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Renaissance
(professional)

THE PROJECT

 

"Renaissance" is a card game mixing RPG and adventure in a fictional universe using the codes of the Dark Renaissance, the baroque style and the light/dark. The game takes the basis of the classic card game while adding some Roguelite and Visual Novel codes.

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In this game, the player embodies a hero who investigates a perfidious evil that contaminates the world. The latter vacillates between reason and madness, between light and darkness. The player evolves in a fragile and unstable universe where each protagonist potentially hides a part of madness, a corrupted soul that wishes to corrupt him in turn.

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Within this investigation, the player will go through different chapters allowing him to visit different places in this strange and dangerous world. His path will lead him to make choices, which will have a real impact on his progress. Doors may be opened, but others may be closed permanently.

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If the player dies, he will be brought back to life by the evil that corrupts the world and will have to start his journey again. Of course, he will keep some of the items he picked up on his previous expedition, and he will know what choices he should avoid making.

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  • Genre: Card game, RPG

  • Platform: Mobile

  • Engine: Unity

  • Work time: 4 months

My work

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I worked on "Renaissance" as a Game Designer at first, and then took on the role of Narrative Designer once the Game Design Document was written.

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  • The game concept

    • Benchmark of different games of the same genre (like "Reigns" for example).

    • Creation of the Macro Gameplay loop.

    • Definition of game phases & chapters.

    • Definitions of card types and how they work.

    • Creation of character classes with their strengths.

    • Creation of additional functionalities (menus, inventory, etc.).

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  • The World Build

    • Definition of the origins of the world.​

    • Definition of its overall functioning (major laws, etc.).

    • Creation of the major events that have shaped the world up to the time of the game's adventure.

    • Creation of the characters and the main bestiary.

    • Definitions of major places visitable by the player.

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  • Prototyping

    • Creation of part of a chapter on Figma (a large visitable place).​

    • Creation of the global tree structure between each card.

    • Writing the content of the cards.

    • Development of different parts of the prototype, with more extensive content.

    • Bug fixes and tree refinements.

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  • The game presentation video

    • Definition of a plan for the video.

    • Captures of the different parts of the game interesting for the video.

    • Voice recording of Gameplay explanations.

    • Video editing with sound and image.

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  • The presentation document for CNC pre-production assistance

    • Creation of the presentation of the game on PowerPoint.

    • Filling in the various important documents (budget, subcontracting, financing plan, collaborators, etc.).

​​​​The team

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  • Maxime LIDOLFF – Production Manager

  • Antoine ESCHENBRENNER - Technical Director

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