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Hold hands in solo or couch co-op with Haven

Play the two heroes at the same time, alone or with a special someone.

In Haven, you play as two lovers who gave up everything and escaped to a lost planet to be together. It’s a romantic RPG about love and freedom, but a strong characteristic of the game is that you play two characters at the same time: Yu and Kay. It’s first and foremost a solo game, in which you play these two characters, but with such a duo for main characters, we couldn’t pass on the opportunity to make it also a couch co-op experience. In this blogpost, I’ll dive in details about the co-op experience for the first time.

Haven can be enjoyed solo, it’s designed for that. But at any time in the game, another player can join by simply taking another gamepad and pressing a button. The UI will show that co-op has started, it’s completely seamless.

Here, the UI shows another player just joined and triggered the co-op play.

An important part of the gameplay makes Yu and Kay explore the deserted planet gliding over the grass, collecting flow and food, and cleaning the rust in search for resources and new paths (learn more about the gameplay in our previous blog post). While gliding, one player is leading, and the other is following. The character that is following has the freedom to roam around the lead one. Each time you stop, you can exchange the lead, and “take the wheel” like it’s your turn to drive.

However, the following player is not just a co-pilot. They can control what we call a “flowblob”, a circle of flow on the ground that they can project around them to interact with the world as they glide. They can use the flowblob to clean the rust or gather resources. The lead character chooses where to go and the following character helps clean the area.

The flowblob can also be used to slow down a creature that’s chasing you:

In solo combat, the game pad is split in half. You use the dpad to load Kay’s actions and the buttons for Yu’s. In co-op, each player controls their character. The players have to combine their actions.

For instance one can be shielding while the other prepares an attack.

You can exploit temporary weaknesses by having a player stun a creature, while the other prepares an attack that will make critical damage. Or you can synchronize two similar actions on each character to make powerful duo attacks.

Last but not least, if one of your hero is down, the other one can help them stand up again.

While it’s common to see co-op mechanics for action gameplay, it’s much more unusual to see them intertwined in the storytelling. Narration-wise, when the characters talk, the player regularly has dialog choices to make, which sometimes have an impact on the game. When playing co-op, both players have to agree and validate the same dialog choice to progress. From what we’ve seen, it’s very engaging and creates heated discussions between the players on the couch.

We wanted to make a game that can be enjoyed by everyone: solo for a deep immersion with Yu and Kay, or co-op with a friend or a romantic partner. As you read this we are adding the finishing touches to the game. Haven will release December 3rd 2020 on PS5 and early 2021 on PS4.

Haven will be available on December 3

Hello everyone,

That’s it, we have a release date!!! We’re so pleased to tell you that Haven will be available on December 3rd 2020 on PC (Steam, GOG.com & Microsoft Store), PlayStation 5, Xbox Series X and Xbox One. We can’t wait for you to share Yu & Kay’s adventure! The PC version will be available at launch on Steam, GoG and Windows store. And yes, we also hard at work on our Nintendo Switch and PS4 versions, slated to launch Q1 2021.

We are also happy to share with you a brand new story trailer “Can love conquer all?” Watch it below:

 

The trailer has subtitles in English, French, German, Russian, Japanese, Italian, Chinese, Portuguese and Spanish.

Also check those new screenshots from the game:

36 days left before the launch of Haven! We can tell you we are counting the days too!
Looking forward to having you play the game,

The team at Game Bakers

Interview with Pierre Corbinais, Haven’s writer

Pierre Corbinais has been writing for and about games for a decade now and he is the writer of Haven. He’s mostly known for Bury Me My Love, a reality-inspired fiction about love and exile, and ‘Til Cows tear us apart, a two-cowgirls’ road-movie in space but also created a lot of other small games during various game jams. Haven is the biggest project he worked on so far (and he can’t wait for you to play it).

What’s your opinion about romance in video games? What is good and bad, from your point of view?

My main opinion about romance in video games is that we don’t see enough of it, and when you think about it, it’s actually a bit baffling. Romances are everywhere except in video games: I don’t know about the other countries, but in France, every year without fail, the best selling novels are love stories. Turn on a mainstream radio and there’s a fairly good chance that a love song will be playing. And romance (whether it is comedy or drama) had always been one of the strongest film genres: While released more than 20 years ago, Titanic still is the third highest grossing film of all times (#1 in France!), how crazy is that? Everything points to think that people LOVE romances, but a bunch of exceptions aside, we don’t have romance in games, at best we have flirting (in dating sims or RPGs). Why is that? There is this idea floating around that video games are mostly played by men and that men aren’t into romance, but I think both these assumptions are untrue. To me, the main reason why there is so few romances in game is that we, game creators, still don’t really know how to make them. It’s “easy” to make a game where you shoot people (“If bullet collides with enemy then enemy = dead”, but how do you program a game about falling in love? Being in love? Falling out of love? Everything must be rethought, reinvented. That’s a tough job, and a lot of work, but what a great challenge!

Where would you like to see the genre go? What kind of romance story or style would you like to see in a video game?

I would like it to go in every directions, form-wise and content-wise. There are so many different love stories to tell, and so many ways to interact with them to invent. Just try to imagine how every video game genre could be twisted to become a love story: What is a First Person Romance? What is a relationship management game? A heart racing game? A love puzzle?
And we’re not even talking about the new genres that might emerge.
As for the content, there is a subreddit called r/relationships where people share relationships stories (romantic or not) to get advice from the community. I love browsing through the posts there. They are sometimes funny, sometimes grave, sometimes relatable, sometimes just plain weird… I think these posts tell a lot about what being human is, about what loving is, and I’d like every single one of them to be turned into a video game.

Haven has quite a modern treatment in terms of dialogs, compared to traditional RPGs. Was it difficult to come up with that? How do people react to that style?

Haven’s dialogue style came up pretty naturally. While you can find some epicness in the game, I felt it was more about the little things, the daily life, and I needed the dialogues to reflect that. Yu and Kay shouldn’t talk like badass-and-somehow-also-super-witty heroes, they should talk like us, with our hesitations, verbal tics, cursing… I’m really into alternative comics that tell “slice of life” stories (Hernandez brothers’ Love & Rockets, Terry Moore’s Strangers in Paradise, Vanyda’s The Building Opposite to cite a few), I probably draw this style of writing from there.
I didn’t get the chance to see a lot of people playing the game so far so I’m yet not sure how people will react to that style, but the team and voice-actors seemed to like it! The very first dialogue I wrote to try out that style and see if it fitted the game ended up becoming Haven’s first scene.

There’s also a lot of humour in the game. Do you think it’s a way to make the players have fun or to make them get attached to the characters?

Yes, people usually enjoy to laugh and smile, so why not allow that? But humor is also a useful tool for Haven’s narrative structure. In Haven there are a lot of dialogue scenes that aren’t there to make the story advance toward an ending. They’re just slices of life meant to create attachment to the characters, chill moments spent in the Nest. How can you satisfyingly end such scenes that don’t really lead anywhere plot-wise? There aren’t that many solutions: You can end it with something cute, something deep, or something funny. Juggling with the three is the best way to keep the player surprised, and thus entertained.

Do you have a special process for writing dialogs? What’s your one advice for writing dialogs?

Writing is a very weird and personal thing, the more I talk with other writers the more I realise there aren’t two writing processes alike. Some people will tell you that you need to precisely know where your dialogue is going beforehand, me, I tend to just go with the flow and let the characters decide for themselves. Most of the time, when I start writing a dialogue scene, I have no idea how it’s gonna end. This is a terrible thing to do when you work in movies for example, because movies only lasts 90mn and you don’t have one minute to spare. But I think it works pretty well with video games, especially when you want your dialogues to branch in different directions: not having an ending in mind is a great way to allow the emergence of multiple ones.
As for the advice I will give this very simple one: whenever you’re stuck in your writing, drop your pen (or keyboard, or typewriter) and go outside. Walk. Sit in a park. Have a coffee (and don’t forget your notebook in case the inspiration comes back). Breaks aren’t a waste of time, sitting in front of an empty page is.

Finally, everyone wants to know. Are you more a Yu or Kay person?

I put a lot of myself in both characters, Kay got my poor sense of humour and Yu my terrible sense of direction, but I’m probably more a Kay person overall. Yet, when playing the game, I mostly play Yu. Go figure.

 

Offre de stage en communication

NOUS NE PRENONS PLUS LES CANDIDATURES
Nous recherchons un·e stagiaire en communication pour participer au lancement de Haven, notre prochain jeu consoles et PC et au suivi de nos jeux actuels (Furi & Squids Odyssey). Nous pouvons vous accueillir en télétravail.

Poste : Chargé·e de communication – stage conventionné

Dates : de 4 à 6 mois – en couvrant la période octobre 2020 – janvier 2021.

Lieu : en télétravail ou à Montpellier*

Mission :

  • Participation à l’élaboration de la stratégie de communication
  • Gestion et suivi de la liste de presse
  • Gestion des demandes de clés par les créateurs de contenus
  • Analyse des résultats des mises en avant et promotions
  • Aide à l’élaboration des communiqués de presse et newsletters sur MailChimp
  • Aide à l’organisation des salons et évènements en ligne
  • Adaptation de contenus et visuels de communication (vidéos, images, gifs)
  • Coordination de partenariats avec les communautés (Groupes Facebook, Reddit…)
  • Veille concurrentielle

Profil :

  • Etudes de marketing et/ou communication
  • Passionné·e par les jeux vidéo
  • Très bon niveau d’anglais
  • Organisation, débrouillardise, bonne humeur et autonomie
  • Plus : maîtrise des bases d’un logiciel d’image et de vidéo. Connaissance de Twitch & Youtube.

*: le stage peut se faire à distance en télétravail ou dans nos locaux à Montpellier (quand la situation le permettra). Notre équipe travaille déjà en télétravail depuis sa création.

Rémunération : rémunération de stage conventionnelle (environ 554€/mois)

Pour postuler : un petit mot avec votre CV à magic@thegamebakers.com

Merci de vos candidatures !

Furi – Fan Art Contest

We are celebrating Furi’s amazing community with a Community Week starting this Friday September 11th. You can see all the detail here (LINK).

We are running a fan art contest with the theme “Fall down seven times, stand up eight”. The fan art can take the shape of your choice (drawing, illustration, sculpture, collage, installation…) but has to be created especially for the contest. You have to be the original author of it. The contest runs from today until September 25th at 11:59 PM CEST / 2:59 PM PT.

To participate, please send your fan art, your nickname, your social media profile and the name of your art to fanartcontest@thegamebakers.com. Don’t hesitate to share it also on social media with #furifanartcontest or in our community hub here! Be careful, you have to send us an email to participate, posting on social media doesn’t count.

Here are the prizes for the winners:

  • 1st: Limited Run Furi Definitive Edition (Switch or PS4) + Furi Artbook + Furi Original Soundtrack LP (Vinyl) + Poster Rider Victory + Poster All Bosses
  • 2nd: Furi Artbook + Furi Original Soundtrack CD + Poster Rider Victory + Poster All Bosses
  • 3nd: Furi Original Soundtrack CD + Poster Rider Victory + Poster All Bosses
  • “Coup de coeur”: Furi Original Soundtrack CD  + Poster Rider Victory + Poster All Bosses

Since the release of Furi, you have created fantastic fan art, it’s the perfect opportunity to celebrate your talent, and to share some of our favourite ones!

Deltarune x Furi Game by Aamakuruu

 

The Edge – By Leviafun // Genderbending Furi’s rider – By Nikoneda

 

Rider – By Surejanel

Rider – By Alga // The Strap – By Mysnaileatspizza1

The Chain – Cosplay by Pandadorf

 

Rider – By Rohantohu

  

The Strap – By ChainSawTeddyBear

 

We can’t wait to see the new creation you will share with us for the contest!

Take a break in Haven

People often ask me why we didn’t do a sequel to Furi, and I usually answer that we made Haven because our goal is to surprise players, to innovate, to explore new experiences. This is the absolute truth. But there’s another side to it that I don’t always tell: Furi was exhausting to make. I needed a pause from fast paced action. I wanted a game that felt like a break between two action games. 

When I was working on AAA games, I played pretty much every blockbuster to know the market, the competition. But between a game of Call of Duty and Assassin’s Creed, I needed a pause, and I used to play 30 minutes of Flower. I remember this time fondly. This game helped me relax between two overwhelming experiences.

That feeling was at the core of what I wanted to make with Haven: a game that feels like a gentle breeze. A game that lets you relax. A game that’s like holding hands on a nice outdoor walk. One way to achieve that was of course with Haven’s concept: the love story of a couple trying to stay together. A couple gliding over tall grass on a deserted planet. 

Gliding and leaving a trail of tall grass is relaxing

But that relaxing feeling doesn’t come only from the game setting. All the game design around it has to make the experience smooth and chill. I wanted a game that felt light. Lighter than most modern big games that ask you to remember so many things.

If you don’t see what I mean by that, think about any big AAA open world game or RPG. They all have tons of features, most of the time the same features but with tiny differences in their implementation. Character progression, with lots of characteristics. Weapons and upgrades. Skill trees. Combos. Vehicles. AI teammates. Consumables items. Wide variety of lootable objects. Exotic gameplays like puzzles or races… 

All those features and content are exciting. It sometimes adds depth, it helps build the lore and makes the experience immersive. But it’s also a bit tiring. Playing those games is like learning a new language. There is so much content that, naturally, it means a lot to learn and remember. 

In order to create that relaxing feeling in Haven, we had to drop all that content. We had to reduce the amount of information needed. It’s a game where we want you to feel free: you broke from your chains and you explore a mysterious planet. We don’t want the game to be a drag by asking you to remember too much. To make it feel simple, we needed to make it lighter. 

Here is a bunch of concrete design decisions that came from this philosophy: 

No quest log

A RPG needs a main quest and side quests, right? Well, there are lots of secondary things to do in Haven, they are just not formatted in a “to-do list”. If you are like me, you already have tons of to-do lists in your real life… I didn’t want Haven to be yet another game with a list of objectives to complete. So in Haven, there’s a simple main objective, given by the story and no objective list! 

You can always have a chat on the couch to get a reminder of what to do.

After that it’s just about you exploring Source. To be honest, Yu and Kay do have a logbook. It helps you remember what to look for on the different fragments of the planet. But it’s not a list of tasks. There are no “tasks to complete” in Haven, because tasks are boring and tiring.

The logbook (bottom right) lists what’s been done and left to do on each fragment.

Simple economy

In many games, you have to manage resources, currencies, and optimize your spendings to save every little gold coin you can. In Haven you won’t have to worry about micro management. You have enough or you don’t, that’s it. 

The inventory screen is rather simple compared to most RPGs

On Source, Yu and Kay gather flow, a very handy energy they use for many things. The flow meter isn’t a detailed gauge with number and an advanced refill system. It’s a ball of energy that’s more or less bubbly depending on how much flow you have. 

You never need to know “precisely” how much flow you have, you just need to know if you’re running out.

You don’t have to check how much rust (the red crust that covers the planet) or food you have, you just go craft something and you’ll see. Basically, you never really think about managing your inventory. 

Very few numbers

Even action games can be crowded with numbers these days. In Haven, you don’t have a precise health bar in combat, but instead your characters show their health status through the color of their energy suit and by the way they move. The game is designed so that you don’t need the precise info (note: and it’s also designed to be colorblind-friendly). 

When their health state changes, the characters walk and stand differently.

Their stamina and hunger are reminded through the dialogs. The only number you see is the damage when hitting an enemy or taking a hit. 

Numbers here are not really important, they just show which attack deals more damage.

Simple crafting

Crafting can be very fun and prompt experimentation. But it can also require a lot of memorisation. In Haven, the UI simply shows you the ingredients you have. You can start mixing them and you’ll see a preview of the result. 

Aaah… Creamberry flambé <3

No weapons or skill tree

I’m a RPG lover. I can appreciate spending hours choosing the best equipment for my team. But Haven’s taking a break from that. There’s no choice of weapon or skill tree. Sometimes it’s also fine to just focus on being good in combat, by yourself. And to drop the burden of comparing stats for each item in the game.

Yu and Kay evolve and gain new skills, but the game is not about becoming more powerful.

Very little HUD and UI

It seems easy to state “there will be no HUD”, but eventually you find out that people don’t understand a complex game without help from the interface… That happened to me on many games, indie and AAA alike. The only way you can achieve this is by actually having a very simple game. Journey pulled it off brilliantly. In Haven, the HUD is really super light, because the game is simple from the root.

While gliding, you just need to focus on your characters and where you want to go. 

Play coop seamlessly

Even starting a co-op session has been designed to be easy and simple. If you’re playing solo and want someone to join your game, they just have to take the gamepad and press a button. Co-op will start automatically. There’s no menu. You don’t have to start over a new game. 

A second player can join simply by pressing a button on their gamepad.

Of course simplicity is not the only way to go. I love a hairy and dense RPG as much as anyone else. But sometimes, between these deep and exhausting systems you learn in games, it’s good to take a little break. It’s what we wanted to achieve with Haven. Make it a gentle breeze, a soft hand that will take you through its journey without asking you to care too much about details. In Haven, we only want you to care about Yu and Kay. 

Offre de stage en communication

OFFRE FERMEE
Nous recherchons un·e stagiaire en communication pour participer au lancement de Haven, notre prochain jeu consoles et PC et au suivi de nos jeux actuels (Furi & Squids Odyssey). Nous pouvons vous accueillir en télétravail.

Poste : Chargé·e de communication – stage conventionné

Dates : de 4 à 6 mois – en couvrant la période juin – septembre 

Lieu : en télétravail ou à Montpellier*

Mission :

  • Participation à l’élaboration de la stratégie de communication
  • Animation de la communauté sur les réseaux sociaux en anglais (Twitter, Discord, Instagram, Facebook)
  • Adaptation de contenus et visuels de communication (vidéos, images, gifs)
  • Analyse des résultats
  • Gestions des partenariats avec les communautés (Groupes Facebook, Reddit…)
  • Gestion des demandes de clés par les créateurs de contenus
  • Gestion et suivi de la liste de presse
  • Aide à l’élaboration des campagnes de presse et newsletters sur MailChimp
  • Aide à l’organisation des salons et évènements en amont et sur place
  • Veille concurrentielle

Profil :

  • Etudes de marketing et/ou communication 
  • Aime les jeux vidéo
  • Utilise régulièrement plusieurs réseaux sociaux
  • Maîtrise des bases d’un logiciel de retouche d’image et de vidéo
  • Très bon niveau d’anglais 
  • La connaissance de Twitch et Youtube est un plus
  • Organisation et rigueur, bonne humeur et autonomie.

*: le stage peut se faire à distance en télétravail ou dans nos locaux à Montpellier (quand la situation le permettra). Notre équipe travaille déjà en télétravail depuis sa création.

Rémunération : Rémunération de stage conventionnelle (environ 554€/mois)

Pour postuler : un petit mot avec votre CV à magic@thegamebakers.com

Merci de vos candidatures !

Haven’s opening movie will French kiss your eyes

I often say that game design is like cooking, because creating a gameplay experience feels a lot like selecting ingredients, mixing them together until it feels good. But we can make the analogy with cooking even larger: making a game is very similar to creating a complete meal! Gameplay is the main dish, for sure, but you also have to think about the starter and dessert. And as much as starters go, what’s better than a good old opening movie?

Opening movies really set the mood before you start the game. The first time you launch the game, you get a peak at the tone, the values, the characters. You project yourself on the journey. It’s a teaser. Then, you discover the game, and you spend hours on it. Each time you launch the game, the opening movie is there. As soon as you hear the first note, you are swapping worlds. Like the smell of a dish, you anticipate it, it makes you salivate. The opening is not a teaser anymore, it’s a welcome.

Japanese games have a tradition of opening movie playing from the title screen. Each time I launch a game like this, I let the opening play once before loading my save. It’s like watching the opening of a TV show or an anime. It’s part of the experience.

In Phantasy Star 2‘s opening, I like how the title screen says that it’s bigger than a kingdom, it’s a multi-star fantasy. There’s mythology and tech. Even the music covers two different tones, starting from gloomy and mysterious to something more cheerful and positive.

Persona games openings are always pieces of art. They present everything with style: characters, world, story. I can’t hear the first notes of Persona 4‘s opening without feeling a chill down my spine. Dragon Quest XI opening movie is much more classic, but no less strong. It’s the image of the game, a pretty classic yet epic adventure of a group of friends.

Years later, when I watch the openings from old games, they take me back. In a couple of minutes, they revive the memory of the whole adventure. Hopefully, we can create that long lasting connection for Haven, with a memorable opening that captures the game magic.

Please enjoy:

https://www.youtube.com/embed/bIhi9FP97Ys

The opening movie was directed and created by Yukio Takatsu – an expert of anime openings, with the support of Yapiko Animation. Takatsu-san did an incredible job bringing our concepts, world and characters to life. The editing really makes Danger‘s original music created for the game shine, and vice versa. We hope it will make you want to dance and twirl like Yu and Kay.



The art style is different from the art in the game of course, but it’s in essence exactly what we are trying to express with the game: a couple of characters who love each other, and with whom we hope you are going to fall in love in turn. An established relationship, that’s still evolving, in movement, gliding and twirling at a fast pace, tied by flow and rust, across different planets.

https://www.youtube.com/watch?v=ragUUT9bsFQ

We are hard at work for finishing Haven and bringing it to PC and consoles this year. We hope that you liked the starter and still have a bit of appetite for the main dish!

Emeric and The Game Bakers

PS: I put Phantasy Star 2 here because it’s a masterpiece and because it’s pretty well known for an oldie, but the Phantasy Star game that is the dearest to my heart is Phantasy Star 3… And its opening movie really hits the mark. About Haven inspirations: https://www.thegamebakers.com/hand-in-hand-in-haven/

Combo Crew becomes free forever

Mr Boss is still there, bossing around! If you didn’t beat him already by chaining combos, now seems to be the right time.

As you may know, supporting a game is a lot of work. As developers, we make a game, test it, polish it, release it… and sometimes update it after launch. When it is stable, we think we can breathe, take some days off, and maybe, make another game. But reality isn’t as simple. A game that worked great at one point in time will eventually stop working. Not because we left a bug. Because new devices require an update, because there’s a new version of the OS, because the rules of the stores change… It’s not the game itself that’s buggy and stops working, it’s the environment that changes and breaks it. For us, the developer, it means days or weeks of extra work to keep the game working. This is what we call “support” and it’s also a significant amount of money to spend on a game. That’s why unless the game keeps making enough revenue, we can’t support it forever.

For instance, Combo Crew was removed from the Play Store. The same version that was approved a couple of years ago was removed, because the requirements changed, and it required too much work to update it. It’s still available on iOS, but at one point, it might not work on Apple devices as well.
We are working hard to close our next Consoles and PC game, Haven, and we can’t spend too much time and money to work on our beloved 2013 mobile game… But because we love Combo Crew and want people to keep playing it, we decided to make it free!

https://www.youtube.com/watch?v=LuW2fmz4S3Y

So, as for today, Combo Crew is available for free on the Apple App Store, and we’ll just host the Android .apk file on our server.

Download Combo Crew on the Apple App Store
Download the Combo Crew apk for Android devices
To install the apk on your device, you may need to allow the installation of unknown sources.

Disclaimer
– As our agreement with Capcom ended, the Capcom characters (Viewtiful Joe + Street Fighter) are not playable in this version.
– In App Purchases will not work (note: they were never needed to play and finish the game, so no worries on this side. They were just shortcuts.)

Have fun with the game!
The Game Bakers

Offre d’emploi – Responsable de gestion

POSTE POURVU

Nous recherchons un·e responsable de gestion pour assurer la gestion quotidienne de notre studio.

Poste : Freelance ou Contrat de travail à temps partiel (mi-temps)

Dates : A partir de janvier 2020

Lieu : A distance ou au studio de Montpellier

Mission :

En lien direct avec la présidente du studio, assurer la gestion courante du studio au niveau administratif, financier et ressources humaines.

Administratif et financier

  • Paiement des employés, prestataires et fournisseurs
  • Suivi des encaissements, facturation et du tableau de bord des opérations
  • Coordination mensuelle avec notre expert-comptable et préparatifs pour les comptes annuels
  • Mise à jour des tableaux de bord de suivi des ventes de nos jeux
  • Préparation de documents financiers (budget, analyse de rentabilité …)
  • Amélioration des processus de suivi (outils et tableaux de bords)
  • Gestion quotidienne du studio et achats courants
  • Gestion des prestataires de services généraux

Ressources humaines

  • Suivi des contrats et informations des salariés et prestataires
  • Coordination avec notre expert-comptable pour la gestion des payes
  • Prendre part aux processus de recrutement, de formation et autres domaines RH
  • Assurer le suivi d’une partie de la législation du travail
  • Gestion des prestataires de services sociaux (mutuelle, …)

Expérience :

Nous recherchons une personne avec de l’expérience opérationnelle dans ces domaines, pas forcément sur tous les points, n’hésitez pas à postuler. Une grande facilité avec les chiffres et les tableurs est vraiment nécessaire, et aussi une bonne autonomie, de la rigueur, un bon reporting et beaucoup de bonne humeur.

Rémunération : Selon expérience

Pour postuler : CV et un petit mot à audrey@thegamebakers.com

Merci de vos candidatures !

 

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