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Dive into an epic and brand-new adventure with Asterix & Obelix!
This time, our heroes leave their beloved village for a long journey through the Parthian Empire, a faraway kingdom under threat from Roman invasion. Their mission? To save Monipehni, the King of the Parthians, who has fallen victim to a deadly poison brewed by Bahmbuhzeli, a treacherous sorcerer allied with Caesar.
Along the way, they will need to gather the ingredients for the antidote while fending off fierce Roman legionaries. They will also lend a hand to local villagers in exotic and enchanting landscapes. Thanks to their courage, their legendary resourcefulness and plenty of well-placed slaps, Asterix and Obelix will push back the invaders and prove that the indomitable Gauls are unbeatable, no matter how far from home they may be!



My role on this project
Mission Time: October 2024 to October 2025 (2 months of pre-prod +10 months of prod)
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Manage Team
During the two months of pre-production, I had to quickly define the game concept, its structure and its main gameplay pillars. The schedule was very tight, so the design had to be clear, efficient and easy to iterate on from the very beginning.
At the start of production, the Game Design team was already involved and helped conceptualize the game. However, most of the team was still finishing the previous project, so we had to move forward with a very small core team at first. This meant that a lot of the early design work had to be done quickly, while keeping the vision simple enough for the rest of the team to join the production smoothly later on.
Later in production, a Level Designer joined the project and helped create the blocking for several levels. Another Level Designer then took over and finalized the levels, while I was handling the rest of the game design tasks and also working on some levels myself.
The QA team supported the project through playtests, balancing feedback and quality assurance, helping us keep the game readable, polished and stable despite the short timeline.
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Oscar Berry - Game & Narrative Designer
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Romain Fauré - Game Designer
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Clara Laborderie - Level Designer
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Charles Remande - Level Designer
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Léo Pham-Vu - QA Tester
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Thomas Creusot - QA Tester

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References & Narrative Design
One of my first tasks was to write the game’s story and cinematics. From there, we defined the main locations, characters, enemies and gameplay situations that would shape the entire adventure.
Since the game takes place in a brand-new region never explored by Astérix and Obélix before, we did not want to simply copy the comic books. Instead, I worked closely with the Concept Artist to create original characters and enemies made specifically for the story of the game, while still respecting the humor, visual identity and spirit of the Astérix universe.
This concept phase helped us define most of the game’s content and gave the artists clear references to build a world that felt both new and faithful to the license.
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Alberto Galan - Concept Artist
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World & Level Design
I worked on the structure and evolution of the game’s 18 levels throughout production. As the developers progressively created and integrated the game mechanics, the levels were regularly adjusted, regrouped and modified to fit the final gameplay.
To iterate efficiently, we created an internal level editor in Unity, which we used throughout the project. The levels were also designed in remote collaboration with an external Level Designer who had previously worked on several Astérix titles, helping us keep our vision aligned with the publisher and rights holders.
I supervised the overall level structure, contributed directly to some levels and helped ensure that each one supported the game’s mechanics, pacing and Astérix spirit.
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Mickaël Pratali - Game & Level Design Advisor








Launch Trailer




























