviews, Furi is a love-hate kind of game. And believe it or not: it’s by design. It’s a game that was designed to create intense satisfaction, and it succeeded in doing so, even if it frustrated some along the way.

Furi is a Love-Hate game

In this article, I’ll explain how we came up with this intention, and how we made it happen.

Part one: On making a game that doesn’t try to please everyone.

After we made Combo Crew on mobile, my partner Audrey and myself started thinking about what our next game could be. We were in 2013. Indie gaming was already big, but we knew it would grow bigger. We knew the market would be even more saturated, even more fragmented. We knew that, by 2016, iOS and Google Play would be nothing like in 2010. Steam would be flooded by releases every day, and even the very young new consoles (PS4 and Xbox One) would have their stores full of games and sales of any kind.

We realized that, in order to be in the top 10 of the indie devs, we needed to make something « outstanding ». A game that stands out, in every possible way. A game with an edge. A game that I call a « Triple i » or “iii”.

Tiplei_GamesEdgeThis picture was in the very first document for Furi

Triple AAA games have the budget, the talents, the teams to achieve greatness with a huge scope. Story, visuals, characters, gameplay features, game modes, game length… they try to have everything in order to please everybody. Their aim is mass audience.

We believed that, in order to be competitive, smaller studios must go the opposite way. We are too small to be the best at everything, but we can aim to be the best at one thing. We can make something edgy. We can choose not to please everybody. We can choose to make something that most would actually dislike, in order to make sure a niche of gamers will find it truly memorable.

This was the foundation of our strategy for the three years to come.


Every decision in Furi was made in order to make it memorable for a niche of gamers who were somewhat starved: the Japanese character action game fans. Every decision was made in order to make the game outstanding, unique and focused.

The art direction stands out, with colourful and surrealistic environments.

Furi path

The character design is stylish and unique, as we can expect from Afro Samurai’s creator Takashi Okazaki.

Furi The Strap

The combat is (very) fast paced, inspired by Japanese game design.


Its use of both shoot’em up and beat’em up mechanics is totally unique.


The soundtrack is made up of original compositions from amazing electro and synthwave musicians.


If we compare with the direction taken by a recent mainstream beat’em up like God of War, it’s clear to see we just went the opposite way. They go for realism, we opted for surrealism. They went for an orchestral soundtrack, we decided on electro. Let’s not fight head to head with these guys, right?


They aimed for mass appeal, we didn’t. No compromises. No consensus. We developed a game for a niche audience, but with the intention on casting a spell on our fans forever.

Part two: On fighting half-measures. On making strong choices.

This is a bold strategy to start with, but it’s even harder to make it actually happen. Especially during two years of production where as a creative director you are constantly challenged, by the team, by the playtesters, by the press in previews, by trailers comments… by anyone who is slightly involved in the game really.

I remember, during the heat of the production, tweeting this:


Any designer who reads me knows what I’m talking about. This fight against consensus, against half-measures, was the key to succeeding with this initial strategy of not trying to please everyone. If you go soft, you lose the edge, and then it’s over.

Here are some examples of the controversial decisions I took. Even some players who loved the game still disagree with them. I hear them. I’m not saying it couldn’t have been done otherwise or better. If I could, I would improve lots of things in the game, like the tutorials or the promenade mode. But I would probably stick with some of the controversial decisions I took, they are part of what makes Furi what it is.

Spoilers ahead.


In Furi, in between each fight, there are walking sequences where you just get backstory and coaching by your rabbit-masked mysterious buddy. You discover a visually unique environment teasing the upcoming boss personality, and listen to the music. These sequences are important because they give a meaning to the game through the story, they build the tension, and they force the player to take a break in between two intense boss fights. I knew the most arcade-hardcore players wouldn’t like it, but for most of our audience, it took Furi from “a great game” to “a meaningful experience”. As a designer, we stood strong with the idea of having the player “walk” and even “autowalk” (there’s a button for that) for 3-4 minutes. No minions to fight. No experience points to grind. No loot. I bet you can imagine this was a tough call to keep for two years of development.



The secret ending that resets your save


At one point in the game, there is a disguised choice. You can basically stop fighting. Stop killing. Reach a status quo. There is no good ending in the game, they all are good and bad in some ways. There is no happy end. But at least, you can choose why you fight for, or if you want to fight at all.
It was important to me to make it “a true ending”. Otherwise it would have been a simple “easter egg”. Another trophy to the list. So I stood with the decision to reset the save after the players get that ending. Some people are annoyed because it makes them replay half of the game. Some people are annoyed because they triggered the ending accidentally (they are right to be annoyed, they are collateral damage of a strong design choice).
But this kind of moment:
– “I found a hidden event”.
– “Oh it’s an ending, a peaceful one in a game about duels”.
– “F*** my save is erased, they are not kidding, it’s actually over”.
It’s part of what Furi tries to deliver. Surprise, adrenalin, intense emotions. Some people ranted about it, but some understood and loved it.

Furi Song Ending

No come back from promenade difficulty mode

The game has three difficulty levels. The default one (Furi level) is demanding, requires a lot of patience and perseverance, and delivers a great deal of satisfaction when beaten. The hard one (Furier) is an extremely difficult game mode with the patterns and boss fights redesigned. We know that players who finish this game mode love the game and understood it, otherwise they wouldn’t have been able to beat it. We actually thank them for that.


The last one (Promenade) is an extremely easy and shorter difficulty level for players who just don’t want to invest as much effort in the gameplay. Some players complain they can’t switch to Promenade for one fight and then come back to Furi mode. The reason we don’t allow this is not to punish players, it’s the opposite. If we did allow that, players would be tempted to switch to Promenade as soon as they encounter a difficulty peak. They would be tempted to go back and forth between the difficulty levels and they would lose all the satisfaction they’d get of eventually overcoming a big challenge.

Dashing on the “release”, a.k.a. the false perception of delay

In the game, there is a very fast, satisfying dodge ability, that makes you basically invincible. Some players have complained it was laggy or they felt a delay. There is no delay at all, but the dash starts when you “release” the button, not when you “press”. The reason for that is that you can charge the dash to go further. Press and hold, you charge. Release, you dash. This charging dash gives tons of depth to the patterns we can create. The boss fights get a lot of variety from this feature. But even within the team, this decision was considered very controversial. We could have split the dash ability on two buttons (quick dash/charged dash), but it felt too complex. Once you are used to a quick press & release for a dash (and most players are after one or two bosses), you get both the simplicity of the controls AND the gameplay depth.


These are only a few of the decisions that were controversial but that I decided to stick with instead of looking for a compromise. Of course, I DID change a lot of the design when I got complaints or relevant comments. I’m not saying it’s good to be narrow-minded. But it’s good to take some risks in order to keep your edge. I’m very grateful to Audrey and the core team at The Game Bakers and our partners at Sony for understanding that. They all committed to this vision from the start of the project.

Part three: On creating intense satisfaction.

The reason I love video games is because they create emotions. Through their gameplay, story, visuals, music, they can deliver any emotion you can think of.

Uncharted 4 delivers great brainless distraction, P.T. freaks you out, Journey creates a bond, Monument Valley makes you feel smart and poetic. Furi creates intense satisfaction. And by necessity, it can also create intense frustration along the way.


But I believe it succeeded creating intense satisfaction.


People say the game is hard. I would argue it’s mostly from another time. It’s anachronic. It requires patience (definitively not a trendy trait) and it’s a game of counter attack (a game where you wait and punish instead of aggressively attacking with combos, as in most games of the 2000’s to current era).

But players who are perseverant will get better each time they play. Furi is like a guitar and each bossfight is like a partition. You start playing and you suck at it, but you get better after each practice. This is not something everyone is willing to do, but it makes it extremely satisfying when you finally beat a boss. This satisfaction is actually proportional to the effort you put into the bossfight. In order to create intense satisfaction, you need to require efforts.

And when the game manages to trigger that into someone, when a player finally overcomes the frustration and pain to turn it into relief and satisfaction, you get this:


The industry has a tendency to reward games that don’t itch.  Metacritic rules us all, and the formula to get a high Metacritic score is to make a game with one good feature and no flaw. We are prompted to make games that don’t displease, games that don’t frustrate. But recently, I have seen more and more games trying to be edgy. Trying to create intense emotions, even if it’s at the risk of segregating themselves from a larger audience.
It’s exciting.
Let’s welcome that.

Celebrating 1 month of Furi – Avatars, Wallpapers and more

Posted by on 08.08.16
1 Comment

To celebrate the first month of Furi, we are announcing several tokens of appreciation for the great community behind the game.

Fans of Furi can get free Avatars for PS4, and for PC owners, free wallpapers and profile pictures. Avatars will be available on the PlayStation store from Thursday 11th and the wallpapers/profile pictures for PC are already HERE.


Players who have earned all of the Trophies / Achievements in Furi will be acknowledged with a 30% reduction off the Furi T-shirts, posters or vinyl on the Furi store, and 15% off for those who finish the game. To claim their reduction coupons, players should contact Game Bakers at hello@thegamebakers.com with a proof of their achievement (account name PS4/Steam and screenshot of their trophies/achievements), or join a PlayStation club like Furi Platinum Elite. The store is here: furi.hitpoint.tv.


The first month of Furi has taken many fans and communities by storm, with the best Speedrunners in the world reaching impressive times in what has been called a tough, challenging game. The world record is now lowered to below 35 minutes. www.speedrun.com/Furi#Speedrun_Mode


For those who appreciated the brilliant collection of electro and synth bands such as Carpenter Brut, Danger, The Toxic Avenger, and others, we are happy to announce that considering the overwhelming demand for the Furi double vinyl, we are planning on printing more.


For anyone still having a difficult time getting past bosses, watch the official full video walkthrough of Furi HERE: https://www.youtube.com/watch?v=H26PJh2LObw and a FAQ page HERE: http://www.thegamebakers.com/furi-faq-known-issues/



Furi – FAQ / Known Issues

Posted by on 07.13.16

Furi header

Last updated, July 20th 2016.


LAST PATCH (July 20th)

  • IMPROVED – Some players experience « overheating » and the fans getting loud on PS4
  • IMPROVED – Some players experience screen tearing
  • FIXED – Some players can’t charge a shoot with R2 with a PS4 controller
  • FIXED – The warning message when leaving for the main menu says all progress will be lost
  • FIXED – Sometimes The Burst sniper shots go through the walls / Walls don’t have collisions
  • FIXED – Sometimes The Burst gets stuck in phase 5
  • FIXED – In The Scale level, the water is sometimes clipping
  • FIXED – [PC only] The mouse mode is not properly saved (directional/reticule)
  • Minor bugfixes and polish



PC bugs can be reported here: http://steamcommunity.com/app/423230/discussions/1/

The game crashes with a Razer Kraken headset
Unplugging the headset might fix the problem. It might be related the version of razer synapse which is not playing well with some games.
A workaround: setting the audio device default format to be 2 Channel, 16 bit, 48000 Hz seems to fix.
Some other workarounds have been mentioned here: http://steamcommunity.com/app/423230/discussions/1/358416640405167590/

[PC only] The game crashes on loading the 4th boss
Some AMD cards crash on this boss. We are working on a fix. More info here: http://steamcommunity.com/app/423230/discussions/1/365172547938430580/

Non 16:9 monitors and Steam overlay conflict
You can disable the Steam Overlay. More info here: http://steamcommunity.com/app/423230/discussions/1/365172547938430580/

In The Scale level, the camera goes away and show only a black screen
We are actively looking for a reproduction rule and a fix.

In The Song level, the main character can get stuck in the air during the last phase
We are actively looking for a reproduction rule and a fix.

I got hit several time in a row by one attack of The Chain
We are actively looking for a reproduction rule and a fix.

I got stuck on top of The Burst walls after the popped from the ground
We are actively looking for a reproduction rule and a fix.

[PC only] The reticule is hard to see in some levels, custom color would be appreciated
It’s on our to do list!

Controls remapping would be useful for players with disabilities
It’s on our to do list!

Splitting the quick dash and the charged dash on two different buttons would be useful (for comfort or to avoid space bar jam with keyboards)
It’s on our to do list!

Have a problem? Report your issues (with as much detail as possible) via THIS LINK.


Is it ok to Let’s Play, stream or monetize videos of Furi?
Yes it is!

I have difficulty moving during the walk sequences, any help?
Yes: press X (or A), and your character will auto-walk to its destination. Relax, listen to the music, to the story, and get ready for the epic fight to come.

What are the threshold scores for rankings in Story Mode?
Story mode rankings reference scores.

What are the threshold scores for rankings in Practice Mode?
Practice mode rankings reference scores.

I feel there is a delay or a lag when I want to dash, is that so?
There is no delay or lag, but you feel it because the dash is on the « release » of the button.
Here is how it works:

  • The dodge is on the « release », not the « press » of the button. There is absolutely no delay, BUT you need to release quickly to do a quick dash.
  • If you hold longer than 0.1s, you’ll start to charge your dodge. Until a threshold, the more you charge, the further you go. This is very useful (and necessary in the late game, or even early in the last phase of boss 2, The Strap, when she swings her laser head back and forth).
  • There IS a 0.2s cooldown between two dodges. If there wasn’t you’d basically be invincible. But there is in no occasion a challenge or a pattern that requires to do two dodges in such a short timeframe.

We can attest that all the bosses can be done with 0 K.O., 0 hits as the game is, and without luck (there is very little random).

Furi available now on PS4 and PC Steam!

Posted by on 07.05.16

That’s it, Furi, our skill-based, all-boss combat-action game, is available now on PlayStation®4 and on Steam PC!  Check the new launch trailer:

Furi is priced $24.99/€24.99. For the month of July, Furi is offered for free on PlayStation®4 for PlayStation Plus members.

Furi is all about the tension of one-on-one fights against deadly adversaries. Built to be ultra-intense and ultra-responsive, Furi offers players a unique mix of fast-paced sword fighting, dual-stick shooting, charged power shots and well-timed counter attacks.

“Furi has been inspired by Japanese games such as No More Heroes, Metal Gear Solid and Godhand, and is the result of my desire to capture the combined moment of fright, passion and adrenaline you feel when in a fight,” said Emeric Thoa, creative director, The Game Bakers. “Furi is a skill-based game. The diversity of opponents and attack patterns is there to make the player refine his or her skills and get better and better, instead of increasing the character’s stats or his weapons. Ultimately, feeling your skills improve, as a player, is what feels best in a video game.”

The high-energy action is charged by an explosive soundtrack composed of popular electro musicians, each of whom created original tracks. The full roster of musical artists features: Carpenter Brut, Danger, The Toxic Avenger, Lorn, Scattle, Waveshaper, Kn1ght

ORIGINAL SOUNDTRACK: Furi’s original soundtrack is compiled in digital and a double LP album. Gamers can check out the tracks and order Furi soundtrack and vinyl on furi.bandcamp.com and soon on all major music stores (and on Steam).

CONCERT: Players and fans alike also can attend a one-of-a-kind live concert in Paris, where Carpenter Brut, The Toxic Avenger, Waveshaper and Kn1ght will play their original compositions and more. The concert takes place on Friday, July 8, at La Machine du Moulin Rouge in Paris. For tickets and more information, please visit: furigame.com/event.

THEME DYNAMIQUE PS4 and FURI STORE: For Furi fans, a dynamic theme is available from today on the PlayStation stores ($3.49/3,49€) and a poster, T-shirts and the vinyl will be available on Furi’s store furi.hitpoint.tv

Furi’s line-up of musicians, soundtrack and concert

Posted by on 05.31.16
1 Comment

That’s it, after months of working undercover with amazing musicians to compose Furi’s music we are happy to unveil everything we have prepared around the game’s music: the line-up of musicians who collaborated, the soundtrack and a concert this summer in Paris!

Furi was conceived from the early days with and for electro music, and those who follow the game know that CARPENTER BRUT composed several tracks for our electrifying boss fight game. We are happy to announce that we had the chance to collaborate with seven ultra-talented musical artists who have all composed original creations: CARPENTER BRUT, DANGER, LORN, SCATTLE, THE TOXIC AVENGER, WAVESHAPER and KN1GHT.


As we were designing Furi cyber-fantasy universe – with Takashi Okazaki at the character design – we always had electro music in mind. We selected tracks from existing albums to illustrate the guardians in our reference videos. Very naturally, we ended up with a short list of musicians we dreamed to have on board: CARPENTER BRUT, DANGER, LORN, SCATTLE, THE TOXIC AVENGER, WAVESHAPER and KN1GHT. From there, we only needed to convince them to join the project! We were lucky that those ultra talented – and very busy – artists understood Furi’s unique proposition and agreed to join the adventure.


In many ways Furi was inspired by our experience of martial arts and boxing, and it’s particularly true for the music. For Furi we have been working on recreating the sensations you would be getting from a very intense fight – a duel to the death. We chose the music to convey the tension slowly rising as you approach the next arena and discover more about your formidable opponent. The music that gets you pumped up for the next combat, chases the fear away, and conveys the fury and relentlessness of the high stake fights. The music that fits the tempo of the fight itself, and works with Furi’s gameplay that is also very rhythmic.

It wasn’t always easy to brief the musicians on the guardians, especially early in the game development. For some guardians we had videos of the fight, but for others we only had a drawing by Takashi-san. The musicians also designed dynamic music, in loops that fit the game play evolution throughout the phases of the combat and react to the players inputs. All of that while we were still developing the game!


But the result speaks for itself: they totally managed to capture the soul of each guardian. Their moody compositions convey the bosses intimidating personalities, their unique style, their motivation to fight, and bring an extra dimension to the world of Furi. Their collaboration also give a very unique tone to Furi’s soundtrack.

Of course we wanted to share the soundtrack with the game and musicians fans. We partnered with music label G4F and set-up furi.bandcamp.com so you can discover the first tracks. And for the fans of physical objects, Takashi Okazaki designed a collector double vinyl edition, with its stunning contrast between the pure white glossy outside with silver leaf print, and the dark ambiance inside.


To celebrate this extraordinary collaboration, we are holding a one-of-a kind live concert in Paris this summer with four of the game musicians: CARPENTER BRUT, THE TOXIC AVENGER, WAVESHAPER and KN1GHT. They will play an original set with never heard before tracks from the game together with their latest hits or all time favorite. The concert will take place in one of Paris most mythical clubs, La Machine du Moulin Rouge, Friday July 8th and last a good part of the night. We hope to see you there!

Furi links:

Musicians official pages:

Furi – Complete Boss Fight – 10 mn unedited game play video

Posted by on 03.11.16

If you liked our two-minute trailer and blog post Wednesday www.thegamebakers.com/try-again/, then you should check this complete boss fight video of the same boss.

It’s important to note that it’s our best player and Furi’s combat designer, Benjamin Le Moullec, who is taking one this boss, and he is pretty skilled at the game!  He does it without dying once, in a beautiful 10 mn speedrun.

This full-length boss fight will help you see how the combat unfolds, the different combat phases, the boss patterns and special abilities and of course the skill, reflexes, and strategy required to beat her.

You can see one of the game’s fiercest guardians. This tactician, hunter and playful mercenary doesn’t leave anything to chance. She has planned her fight and has weapons to help her win: drones, a laser sniper rifle, a great camouflage, and she can even control every bit of the arena she fights in, raising covers, blocking paths as she wants.

“At first, she’ll hunt you, hidden in her maze, shooting at you while you are distracted by her cyber-bees,” says Emeric Thoa, Creative Director. “You will have to find her, and attack her before she relocates. You’ll get to face her for a while if you can do that, but that’s still playing into her hand.”

To take her out of her comfort zone, players will have to trace her into her nest, in the center of the maze, and knock her out. She’ll then grow really angry and intensify her attacks: she’ll release a series of snipes while unleashing waves of patterned bullets. Eventually, fighters will need to challenge her in hand-to-hand combat while she is invisible.

For this boss, the music has been composed by the amazing  Carpenter Brut.


Key Furi Sites:
Game Page: www.FuriGame.com
Press kit:www.thegamebakers.com/press/sheet.php?p=furi
Twitter: @theGameBakers
Facebook: www.facebook.com/thegamebakers
YouTube Channel: www.youtube.com/user/TheGameBakers
Music: Carpenter Brut carpenterbrut.bandcamp.com/

# # #


Furi New Gameplay Trailer

Posted by on 03.09.16

We are happy to unveil Furi new gameplay trailer, and a new guardian, as well as share some information about the game play.

Try again. Fail again. Fail better
Rewarding perseverance and skills in Furi

By Emeric Thoa, Creative Director, The Game Bakers

There is a feeling that I remember from when I was a kid playing video games: the huge, intense satisfaction when I finally beat a level or a boss I had been struggling with for a while. The feeling of learning how to overcome a challenge, with my brain and my thumbs. The combination of understanding and execution felt like a reward in itself. I remember it from games like Super Punch Out, bosses from Metal Gear Solid, combat in God Hand. There are many games that gave me that feeling, but recently I felt that maybe games try too hard to be « user friendly ». Adaptive difficulty, dynamic checkpoints, in-game tips… Everything is explained and balanced to make sure nobody drops out. With Furi, we want to give the player an extreme satisfaction when s/he beats a boss. That means s/he’ll have to sweat a little for it.


The game is heavily inspired by the Japanese way of making games. It’s not trying to be realistic in its style or animations. It’s fast-paced and requires a lot of timing, reflex, and judgment. When you press a button, the character reacts immediately. It’s part of what makes it “fair.” Too often in modern games, we press a button and then, in order to make the game look realistic, the character will start an animation that “looks good” but “feels heavy,” and is unresponsive, even laggy. Responsive controls feel good and are a must have in a combat game.


The gameplay is the essence of the catch line «easy to learn, hard to master». There are very few buttons to press or abilities to remember. You can slash with your sword, shoot with your gun, dodge and parry. That’s about it. You can charge the slash attack, the gun shot and the dodge. It’ll result in a more powerful slash that stuns the opponent, a more powerful gunshot that knocks him or her down, and a longer dodge. But once you’ve got that, you can play Furi. It’s like a guitar: it has six strings, but you need practice to play it correctly. And there’s no limit to how much you can improve, it’s simple and deep.


The challenges are mostly based on a simple formula: get warned – react – punish. Dodge a laser. Parry a sword attack. Wait for the weakness in your opponent posture, and BAM, punish. The real depth in the gameplay comes from the differences between the bosses. It’s not about learning tons of combos to beat the next boss, it’s about how you play a few moves differently to beat a different opponent. Some bosses, or “guardians,” will focus more on shooting, some other will challenge mostly your sword fighting. Some opponents are deadly and will knock you down in two or three hits. Some fights will require a lot of focus over a long time. A fight can last 10 minutes or a hour and a half depending on how you play. And of course, each guardian in the game has one or two special tricks, a special weapon, and ability that makes him or her unique.


In this trailer, we are showing one of the fiercest guardians. She is a tactician, a hunter, a playful mercenary who doesn’t leave anything to chance. She has planned her fight and has weapons to help her win: drones, a laser sniper riffle, a great camouflage, and she can even control every bit of the arena she fights in, raising covers, blocking paths as she wants.

At first, she’ll hunt you, hidden in her maze, shooting at you while you are distracted by her cyber-bees. You will have to find her, and attack her before she relocates. You’ll get to face her for a while if you can do that, but that’s still playing into her hand.

In order to take her out of her comfort zone, you’ll have to follow her into her nest, in the center of the maze, and knock her out once or twice. Once this is done, she’ll get pissed off and she’ll keep sniping at you while you have to dodge waves of bullets coming fast at you. Eventually, the final challenge is to fight her hand to hand… while she is invisible! This requires sharp reflexes and focus.

I recommend taking a break after beating her. Because I know the guardian that comes after!

We’re interested in hearing your feedback to today’s post and to the trailer. Let us know what you think and if you have questions.

Key Furi Sites:
Game Page: www.Furigame.com
Press kit: www.thegamebakers.com/press/sheet.php?p=furi
Twitter: @theGameBakers
Facebook: www.facebook.com/thegamebakers
YouTube: www.youtube.com/user/TheGameBakers
Music: Carpenter Brut carpenterbrut.bandcamp.com/

Recherche Testeur – stage / freelance

Posted by on 01.11.16

[Poste pourvu / Position filled]

Nous recherchons un ou une testeur pour notre prochain jeu Furi

Mission :
Travailler avec l’équipe débug pour trouver, isoler et reproduire les bugs, et vérifier les fix sur les différentes plateformes. Test fonctionnel, TCR, localisation, …

Profil :

  • Rigueur et patience pour faire du test détaillé 
  • Capacité à rédiger des rapports de bugs clairs, précis et documentés 
  • Bonne communication pour travailler en équipe 
  • Autonomie 
  • Apprécier les jeux beat’em all 
  • Expérience en test bienvenue !

Dates : Janvier à Juin – stage de 6 mois ou alternance
Lieu du stage : Montpellier
Rémunération : Stage 554 euros/mois – Freelance à définir.

>> Envoyez-nous un petit mot et votre cv à hello@thegamebakers.com



Job! 3D Artist consoles / PC games

Posted by on 12.02.15

[Poste pourvu / Position filled]
(English below)

Nous recherchons un artiste 3D pour nos prochains jeux consoles et PC sous Unity.

Voila le jeu sur lequel on travaille actuellement : https://www.youtube.com/watch?v=Zp7GC3JEqMY

Compétences :

  • Modélisation 3D et texturing (au moins pour l’environnement, perso c’est un plus)
  • Lighting
  • Maitrise du pipeline graphique de Unity
  • Capacité à pousser la qualité graphique sur tous les fronts
  • Connaissance des contraintes et techniques d’optimisation
  • VFX et Shader sont toujours un plus!
  • Expérience de développement sur PC et consoles serait un plus
  • Grande autonomie

Autodidactes, et « juniors » super débrouillards acceptés.

Dates :  A partir de janvier 2016, pour un long moment (on parle en années si affinités !)

Lieu : A Montpellier ou en télétravail

Rémunération : Selon expérience.

Pour postuler : Portfolio et un petit mot à hello@thegamebakers.com

Ci-dessous la vue du balcon du studio avec les terrasses à 30 mètres, et l’intérieur du studio.

IMG_8542                     IMG_8543


– – – – –

We are looking for a 3D Artist for our next PC and console game developed in Unity.

That’s the game we are working on now: https://www.youtube.com/watch?v=Zp7GC3JEqMY


  • 3D Modelling and texturing (at least for environments, if also for characters it’s even better!)
  • Lighting
  • Unity graphic pipeline
  • Capacity to push the graphic quality on all fronts
  • Experience with optimisation techniques and constraints
  • VFX and Shaders are always a plus
  • Experience with PC and console development is a plus
  • Very autonomous

It’s a mission from distance or from sunny Montpellier. (Check the view from the balcony, the terraces 30 meters down the road and the studio).

When:  From January 2016 for a long time (we are talking possibly a few years!)

Where: Work from distance or in Montpellier

How much: according to experience

To apply: send your book and a short note to hello@thegamebakers.com

Autodidacts and very resourceful « juniors » very welcome!


Announcing Furi, our frenzied duelling game for PS4 and PC

Posted by on 10.14.15
1 Comment

Hello fighting fans,

We finally announce Furi, the game we’ve been working on for a while now and our creative take on Beat’em up / Hack and slash games. Check the first trailer!

Emeric Thoa, the game ‘s Creative Director is sharing more about the back story of Furi.

« The story of Furi starts ten years ago, on a plane, as I was headed to a game show. At the time I was a junior designer for a big videogame company (guess which one :P). Indie development hadn’t really taken off yet, so the idea of making my own console game was nothing more than a pipe dream. But the person travelling with me (my boss!) asked me what I would do if I could make my dream game, and I told him about this game that would be one long boss fight. A boss fight against an opponent similar to you, not a gigantic creature or a demon. A boss fight that felt like a duel— a tense, exhausting, and utterly rewarding duel.


Furi is the manifestation of this idea that’s stuck with me for the past ten years, as I grew as a designer and then set up The Game Bakers. Furi is a game where you fight for a reason. It’s a game that teases you before the fight, while you walk toward your fate, the same way you would be pumped up and stressed before a boxing match. As you do, you’ll start to piece together about why you’re here and what you’re fighting for.

And then there are the duels. Furi’s combat gameplay is designed with Japanese games in mind—ultra fast-paced and responsive. Your character moves as soon as you send an input. Skills and reflexes are required to dodge and parry the enemies’ attacks. You beat your enemies by shooting like in a bullet hell shoot ’em up, and by swordfighting like in a samurai duel. Each boss you face off with has a unique fighting style that you’ll have to figure out how to beat… not to mention a unique look designed by Afro Samurai creator Takashi Okazaki.



The soundtrack is something we are really proud of. A handful of super talented electro musicians and bands are composing original creations for the different bosses of the game. Carpenter Brut is one of them, he has composed for the teaser trailer too.

We are still hard at work polishing the game, creating the final bosses, and even throwing in an Easter egg or two. Furi is set to release in 2016, but we’ll keep you updated in the meantime.

Until then, I hope you enjoy this first trailer!

Emeric Thoa – Creative Director, The Game Bakers



Trailer, artwork, screenshots, logo: http://www.thegamebakers.com/press/sheet.php?p=furi

About the game bakers http://www.thegamebakers.com/press/

Trailer music: Carpenter Brut: https://carpenterbrut.bandcamp.com/

Below the full press releases in English and French.


# # #

From the Indie Team The Game Bakers and Afro Samurai’s Takashi Okazaki Comes This Frenzied All-Boss Fighter

MONTPELLIER, FRANCE – October 14, 2015 – French indie studio The Game Bakers have pulled back the curtain on Furi, their upcoming combat game slated for release on PlayStation 4 and PC in 2016.

Get a first look at Furi’s high-energy duels in today’s new trailer, screenshots and artwork HERE: www.thegamebakers.com/press/sheet.php?p=furi
Watch it on YouTube HERE: www.youtube.com/watch?v=Zp7GC3JEqMY

Furi feeds on the tension of one-on-one fights against deadly adversaries. It’s an intense, ultra-responsive hack-and-slash with a unique mix of fast-paced sword fighting and dual-stick shooting. Each of the formidable guardians—designed by Afro Samurai creator Takashi Okazaki—has a unique and surprising combat style that requires focus and skill to defeat. Defeat one boss after another to escape this surreal prison and discover what’s waiting behind the last gate. The high-energy action gets a boost from an explosive soundtrack composed by up-and-coming electro musicians including Carpenter Brut, who created the trailer’s theme.

“I have long dreamed of making a game of pure boss fights, with a focus on dueling and besting enemies who rival your own skill and strength,” says Creative Director Emeric Thoa. “Furi is designed with Japanese action games in mind — games that reward skills and reflexes, with a character that reacts immediately, like Devil May Cry, any game from Platinum, or even the Super Punch Out series.”

The Game Bakers will be available for interviews to discuss Furi at Paris Game Week from Tuesday through Thursday, October 27-29. Please email Audrey Leprince audrey@thegamebakers.com to make an appointment!

Key Furi Sites:
Developer Site: www.thegamebakers.com
Twitter: @theGameBakers
Facebook: www.facebook.com/thegamebakers
YouTube: www.youtube.com/user/TheGameBakers
Music: Carpenter Brut: carpenterbrut.bandcamp.com/


# # #


Du Boss Fight Frénétique par le Studio Indépendant Français The Game Bakers et le créateur d’Afro Samurai

MONTPELLIER, FRANCE – 14 Octobre 2015 – Le studio indépendant français The Game Bakers a levé le rideau sur Furi, leur prochain jeu de combat prévu pour une sortie sur PlayStation 4 et PC en 2016.

Découvrez les duels pleins d’énergie de Furi dans le trailer diffusé aujourd’hui ainsi que dans les nouveaux screenshots et artworks ICI : www.thegamebakers.com/press/sheet.php?p=furi

Regardez-le sur YouTube ICI : www.youtube.com/watch?v=Zp7GC3JEqMY

Furi se nourrit de la tension des combats en face-à-face contre des adversaires formidables. C’est un beat them all intense et hyper réactif avec un mélange unique de combat à l’épée et de shoot dual-stick. Chacun des gardiens – conçus par le créateur d’Afro Samurai Takashi Okazaki – a un style de combat unique et surprenant qui nécessite de la concentration et du skill. Combattez-les, les uns après les autres, pour échapper de cette prison surréaliste et découvrir ce qui se trouve derrière la dernière porte. L’action très nerveuse est boostée par une bande-son de compositions originales de musiciens de la scène electro dont Carpenter Brut, qui a créé la musique du trailer.

“J’ai longtemps voulu faire un jeu uniquement de combats contre des boss, de duels entre deux combattants de même puissance” explique le Directeur Créatif Emeric Thoa. “Furi a été pensé avec les jeux d’action Japonais en tête – des jeux qui récompensent le skill et le réflexe, avec un personnage qui réagit immédiatement, comme Devil May Cry, les jeux de Platinum ou même la série Super Punch Out.”

The Game Bakers sera disponible pour parler de Furi à la Paris Game Week du mardi 27 au jeudi 29 octobre. Envoyez un email à Audrey Leprince : audrey@thegamebakers.com pour prendre rendez-vous !

Sites Furi :
Site du développeur : www.thegamebakers.com
Twitter: @theGameBakers
Facebook : www.facebook.com/thegamebakers
YouTube : www.youtube.com/user/TheGameBakers
Musique : Carpenter Brut: carpenterbrut.bandcamp.com/