Building a studio that lasts,
AND WORLDS THAT STICK
7 years, step by step
Skytale founded
4 enthusiasts launch their studio, set on raising the bar for production in Minecraft UGC.
Visit the Skytale siteCité des Nations
A Minecraft competition between international teams, followed live in several countries.
BTPixels × ADEME
An awareness project run with ADEME, carried by the studio's pixel world.
Children of Steel
A charity evening and the first use of the Skytale Map Editor for cinematics.
Jeux de Paris 2024
Minecraft mini-games on the MEDEF Sport booth at Club France, throughout the Games.
Z'Wonder Battle & Paris Games Week
A charity tower defense at ZEvent, and the first public showing of a Skytale game at PGW.
Hytale Converter
A smart little project, shipped in 2 weeks: the first Minecraft-to-Hytale converter, now a reference.
See the Hytale ConverterThe big leap
Expédition Ivarus and The Last Artifact, our 2 big projects of the year.
Celestale launches
A new for-profit company, a board around us and the opening of our offices.
2 strengths, 2 approaches
Data
Every game feeds data back to us: metrics we carry from one project to the next to aim truer and design experiences built to meet their audience.
Emotion
Data keeps us from repeating mistakes from one game to the next, but it's our testing and our large team of beta testers that find the fun mechanic that turns a game into a memorable experience.
We read the algorithm of Roblox
We built a tool that continuously analyses Roblox Discovery, where 90% of traffic and 380 million players are at stake. We spot weak signals before they become trends.
A finely tuned creative process
7 years of producing have given us a well-honed method. With every game the same reflexes come back, and that's what lets us move fast without giving an inch on quality.
Moments worth sharing
We build our games around strong moments, the kind a player instinctively wants to clip and show off.
Built for live
Our mechanics play out on screen, in front of a community. They create interaction and make people want to come back.
Shipped in short cycles
We move in fast iterations and finish every game with care, then keep refining it once it's in players' hands.
Producing smart
Many paths, one result
For any given outcome there's almost always more than one route. We systematically look for the shortest one, without sacrificing the final quality.
Resourceful by nature
Along the way we've built projects from A to Z with no prior knowledge at the start. We learn fast, we improvise well, we deliver.
An outside eye
We've worked in fields far removed from video games. Those detours give us a fresh eye on every production and spare us costly habits.
Building a game, in 2 months
Our pipeline, told through Z'Wonder Battle: a charity tower defense where Twitch viewers triggered the waves live, from concept to launch.

The concept and the mechanic
It all starts with a gameplay hunch. For Z'Wonder Battle, the idea of a tower defense where a stream's audience triggers the waves itself. We prototype fast until the loop is genuinely fun.

The art direction
Once the mechanic holds up, we choose the look. Here, a direction designed for live: readable on screen, recognisable in a clip, and built to make streamers want to show it off.

Development, testing and iteration
The bulk of the work. We build the game for real, then run playtest after playtest: we fix, balance, optimise, and start again.

We ship the game
Z'Wonder Battle went live at ZEvent, wired to Twitch. Launch isn't an ending: we watch the real matches and keep adjusting in live-ops.

We bank it for the next game
Once the game is in players' hands, we draw lessons from what worked and what didn't. Those lessons become the raw material for the next project, and our recipe sharpens from one game to the next.
