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Fugitive lovers in space

I like to pitch Haven as “Romeo and Juliet, but they survived and escaped to a deserted planet to live together.” But that doesn’t say much about the gameplay. So I would like to share more about your experience as you play the game — what you actually get to do.

The game experience in Haven is created by the intersection of three systems:

  1. Exploration through gliding
  2. Combat
  3. Preparing for your next expedition in the Nest

The story is told during these three types of gameplay sequences. But let’s dive a little deeper in these systems.

Gliding over the tall grass

In a Japanese RPG, what we call “traversal gameplay” is usually pretty simple. You just move your character without any challenge, until you start a fight or reach your destination. With Haven, we wanted to reinforce the feeling of being a couple, even during exploration. We wanted to make it feel relaxing, beautiful and fun. Going down a ski slope with a friend can really feel like that. Gliding over the tall grass is Haven’s version of skiing together.

In order to explore the planet, you follow “Flow threads” that will fill your boots and gauntlets with Flow, the natural energy that powers pretty much everything in their world. It’s also used to get rid of the Rust, the red crust that corrupts the planet and creatures. Gather Flow, clean the Rust and discover resources: food or medicinal plants, materials for combat or to repair the Nest (your spaceship/home), or even souvenirs and items for your home.

Following a Flow thread is usually as chill as going down a simple ski slope, but sometimes you can find more difficult ones that will require to drift, and anticipate tight turns.

Exploration by gliding will also open up new “bridges” that connect one floating fragment to another, and allow you to reach new areas.

Combat and pacify rusted creatures

While exploring the fragments of the planet, you might encounter aggressive creatures and have to fight them. Combat is, again, thought of as a couple’s experience. It’s pretty much necessary to coordinate Yu and Kay’s attacks, or have them protect each other.

Combat happens in real-time, but you charge orders by holding buttons. Sometimes you have to react quickly to shield yourself, sometimes you have to time an attack performed by both characters, and sometimes it’s better to chain attacks, one weakening the creature and the other dealing the heavy damage.

That combat system is thought to make you want to optimize your chain of actions so that everything flows, a bit like in a rhythm game. When you’ve found the right pace, it feels very satisfying to chain actions one after the other, minimizing the hits taken and maximising the damage to the rusted creatures.

At the end of the fight, the creatures are “pacified,” meaning they are cleaned from the rust and they go back to a peaceful state.

Cuddle and prepare for your next expedition

Eventually, you need to go back to your ship to either heal yourself, cook some tasty meals or bring back the stuff you found. The ship is called The Nest for a good reason: it’s a place for nesting.

In the Nest you can craft different things: cures for improving your health, combat capsules that’ll prove helpful against the rusted creatures, and of course you can cook delicious meals.

As the characters have meals, they are not hungry anymore (when they are hungry they complain and are less efficient in combat). But most importantly, cooking and having meals together is the time for bonding. Cooking, sharing a good meal and taking a little break is when they grow, as characters and as a couple. It develops their relationship, and leads to levelling up.

In Haven, you won’t gain that many experience points in combat, you gain more by just spending good time together. That really makes Haven different, as it’s usually skipped in RPGs. You never see your heroes in their intimity. In Haven, you do.

 

Be with them at all times

The story is a key element in Haven’s game experience. Are they going to settle quietly on that deserted planet? Will the Apiary find them and come to separate them?

But the pace of the story comes from that intertwined game experience of gliding together to explore the valleys of planet Source, fighting and pacifying creatures and coming back home for resting, cocooning and preparing the next expedition. All in all, Haven’s game experience is about living with Yu and Kay, every minute of their adventurous daily life.

We’re hard at work to finish the game and we will soon be able to let you know when you can play Haven, so stay posted!

Offre de stage en communication

NOUS NE PRENONS PLUS LES CANDIDATURES
Nous recherchons un·e stagiaire en communication pour participer au lancement de Haven, notre prochain jeu consoles et PC et au suivi de nos jeux actuels (Furi & Squids Odyssey). Nous pouvons vous accueillir en télétravail.

Poste : Chargé·e de communication – stage conventionné

Dates : de 4 à 6 mois – en couvrant la période octobre 2020 – janvier 2021.

Lieu : en télétravail ou à Montpellier*

Mission :

  • Participation à l’élaboration de la stratégie de communication
  • Gestion et suivi de la liste de presse
  • Gestion des demandes de clés par les créateurs de contenus
  • Analyse des résultats des mises en avant et promotions
  • Aide à l’élaboration des communiqués de presse et newsletters sur MailChimp
  • Aide à l’organisation des salons et évènements en ligne
  • Adaptation de contenus et visuels de communication (vidéos, images, gifs)
  • Coordination de partenariats avec les communautés (Groupes Facebook, Reddit…)
  • Veille concurrentielle

Profil :

  • Etudes de marketing et/ou communication
  • Passionné·e par les jeux vidéo
  • Très bon niveau d’anglais
  • Organisation, débrouillardise, bonne humeur et autonomie
  • Plus : maîtrise des bases d’un logiciel d’image et de vidéo. Connaissance de Twitch & Youtube.

*: le stage peut se faire à distance en télétravail ou dans nos locaux à Montpellier (quand la situation le permettra). Notre équipe travaille déjà en télétravail depuis sa création.

Rémunération : rémunération de stage conventionnelle (environ 554€/mois)

Pour postuler : un petit mot avec votre CV à magic@thegamebakers.com

Merci de vos candidatures !

Furi – Fan Art Contest

We are celebrating Furi’s amazing community with a Community Week starting this Friday September 11th. You can see all the detail here (LINK).

We are running a fan art contest with the theme “Fall down seven times, stand up eight”. The fan art can take the shape of your choice (drawing, illustration, sculpture, collage, installation…) but has to be created especially for the contest. You have to be the original author of it. The contest runs from today until September 25th at 11:59 PM CEST / 2:59 PM PT.

To participate, please send your fan art, your nickname, your social media profile and the name of your art to fanartcontest@thegamebakers.com. Don’t hesitate to share it also on social media with #furifanartcontest or in our community hub here! Be careful, you have to send us an email to participate, posting on social media doesn’t count.

Here are the prizes for the winners:

  • 1st: Limited Run Furi Definitive Edition (Switch or PS4) + Furi Artbook + Furi Original Soundtrack LP (Vinyl) + Poster Rider Victory + Poster All Bosses
  • 2nd: Furi Artbook + Furi Original Soundtrack CD + Poster Rider Victory + Poster All Bosses
  • 3nd: Furi Original Soundtrack CD + Poster Rider Victory + Poster All Bosses
  • “Coup de coeur”: Furi Original Soundtrack CD  + Poster Rider Victory + Poster All Bosses

Since the release of Furi, you have created fantastic fan art, it’s the perfect opportunity to celebrate your talent, and to share some of our favourite ones!

Deltarune x Furi Game by Aamakuruu

 

The Edge – By Leviafun // Genderbending Furi’s rider – By Nikoneda

 

Rider – By Surejanel

Rider – By Alga // The Strap – By Mysnaileatspizza1

The Chain – Cosplay by Pandadorf

 

Rider – By Rohantohu

  

The Strap – By ChainSawTeddyBear

 

We can’t wait to see the new creation you will share with us for the contest!

Furi – Community Week Announcement

Since the launch of Furi, we have been amazed by the love we received from the passionate and supportive community. As such, we want to dedicate an entire week celebrating you, the players! 

During this Community Week, we will put the spotlight on all the amazing art, videos and messages you shared with us, on your world record speedruns or even on the new games you have been developing based on Furi! We will showcase those on our social networks and on our Discord server. And get your pens ready as there will also be a Fan Art Contest. You will also get the chance to win some of Furi’s merchandise.


We will also share even more about Furi. We have organized Ask Me Anything sessions with the dev team, livestreams to focus on the work behind Furi’s story or on Boss combat design, we will share some Behind the scene facts and more.

That’s not all! We are discounting the game this week so you can encourage your friends to try it! The game gets its biggest discount ever on Steam (75% off) and on Nintendo Switch (65% off).

We planned a lot of things during this Community Week! Here is the full planning to be sure to not miss anything!

  • 11th to 25th of September: Fan Art Contest “Fall down seven times, stand up eight.”
  • 13th September, 9 PM to 10 PM CEST / 12 PM to 1 PM PT: Q&A about Furi on Discord with Audrey Leprince
  • 15th September, 11 AM CEST / 2 AM PT: Livestream Environment Art with Simon “Hutt” Trousselier on Twitch, Steam and Youtube.
  • 16th September, 5 PM CEST / 8 AM PT: Boss Game Design video on the Burst with Benjamin Le Moullec, on Youtube
  • 17th September, 8 PM CEST / 11 AM PT: Livestream on Steam and Youtube on Furi, Running Commentary focusing on the Story

We’re often asked to share numbers about Furi. This community week is the perfect time to do that. So here are a few, remember the game launched as PlayStation Plus free game of the month and on Steam in July 2016, released on Xbox later in 2016 and on Switch in 2018.

Furi’s first month was at the same time spectacular with over 2.8 million downloads on Playstation and very scary with only 17 000 sales on Steam… Did the free downloads canibalize the sales? Or did it compensate with the extra visibility? We wil never know. But what surprised us with Furi, and what we happily discovered after a few months, is that it never stopped selling! With the game quality – it was rated for a while 95% by Steam players and is still today at 91% – and the support we received from you, the game continued selling over the years. We were lucky to have created a game unique enough to become an “Evergreen” title. This was also helped by the launch for Furi on Switch in 2018, where the game performed really well, of our DLC and our continued support of the game (patches with fixes and new features like the Invincible mode, new languages, …)

All in all, in addition to the 2.8 million free downloads, the game sold over 700 000 copies, about 40% of those on Steam. There are still 273 000 Steam users who have the game in their wishlists today! If you are, it’s the perfect time to buy it (or to offer it to a friend!)

The game’s soundtrack has also come a long way, with over 40 million streams on Spotify only, 45 million on Youtube. What a journey!

Don’t hesitate to join the community on our Discord server or to follow us on our social media to be noticed about our next announcements!

Haven – Gamescom rendez-vous and summer shows recap

Hello everyone,
We hope the summer has been treating you well. We wanted to give you a heads-up about our upcoming rendez-vous later this week and update you on what happened over the last months!

Do not miss: Haven at Gamescom!

We still have a couple of new announcements and info to share with you… In particular, we have prepared a few delicacies for Gamescom in August. Do not miss:

  • Visit us on our cosy virtual Indie Arena Booth from Thursday 27th to Sunday 30th. Some of our team members will be on the booth, and if we are not, you will be in the good hands … errr paws?… of a friendly Salamash… —> This way to the booth.
  • Join us on the booth for our Ask Me Anything sessions: with Pierre Corbinais, Haven’s writer Saturday 29th (10 AM CEST) and with Audrey Leprince, Executive Producer Sunday 30th (3 PM CEST)
  • Haven demo will also be up on Steam again for those of you who haven’t tried it yet.
  • To conclude catch the Awesome Indies show Saturday, streamed on IGN. The count down will start Saturday 29th at 7:50 am PT / 16h50 CEST and you won’t want to miss the beginning (hint, hint) …

Haven Booth on the Indie Arena Booth


Haven – Coming to PlayStation 5

https://www.youtube.com/embed/dwMpjFoWWx0

The Nest will land on PlayStation 5! That’s quite big news, right? We were happy to be part of the surprise Sony Indie Day on July 1st with a bunch of excellent indie games. We are very excited about bringing Haven to PlayStation 5 and working hard to make the most of the new console capacities and features! We will share more soon. For the occasion we created a new trailer that you can see above.

The most perspicacious of you might have guessed that this was going to happen… Especially if you spotted our studio co-founder during her split-second cameo in Sony PlayStation 5 big reveal earlier on this summer…


Haven – PC Gaming Show

E3 didn’t happen this year, but the shows that traditionally take place during the conference took place online, like the PC Gaming Show. Haven got featured among amazing games, and we were happy to bring Yu and Kay in front of many PC players eyes. You can find below the short trailer we created for this special occasion.

https://www.youtube.com/embed/IPyRa76nTlg


Haven in Indie World Showcase

We know the Nintendo fans among you have watched the latest Indie World, last Wednesday. We hope you enjoyed a glimpse of new footage from Haven.

https://www.youtube.com/watch?v=2BogOkvVIj8&feature=youtu.be&t=1187


Haven – Summer Show Summary

Yu & Kay were invited to quite a few other shows this summer and we shared some new footage of the game. As it can be hard to keep track of all of them, you will find below all the videos.

https://www.youtube.com/watch?v=3m4fBhMEHSA

5 minutes of Gameplay – Guerilla Collective

https://www.youtube.com/embed/QJ6dpNrSqvA

Commented Trailer – IGN Summer of Gaming

Follow our YouTube channel to make sure you don’t miss anything, or of course follow us on our Social Networks.


Thank You

We are receiving amazing fan for Furi and Haven! Thank you to all of you who made some art inspired by one of our games.

Yu & Kay by CrystalCaverns

The Guardians portraits by Katu_Jan

The Scale by sack_arts

 

Yu & Kay by Shaxx_Olivia

Interview of Danger: Composer of Haven Soundtrack

The original soundtrack of Haven will be fully composed by French electronic musician Danger. With one foot in the world of music and the other in computer graphics and gaming, Danger is returning to the spotlight with his work for Haven after his first album 太鼓 and Origins. The first single “4:42 Still Free” is available and you can listen to it for free on YouTube or on other platforms like FanLink.

Emeric Thoa (Haven Creative Director): Musician, designer, gamer, video maker, visual artist… You have a very eclectic profile as an artist. Where does this come from?

Danger: I never wanted to choose between music and images. I grew up listening to music in movies and video games and watching music videos. Music and visual arts are just manipulations of waves, and their basic vocabulary is practically the same: wavelength, frequency, amplitude, whether it’s a color or a musical note. My music is enriched by what I learn through the images.

With all the media that we consume daily, I take advantage of everything I can to express what I feel, and I’d hate to be stuck doing just one thing. Writing the soundtrack to a video game is a great chance to expand this spectrum.

Emeric Thoa: Your music is usually quite dark, but Haven is a “feel-good” game. What was it like to step away from your preferred tone a little bit?

Danger: It’s true that I do like a mysterious, nocturnal atmosphere. If I take an overall look at my work, I realize that I’m more generally drawn to all the feelings that stem from childhood and adolescence. I’m still pretty connected to that part of me.

I feel like people tend to romanticize the emotional world of kids: it’s this wonderful world, a time of innocence where everything is just joy and “simple” happy feelings. That’s not what I remember: for me, childhood is a world where everything is new, everything is strange, where things are undefined, a world made up of irrational fears. It’s a world that’s weird, intuitive and chaotic, where everything is built on sensations. Hayao Miyazaki’s work offers a very nuanced representation of this particular vision of childhood, and his work was an important reference for me as I worked on this soundtrack.

While so far I’ve been more interested in exploring the nightmare zone in my music, the Haven soundtrack gave me the chance to explore other, brighter aspects of childhood.

Emeric Thoa: Even though the music from Furi and Haven are quite different, do you think there is some kind of link, a shared DNA between these two games and soundtracks?

Danger: Furi is a more warlike game, in one-player mode only, with a very retro/synthwave musical vibe. The music had to be really “tough,” “hard,” yet “knightly,” with an underlying idea of rupture. Haven is a game that leaves much more space for exploring the environment and the relationships between the characters.

Very early on, I felt that the most important emotion was the idea of a connection that the player has to weave little by little between all the various parts.

The music for Haven had to express this connection: something that’s built up little by little, that becomes increasingly solid, encompassing, reassuring, bewitching, while never denying its underlying fragility.

The design and conception of the two games are also linked through their Franco-Japanese identity, and my work in general shares these influences as well. I was heavily influenced by the Franco-Japanese animation series from the 80s, like “Ulysses 31” and “The Mysterious Cities of Gold,” two series with soundtracks that were really important to me, and I wanted to evoke memories of those childhood moments in Haven.

The two soundtracks are also connected through a feeling of adventure, a hero’s journey, and an epic quest. These emotions are also fundamental in my music, which really made things easier in general for our collaboration.

Haven and Furi also share the fact that they’re games that don’t focus on realistic graphics but rather a distinct visual approach with a very unique style and color palette. I was also careful to use a more restrained musical palette, and I hope it’s very recognizable without being a purely synthwave product.

Emeric Thoa: As videogame fans, we are curious to know if there is any iconic video game you would like to compose music for?

Danger: I’d love to do more soundtrack compositions in the future. There’s a bright future for cross-over projects between video games and music, in the same way that in movies there are often director and composer partners who work together. I think the video gaming world could benefit greatly from this (Fincher and Trent Reznor for example, or Miyazaki and Joe Hisaishi).

Video games are in their golden age, where even AAA’s are trying out some weird things. There’s still a lot to be done in soundtracks. Personally, I don’t consider any movie or video game to be a “cult classic” if it doesn’t have an incredible soundtrack.

For now, I imagine my music more in the world of independent video games, which allows for projects that are a little rougher around the edges, but on the other hand I’d love to imagine my music being used in a game like Final Fantasy, a game from Hideo Kojima or Fumito Ueda.


To learn more about Danger, you can check his website.

Haven is coming to PC, Nintendo Switch, Xbox and PlayStation in 2020. More info here: https://www.thegamebakers.com/haven/

Take a break in Haven

People often ask me why we didn’t do a sequel to Furi, and I usually answer that we made Haven because our goal is to surprise players, to innovate, to explore new experiences. This is the absolute truth. But there’s another side to it that I don’t always tell: Furi was exhausting to make. I needed a pause from fast paced action. I wanted a game that felt like a break between two action games. 

When I was working on AAA games, I played pretty much every blockbuster to know the market, the competition. But between a game of Call of Duty and Assassin’s Creed, I needed a pause, and I used to play 30 minutes of Flower. I remember this time fondly. This game helped me relax between two overwhelming experiences.

That feeling was at the core of what I wanted to make with Haven: a game that feels like a gentle breeze. A game that lets you relax. A game that’s like holding hands on a nice outdoor walk. One way to achieve that was of course with Haven’s concept: the love story of a couple trying to stay together. A couple gliding over tall grass on a deserted planet. 

Gliding and leaving a trail of tall grass is relaxing

But that relaxing feeling doesn’t come only from the game setting. All the game design around it has to make the experience smooth and chill. I wanted a game that felt light. Lighter than most modern big games that ask you to remember so many things.

If you don’t see what I mean by that, think about any big AAA open world game or RPG. They all have tons of features, most of the time the same features but with tiny differences in their implementation. Character progression, with lots of characteristics. Weapons and upgrades. Skill trees. Combos. Vehicles. AI teammates. Consumables items. Wide variety of lootable objects. Exotic gameplays like puzzles or races… 

All those features and content are exciting. It sometimes adds depth, it helps build the lore and makes the experience immersive. But it’s also a bit tiring. Playing those games is like learning a new language. There is so much content that, naturally, it means a lot to learn and remember. 

In order to create that relaxing feeling in Haven, we had to drop all that content. We had to reduce the amount of information needed. It’s a game where we want you to feel free: you broke from your chains and you explore a mysterious planet. We don’t want the game to be a drag by asking you to remember too much. To make it feel simple, we needed to make it lighter. 

Here is a bunch of concrete design decisions that came from this philosophy: 

No quest log

A RPG needs a main quest and side quests, right? Well, there are lots of secondary things to do in Haven, they are just not formatted in a “to-do list”. If you are like me, you already have tons of to-do lists in your real life… I didn’t want Haven to be yet another game with a list of objectives to complete. So in Haven, there’s a simple main objective, given by the story and no objective list! 

You can always have a chat on the couch to get a reminder of what to do.

After that it’s just about you exploring Source. To be honest, Yu and Kay do have a logbook. It helps you remember what to look for on the different fragments of the planet. But it’s not a list of tasks. There are no “tasks to complete” in Haven, because tasks are boring and tiring.

The logbook (bottom right) lists what’s been done and left to do on each fragment.

Simple economy

In many games, you have to manage resources, currencies, and optimize your spendings to save every little gold coin you can. In Haven you won’t have to worry about micro management. You have enough or you don’t, that’s it. 

The inventory screen is rather simple compared to most RPGs

On Source, Yu and Kay gather flow, a very handy energy they use for many things. The flow meter isn’t a detailed gauge with number and an advanced refill system. It’s a ball of energy that’s more or less bubbly depending on how much flow you have. 

You never need to know “precisely” how much flow you have, you just need to know if you’re running out.

You don’t have to check how much rust (the red crust that covers the planet) or food you have, you just go craft something and you’ll see. Basically, you never really think about managing your inventory. 

Very few numbers

Even action games can be crowded with numbers these days. In Haven, you don’t have a precise health bar in combat, but instead your characters show their health status through the color of their energy suit and by the way they move. The game is designed so that you don’t need the precise info (note: and it’s also designed to be colorblind-friendly). 

When their health state changes, the characters walk and stand differently.

Their stamina and hunger are reminded through the dialogs. The only number you see is the damage when hitting an enemy or taking a hit. 

Numbers here are not really important, they just show which attack deals more damage.

Simple crafting

Crafting can be very fun and prompt experimentation. But it can also require a lot of memorisation. In Haven, the UI simply shows you the ingredients you have. You can start mixing them and you’ll see a preview of the result. 

Aaah… Creamberry flambé <3

No weapons or skill tree

I’m a RPG lover. I can appreciate spending hours choosing the best equipment for my team. But Haven’s taking a break from that. There’s no choice of weapon or skill tree. Sometimes it’s also fine to just focus on being good in combat, by yourself. And to drop the burden of comparing stats for each item in the game.

Yu and Kay evolve and gain new skills, but the game is not about becoming more powerful.

Very little HUD and UI

It seems easy to state “there will be no HUD”, but eventually you find out that people don’t understand a complex game without help from the interface… That happened to me on many games, indie and AAA alike. The only way you can achieve this is by actually having a very simple game. Journey pulled it off brilliantly. In Haven, the HUD is really super light, because the game is simple from the root.

While gliding, you just need to focus on your characters and where you want to go. 

Play coop seamlessly

Even starting a co-op session has been designed to be easy and simple. If you’re playing solo and want someone to join your game, they just have to take the gamepad and press a button. Co-op will start automatically. There’s no menu. You don’t have to start over a new game. 

A second player can join simply by pressing a button on their gamepad.

Of course simplicity is not the only way to go. I love a hairy and dense RPG as much as anyone else. But sometimes, between these deep and exhausting systems you learn in games, it’s good to take a little break. It’s what we wanted to achieve with Haven. Make it a gentle breeze, a soft hand that will take you through its journey without asking you to care too much about details. In Haven, we only want you to care about Yu and Kay. 

Push up the volume and listen to Haven OST first single!

Hello everyone,

Have you ever linked a moment in time, a place, and a piece of music together? Do you know that feeling when you hear a song and it brings back memories of a whole chunk of your life? These songs become the soundtrack of your life. In Haven, that’s what we wanted to do as well. Haven is a moment of your life spent with Yu and Kay, alone on a deserted planet, Source. Haven’s soundtrack is like Source: a place. A place where you will forge memories and that we hope will stay with you after you finished the game and turned off the TV.

This is the challenge we gave to DANGER who, we are happy to confirm, is composing the full original soundtrack for the game. You already know DANGER, French electro musician with one foot in the world of music and the other in computer graphics and gaming. He is returning to the spotlight after his first albums “太鼓” and “Origins”, and his work on our award-winning game soundtrack for Furi, (remember 6:24 and 7:53 ?!).

We’re making the first single of the original soundtrack 4:42 Still Free available today. You already heard part of it in the game Opening movie, but you can know discover the full track!

You can also listen to it on Steam, Bandcamp and other platforms.

We also invite you to read DANGER exclusive interview HERE where he discloses more on his creative process and the inspirations for his work.

More information will be revealed about the album in the months closer to the game launch. Haven is coming this year to PC, Nintendo Switch, Xbox Game Pass and PlayStation. To stay up to date with the game news you can join our [url=ttps://discord.gg/thegamebakers]Discord Server[/url]! Enjoy!

Offre de stage en communication

OFFRE FERMEE
Nous recherchons un·e stagiaire en communication pour participer au lancement de Haven, notre prochain jeu consoles et PC et au suivi de nos jeux actuels (Furi & Squids Odyssey). Nous pouvons vous accueillir en télétravail.

Poste : Chargé·e de communication – stage conventionné

Dates : de 4 à 6 mois – en couvrant la période juin – septembre 

Lieu : en télétravail ou à Montpellier*

Mission :

  • Participation à l’élaboration de la stratégie de communication
  • Animation de la communauté sur les réseaux sociaux en anglais (Twitter, Discord, Instagram, Facebook)
  • Adaptation de contenus et visuels de communication (vidéos, images, gifs)
  • Analyse des résultats
  • Gestions des partenariats avec les communautés (Groupes Facebook, Reddit…)
  • Gestion des demandes de clés par les créateurs de contenus
  • Gestion et suivi de la liste de presse
  • Aide à l’élaboration des campagnes de presse et newsletters sur MailChimp
  • Aide à l’organisation des salons et évènements en amont et sur place
  • Veille concurrentielle

Profil :

  • Etudes de marketing et/ou communication 
  • Aime les jeux vidéo
  • Utilise régulièrement plusieurs réseaux sociaux
  • Maîtrise des bases d’un logiciel de retouche d’image et de vidéo
  • Très bon niveau d’anglais 
  • La connaissance de Twitch et Youtube est un plus
  • Organisation et rigueur, bonne humeur et autonomie.

*: le stage peut se faire à distance en télétravail ou dans nos locaux à Montpellier (quand la situation le permettra). Notre équipe travaille déjà en télétravail depuis sa création.

Rémunération : Rémunération de stage conventionnelle (environ 554€/mois)

Pour postuler : un petit mot avec votre CV à magic@thegamebakers.com

Merci de vos candidatures !

Haven’s opening movie will French kiss your eyes

I often say that game design is like cooking, because creating a gameplay experience feels a lot like selecting ingredients, mixing them together until it feels good. But we can make the analogy with cooking even larger: making a game is very similar to creating a complete meal! Gameplay is the main dish, for sure, but you also have to think about the starter and dessert. And as much as starters go, what’s better than a good old opening movie?

Opening movies really set the mood before you start the game. The first time you launch the game, you get a peak at the tone, the values, the characters. You project yourself on the journey. It’s a teaser. Then, you discover the game, and you spend hours on it. Each time you launch the game, the opening movie is there. As soon as you hear the first note, you are swapping worlds. Like the smell of a dish, you anticipate it, it makes you salivate. The opening is not a teaser anymore, it’s a welcome.

Japanese games have a tradition of opening movie playing from the title screen. Each time I launch a game like this, I let the opening play once before loading my save. It’s like watching the opening of a TV show or an anime. It’s part of the experience.

In Phantasy Star 2‘s opening, I like how the title screen says that it’s bigger than a kingdom, it’s a multi-star fantasy. There’s mythology and tech. Even the music covers two different tones, starting from gloomy and mysterious to something more cheerful and positive.

Persona games openings are always pieces of art. They present everything with style: characters, world, story. I can’t hear the first notes of Persona 4‘s opening without feeling a chill down my spine. Dragon Quest XI opening movie is much more classic, but no less strong. It’s the image of the game, a pretty classic yet epic adventure of a group of friends.

Years later, when I watch the openings from old games, they take me back. In a couple of minutes, they revive the memory of the whole adventure. Hopefully, we can create that long lasting connection for Haven, with a memorable opening that captures the game magic.

Please enjoy:

https://www.youtube.com/embed/bIhi9FP97Ys

The opening movie was directed and created by Yukio Takatsu – an expert of anime openings, with the support of Yapiko Animation. Takatsu-san did an incredible job bringing our concepts, world and characters to life. The editing really makes Danger‘s original music created for the game shine, and vice versa. We hope it will make you want to dance and twirl like Yu and Kay.



The art style is different from the art in the game of course, but it’s in essence exactly what we are trying to express with the game: a couple of characters who love each other, and with whom we hope you are going to fall in love in turn. An established relationship, that’s still evolving, in movement, gliding and twirling at a fast pace, tied by flow and rust, across different planets.

https://www.youtube.com/watch?v=ragUUT9bsFQ

We are hard at work for finishing Haven and bringing it to PC and consoles this year. We hope that you liked the starter and still have a bit of appetite for the main dish!

Emeric and The Game Bakers

PS: I put Phantasy Star 2 here because it’s a masterpiece and because it’s pretty well known for an oldie, but the Phantasy Star game that is the dearest to my heart is Phantasy Star 3… And its opening movie really hits the mark. About Haven inspirations: https://www.thegamebakers.com/hand-in-hand-in-haven/
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