Creative direction
The studio's vision, its worlds and the consistency of the whole.
FRShopThe studio
Ora Games Legends began with a desire: not to choose between games, stories and worldbuilding, but to build a space where all three move forward together.
Our story
It began with a desire to tell stories differently: creating rules that carry a narrative, and narratives that make people want to play.
The studio was built around Universal Legends, an original universe designed to embrace multiple genres, formats and generations of projects. Each game is a complete experience in its own right, as well as a window into something larger.
Our independence lets us move forward with a coherent vision, take the time to develop our ideas and stay close to the people discovering our creations.
Our vision
Choosing the right medium for every idea without losing the thread connecting all our creations.
We are developing a catalogue and a universe designed to grow over time. Every new project must add something meaningful to those that came before it.
A strong identity, decisions made close to our community and a vision that remains coherent.
Behind the legends
Our team brings together complementary perspectives and skills. Everyone contributes their own point of view, while working toward one creative identity.
The studio's vision, its worlds and the consistency of the whole.
The mechanics that turn our universe into playable experiences.
The characters, imagery and stories that give our worlds a voice.
From idea to object, coordinating talent and every stage of production.
The team
Complementary profiles brought together by a desire to create distinctive games and bring a universe to life far beyond the table.

Video Game Producer & Designer / Advisor
With 30 years of experience, Marc has worked at major studios including Ubisoft, Bandai Namco, Disney Interactive and many others. He was Game Director on Assassin’s Creed Unity and Dying Light 2, and Game Designer on a wide range of projects.
He is the architect of our video games’ gameplay and of how it evolves. His craft is at the top of its field, and he gives us the certainty that our games will meet the bar.
He is our Game Producer on Supreme League, Golden Life and League 18.
His work


Fiction Producer
Raphaël is an accomplished illustrator, colourist and author whose work has been published by prestigious houses such as Casterman, Delcourt and Glénat. His recent output includes “Les 4 Princes de Ganahan”, created with Tony Valente, author of the manga Radiant.
With more than 30 years as an Art Director in advertising, he masters every craft of the publishing world.
As Literary Director at Ora Games Legends, he oversees the production of the comic White Dragon Chronicles, the short-story collection Repsian War, the webtoon Heroes of Etonak, and the audio fictions Golden Fate and Silver Oracle.
His work


Partner, CCO, Board Game Producer
President of JYDE Éditions and an active member of several gaming associations, Julien is a key figure in the board game industry. Working behind the scenes, he collaborates closely with authors, publishers and notable companies such as TAT and Antre-Monde.
His productions include well-known games such as “Pattie et la colère de Poséidon”, “Kilim” and “Kingyo”. An expert in board game publishing from design through to production, Julien is an invaluable resource for our projects.
As Board Game Producer at Ora Games Legends, he handled the production of Coach Battler and continues on our upcoming games, including Confrontation, Etonak Vanguard, Fabulous Hunt of Suwot and Black Hole.
His work


Board Game Designer
A passionate game designer recognised by his peers, Franz is the author of the successful games Delta, Moon-Bots and Gare aux Relous. He is a true craftsman: his mechanics are polished, complete and without weak spots.
Franz designs and supervises the game design of our board games. He is the guardian of their quality, and will settle for nothing less than excellence.
At Ora Games Legends he created our first board game, Coach Battler, and is already working on two more: the card game Etonak Vanguard and the miniatures game Confrontation. The latter will be directly linked to our future role-playing game — but that is still top secret.
His work


Blockchain Developer, Security Engineer
Originally a telecoms engineer, Clément taught himself cybersecurity around twelve years ago. After standing out in national competitions, his talent was quickly noticed by Thales, where he was recruited into the cybersecurity department. He has also worked with several major banks and multinationals, though the details of those engagements remain confidential for security reasons.
At Ora Games Legends, Clément holds several key roles. He works as a back-end developer and blockchain advisor, and also as head of cybersecurity. He designs our technology strategy, keeps systems running and protects what is critical.
Clément is the backbone of our ecosystem’s security, ensuring it stays resilient and tamper-proof.
His fields

Data Analyst
For more than ten years, Mylène Garry has worked as a data analyst for major industrial groups, building deep expertise in project management along the way.
At Ora Games Legends, as Head of Data, she is at the heart of designing and implementing databases that respect user integrity and privacy, and that serve users’ interests rather than commercial ends.
Her stewardship ensures data is used ethically and protected against loss or unauthorised access, keeping information secure and relevant across our ecosystem.
Her fields

Founder, CEO, Creative Director & Licensor
Rémy grew up immersed in fantasy and science fiction. By the age of ten he was building his own role-playing systems, and he still runs games as a Game Master today.
After searching for his path for a while, he earned a degree in digital arts project management at École des Gobelins, followed by a specialisation year in Game Design at ENJMIN, sharpening both his technical and creative skills.
Professionally, Rémy became an advertising manager in marketing at Carrefour. In parallel, his passion for games led him to organise conferences in Paris on many aspects of video game production. It was at one of those events that he met Marc Albinet, a prominent figure in game design who quickly became his mentor.
Driven by the desire to create his own games professionally, he became Business Developer for a video game production studio, responsible for identifying market opportunities, negotiating contracts and international expansion. He then became a project manager at a board game publisher, completing his overall view of creation.
Armed with his experience, his passion for games and his network of experts, Rémy set out to write the Universal Legends licence and designed several innovative game concepts to bring it to life. Won over by the vision and able to amplify it, Gabriel and Vincent joined him — and the three founded Ora Games Legends.
Rémy’s leadership, his ability to motivate teams and his sometimes extreme attention to detail ensure that every product not only honours the overall vision, but continually enriches the universe he imagined.
His fields

Founder, COO, Sound Designer, Tokenomics Project Manager, Licensor
Always passionate about music and sound engineering, Vincent knew early what he wanted and trained at Parisian schools to become a sound engineer. His career led him to work with influential collectives such as Studio Bagel, Le Woop and Golden Moustache, as well as creators from Webedia, Mixicom and Endemol, where he learned to produce professional work creatively on limited means.
His experience then grew on the sets of Canal+. He worked as OPS lead for Arte and France TV, and as sound assistant on the film “Polisse”. Always after a new challenge, he moved into live events, leading teams on large-scale projects at the Grand Palais and major public concerts — settings where mistakes are not an option.
Vincent went on to found his own audiovisual and events company. He recorded live shows such as Kyan Khojandi’s “Pulsions”, recorded artists in studio and produced showcases. He also worked in television with artists including Ásgeir and Electric Guest, and designed sound mappings for brands such as Diptyque Paris.
A relentless technology enthusiast, Vincent naturally turned to blockchain, drawn to a sector in full transformation. Having worked at every level of the media industry, he sees in Web3 an opportunity to distribute value more fairly across everyone in the system.
He then met Rémy and his project of narratively connected games. Joining a game studio as a partner represented for him the perfect convergence of his interest in blockchain and his growth as a sound artist.
His fields

Founder, Licensor, Illustrator & UX Designer
Raised among illustrators and painters, Gabriel developed an artistic sensibility very early. He followed in his father’s footsteps towards drawing, studying applied arts and visual communication. After graduating he became a freelance graphic designer and quickly worked with a wide range of clients across France.
He refined his craft, moving from classic desktop publishing to building complete visual identities for individuals and companies. He also produced signage across many media, catalogues, posters, logos and print-ready files, which made him both versatile and meticulous.
Above all, Gabriel is passionate about imagined worlds — devouring comics, manga, films, series and games. Alongside his professional work he kept developing his drawing, following online courses and entering numerous competitions to challenge himself.
Rémy, whom he had met through online games some years earlier, asked him to handle the graphics for his board game prototype. Gabriel’s work helped the game win the Protolab competition at the Cannes International Games Festival in 2019. Publisher JYDE Éditions noticed them and offered to collaborate.
Won over by the licence and the ambition of launching a game studio, Gabriel joined the adventure and began designing characters for the universe very early on. When Vincent joined, bringing his Web3 knowledge, their vision evolved into its final form.
He brings the universe’s most charismatic characters to life, produces the licence illustrations, designs the logos and visual identities of our games, and fully illustrated the company’s first game, “The Smashers: Coach Battler”. Gabriel is also an expert in UX and infographics, making sure the community gets the most out of our products.
His fields
What we want to create
Clear mechanics, an immediate personality and a universe that is never just a backdrop.
Several entry points for discovering our worlds at your own pace, with no need to know everything before you begin.
Sharing how projects evolve, listening to feedback and helping our creations grow alongside players.
Our ecosystem
The ecosystem is built project by project. Each creation enriches the others within a coherent transmedia whole. Discover the vision guiding its development here.