French indie studio

Let’s tell stories together.

I make worlds that play their part. You decide where the story goes.

Design notes

  • Authorship through systems

    I don’t want to write every story in advance. I’d rather build rules that let you come up with an idea I never expected, then make the world answer it.

  • The game should notice what you care about

    If you keep coming back to one place, rename it, protect it, or spend far too much on it, then it matters to you. The game should notice that. That is usually where the interesting trouble starts.

  • Every number has a why

    Complex games do not need to be opaque. If something changes, you should be able to follow the chain back to the decisions that caused it. The world can keep some secrets; its own rules should not be one of them.

  • Every mechanic earns its place

    I have a soft spot for complicated games, but that is not an excuse to pile things on. A new mechanic should make at least two existing ones more interesting. If it sits on its own, it probably does not belong.

Projects

I’m already working on a few games. They will appear here when I can show you what is interesting about them, rather than asking a logo to do all the work.

In development

Nothing public yet

The first one will get a proper introduction when it is ready.

Contact

For business or press enquiries, or if you think there’s something we should talk about, you can reach me at contact@luneterre.com.