The Last Artifact is an adventure/puzzle game for PC. The title is developed within Minecraft using our proprietary open-source tool, the Skytale Map Editor. In this game, you play as Valar, the "King's Claw", sent to investigate a cataclysm that shattered the region of Maska into the skies. Accompanied by a mysterious astral being, he must venture across various floating islands to discover the ancient elemental pillars, which will grant him access to the Last Artifact, an object capable of slaying the gods themselves.
Since September 2025, I have had the pleasure of working at Skytale as a Narrative and Game Designer on "The Last Artifact" and other Skytale projects:
On the narrative side, through lore development, writing dialogues and in-game texts, participating in the creation of cinematics, and integrating narrative content into the game (JSON).
Project: Full Game
Genre: Adventure/Puzzle
Engine: Skytale Map Editor (Minecraft)
Platform: PC
Team Size: 80+ members
Role: Narrative & Game Designer
Duration: 2021 - Present
Narrative Designer & Writer
Expanding the TLA universe and lore.
Developing character arcs through in-game dialogues and cinematics.
Writing and script-doctoring immersive dialogues, quests, in-game books, item descriptions, and barks.
Formating texts for localization and integration.
Implementing narrative elements within the game engine.
Defining game locations, environmental storytelling, and quest distribution.
Establishing acting intents and voice direction guidelines for the voice acting team.
Sharing the narrative vision with technical and artistic teams, writing documentation, and optimizing workflows.
Game Designer
Designing enemy and boss skills and behaviors, as well as boss arenas.
Implementing enemies, bosses, and skills in the game engine using YAML.
Implementing gameplay sequences into quests.
Balancing player progression as well as enemy and equipment statistics.
Writing documentation and working closely with technical and artistic teams to convey the design vision.
On the gameplay and player experience side, through designing bosses and enemies, programming their in-game behavior (YAML), as well as creating gameplay segments, integration, and balancing.
Skytale is an independent, non-profit video game development studio founded in 2019. The association operates as a full-scale studio of over 80 members, relying on professional organizational and production methods (Agile methodology, version control, structured pipelines).
We are recognized for delivering numerous projects in collaboration with:
Major names in French streaming, notably during the ZEvent 2025.
Non-profit organizations such as Un cadeau pour la vie.
Public institutions like the Ministry of Ecological Transition.
My first task was to assimilate the existing narrative bible and character sheets to ensure my work aligned with the established storyline. I then contributed to the expansion of the universe through various creative, technical, and collaborative approaches:
Writing main and secondary dialogues, as well as barks, in-game books, quest descriptions, and item descriptions.
Designing narrative delivery methods. Depending on the nature of the information, I implemented varying degrees of storytelling (direct or evocative narrative).
For instance, lore about the world's ancient history - distant from the main plot - is distilled through environmental storytelling, ambient NPC dialogues or hidden books, providing a "secret history" for curious players. By contrast, crucial information is conveyed directly through main dialogues, cutscenes, or mandatory texts.
Integrating narrative content directly into the game (asset and book placement) or via the Skytale Map Editor (item descriptions, subtitles, voice-overs).
Coordinating between departments by optimizing internal documentation and organizing dedicated meetings to answer other teams' questions and resolve their issues.
Main quest script sample
Within a team of over 80 people, one of the major challenges is conveying complex narrative intentions or large volumes of lore to departments with very different constraints and needs. If coordination methods are not properly adapted, it can quickly lead to misunderstandings or production delays.
I set up meetings with each department to assess their needs and answer their questions.
Based on their feedback, I implemented solutions to streamline the production pipeline. For instance, several departments required the coordinates of characters, quests, or items that had not yet been defined. I therefore collaborated with the narrative, game, and level designers to lock down the placement of these elements.
I restructured the narrative coordination documentation to make it clearer and included missing elements, such as event triggers or the coordinates needed by other teams.
I took charge of narrative design integration to prevent a backlog of elements to implement and to anticipate future needs and issues.
By adapting both written and verbal communication methods to the teams' needs, identifying issues that were slowing down production, and taking over integration, I successfully accelerated and even restarted several production workflows.
My work was praised by multiple department leads during our general meetings!
I learned how to quickly and effectively integrate myself into an ongoing production.
I also learned to identify and resolve issues that slow down other departments, while anticipating future problems to prevent them.
As I had already observed at Périple Studio, narrative design is not limited to writing; it is a role with a very broad scope of action that requires both communication and technical skills.
Integration Spreadsheet Examples – Each modification is tracked to ensure seamless follow-up across the voice acting and localization teams. Shown here are the tracking sheets for voice acting, quest integration, and item implementation.
Integration examples within the Skytale Map Editor (JSON)
Alongside my narrative duties, I also contribute as a Game Designer. I initially assimilated the existing documentation to become operational as quickly as possible. I then participated in shaping the player experience through:
Designing enemies, their skills, and attack patterns to give them unique behaviors and offer varied challenges.
Designing bosses and their arenas, including Aglaée (the Island 3 boss), Dragomir in his human form (Island 5), and in his mycelium form (the final boss).
Creating quest content by defining gameplay segments based on the texts written by the narrative department, in order to balance the intensity curve.
Balancing the game by developing stat sheets for equipment, weapons and monsters. The objective was to map out player power and resistance against enemies throughout their adventure.
Integrating gameplay into the game, which included programming mobs, building arena grayboxes, setting up quests and game balance.
Mob & equipment stat and balancing sheets
Design of the boss battles against Aglaée and Dragomir in his two forms
The Last Artifact offers roughly 15 hours of gameplay. The main challenge is to prevent monotony by maintaining fair and rewarding curves of intensity and difficulty. If gameplay segments feel repetitive or if bosses are nothing more than mindless "bullet sponges," players will disengage. Every new enemy type, gameplay segment or boss fight must bring something fresh to the table, without presenting a challenge that is too punishing or confusing for our target audience.
To add variety to combat, each mob has its own unique abilities, including peaceful mobs. I’ve also created combat synergies between them. For instance, by pairing slow melee bandits acting as shields with fast but fragile ranged bandits who attack from afar and flee close combat.
For the bosses, I divided each encounter into multiple phases, with attack patterns that evolve as the fight progresses. Each fight includes a "signature attack," which is a more complex, story-driven move that often serves as a transition between phases.
Furthermore, I designed these boss fights with the player’s past and future experiences in mind. During an encounter, player will either reuse concepts learned earlier or discover an entirely new mechanic that they will master later on. For example, the boss Aglaée introduces a simple platforming sequence mid-fight. This mechanic is later reused in a more challenging form, such as in the fight against human-form Dragomir. Similarly, the mirror puzzles, which are a core part of the game, are blended into the combat phases against mycelium-form Dragomir. This tests the player's mastery of the mechanic and merges both concepts for the final showdown.
Regarding gameplay segments, I made sure to diversify the experiences: from puzzle-based treasure hunts to platforming challenges and various puzzle types.
On the technical side, I discovered and mastered the MythicMobs plugin and the YAML language. I programmed all of my mobs' skills and behaviors myself to maintain optimal control over balancing and game feel.
The diversity in mob and boss skills successfully enriches both the intensity and progression curves while delivering strong moments of discovery.
The reuse and evolution of gameplay mechanics across segments and encounters ensures a smooth learning curve, aligning with our goal to create a game accessible to all players.
Programming my own mobs and integrating my own gameplay segments reduces the workload for the integration team. It also allowed me to test and iterate on my work in real time, giving me greater control over the final player experience.
This experience solidified my skills in Combat and Quest Design, as well as my eye for balancing.
I learned to design combat and gameplay segments while constantly keeping the global learning, engagement, intensity and difficulty curves in mind.
Mastering the technical integration of my own mobs streamlined production and guaranteed the precision of my design through direct, hands-on testing.
In-game mob examples: the Raven artificer with his dedicated fireworks attack.
The frog has a chance to explode and poison the player upon death.
The horned-salamander inflicts sickness and poisons to the player when approached.
Small animals, such as rabbits, flee when the player approaches.
QUICK INFO