We tested, failed,
started over,
succeed.
And we keep going.
Four video game enthusiasts building together for over 7 years. We shipped 8 games, filled rooms at the Olympics and accumulated 100 million views. Celestale's ambition is to become the world reference studio on UGC platforms. Let's go.
7 years
building
together
We met building Minecraft games together more than 7 years ago, and we're still building together today. Minecraft taught us English, gave us the desire to create and showed us early on that a video game could become a genuine social space.
Through Skytale, the association where we met, we made games for players, then for streamers, presented our projects at events like Paris Games Week and Toulouse Game Show, organised physical events and learned to build under pressure with increasingly demanding communities. We learned on the ground. Improvising solutions at 3am, rethinking a game from scratch after a test session. What we love about making games: confronting our ideas with real players as fast as possible and seeing what genuinely deserves to exist.
Celestale was born from that desire. We see in Roblox what Minecraft represented for us back then: an entire generation learning to play, create and socialise differently. And we fully intend to be part of the evolution of these sandbox games where new generations play, engage and redefine the way they interact together.
Celestale is a studio built around a simple idea: the best games are built with players, not away from them. For years, our way of working has stayed the same: prototype fast, test as early as possible, observe, listen and start over. Even prototypes of prototypes sometimes end up in players' hands.
What we love most isn't just shipping a game and moving on. It's keeping our games alive. We spend a huge amount of time analysing how players experience them: which areas naturally attract players, when they leave a session, which mechanics create interactions or fall flat. Heatmaps, analytics, test session observations, trend tracking, data accumulated across hundreds of Roblox and Minecraft games. All of this helps us continuously improve our experiences. But the priority always stays the same: make games we'd want to play ourselves with our friends.
experience
under Skytale
on our productions
Four complementary
entrepreneurs
Rémi has always moved between two worlds: video games and entrepreneurship. Co-founder of Skytale, he has spent years doing everything an independent project actually demands: production, game design, events, partnership outreach, communication, team management and creator relations.
His conviction is simple: a lot of good games go unnoticed because they don't know how to tell their own story. At Celestale, his role is as much about building projects as giving them the visibility they deserve and creating a genuine community dynamic around them. Behind the business profile, he's above all someone who spent a decade playing, creating and learning alongside the same people.
Vincent is one of those developers you can ask something absurd and who comes back a few days later with a working solution. Friends with Rémi since high school and an engineer by training, he has been building with him for over 10 years. Trained in software development, he progressively expanded his role into technical architecture, infrastructure and internal tooling through having to manage increasingly complex projects at Skytale.
His role at Celestale is not just to make the games work but to build reusable systems that accelerate production and give the team more creative freedom. A large part of the studio's ability to experiment quickly rests on the technical foundations he continuously builds.
Joran, a generalist engineer from École Centrale, is probably the most resourceful person on the team. Developer, game designer, integrator, technical artist: whenever an idea needs to go from vague to playable, he's usually the first to start building.
His role at Celestale is to prototype fast, run beta test sessions and help the team iterate as quickly as possible by constantly confronting games with player feedback. He also works on the visualisation, trend analysis and business intelligence tools used by the studio. What characterises him most is his drive: test fast, find solutions, assemble everyone else's ideas and push projects forward even when things aren't fully defined yet.
Anna brings a genuine artistic touch to Celestale. In a heavily technical team, she is often the one who brings the question of visual identity and singularity back to the table. Her role is not just to create beautiful assets, but to make sure the games keep a strong personality and don't become simple copies of existing trends.
Used to working directly with developers, she has a solid understanding of the technical constraints of platforms like Roblox, particularly the optimisation and mobile performance challenges. This allows her to build adapted production pipelines and create assets designed from the start for smooth in-game integration. She also helps the team filter through the hundreds of ideas that constantly emerge during development to preserve what gives Celestale's projects a genuine identity.
Want to
join us?
You share our vision of gaming and want to build something with us?