Valentin Serri
Game narrative designer & writer

Who am I?
Game narrative designer & writer currently working at Sloclap!Some of the things I can craft:
- Cohesive world building & scenario
- Strong game pillars to structure a game's philosophy
- Engaging narrative systems
- Concise and effective design documentation
- Catchy dialogues & characters
- Meaningful environmental storytelling
- Gripping quests & missions
- And much more...!Passionate about interactive storytelling and convinced of the impact that the video game medium can reach, I explore and work in my free time on the notion of desirable futures and other utopias in relation to their incorporation in these interactive works.To take a look at my writing and documentation samples, click on the button below, download or click on the PDF files and enter the password indicated on my resume to open it (or ask for it).
Besides game development, I am writing poetry, essays, short stories, and other stuff.I (try to) make music too, composing digital music mostly for video games.As a cinema enthusiast, I am also thinking of making short films as an amateur.
Fugue Interactive
Red Sails
To ensure the survival of his people, Sil, a sand explorer on the run from pirates, sails across the sinking sand desert to unite the different factions and establish a network of warning beacons; with the aim of bringing about a spirit of cooperation between them and ending the pirates' hold on the desert.
Game concept and core loop design
Mechanics and systems design
Narrative themes and world building
Scenario and characters development
Narrative and dialogue systems
Quest design and dialogue writing
Environmental storytelling
Camera, controls and gamefeel
Dontnod
Tell Me Why
In this intimate mystery, reunited twins Tyler and Alyson Ronan use their supernatural bond to unravel the memories of their loving but troubled childhood. As you conjure up memories of the past, your choices will affect the twins’ relationship, determine the strength of their bond, and shape the course of their lives.
QA test
Narrative design and writing feedback
Game and level design feedback
Movie game jam 2018
Replicant: The Search
Made for Movie Game Jam, inspired by Blade Runner 2049.Discover the city of Las Vegas and find who you came for. Will your questions be answered ?
Pitch and concept
Scenario and narrative beats
Environmental storytelling
Music composing
ISART Digital school project 2018
Path of sorrow
Play as a young person getting through the death of his father and digging his path to acceptance.Accompanied by the spirit of his father at his sides, incarnation of his child’s memories of his living times, the youngster is facing and fighting his inner demons.
Pitch and concept
Narrative features and gameplay cohesion
World building
Environmental storytelling
Global game jam 2019
Our World
A mix between a 2 players visual novel and a cooperative arcade game.The visual novel tells the story of a couple, and the arcade game is the minimalist representation of the story.
Concept
Dialogue writing
Narrative and gameplay cohesion
Visual novel programming
TeamBreak
Inside: Opéra
Try to solve the curse of the legendary Phantom of the Opera, and free him forever by deciphering a series of puzzles while visiting the Palais Garnier in a playful way, with the participation of many actors in period costume and musicians from the Divertimento Symphony Orchestra.
Puzzle design
Narrative relevance with puzzles
Scenario and dialogues writing
Design of the game's support book
Actors and actresses direction
More games
Some other games I have worked on.

Music game jam 2018
451
Open world car game (stealth and chase) in which you need to free the city from music censorship and oppression by driving your crew from radio towers to radio towers without getting caught by the 451, a secret state police.

Dontnod
Life is strange 2
After a tragic incident, brothers Sean and Daniel Diaz run away from home. Fearing the police, and dealing with Daniel's new telekinetic power, the boys head to Mexico. Each stop on their journey brings new friends and new challenges.

ISART Digital game week 2019
Write'n'slash
In Write'n'Slash play Molly, a doll who dreams to write like humans!
However, the other toys are reluctant to this idea and will do everything to prevent it...
Forget the mouse, the keyboard is your only weapon against the waves of toys that want to stop you from learning new words.

Asmodee Digital
Gloomhaven
Whether you are drawn to Gloomhaven by the call of adventure or by an avid desire for gold glimmering in the dark, your fate will surely be the same. Gloomhaven, the digital adaptation of the acclaimed board game, mixes Tactical-RPG and dungeon-crawling.
Other fiction works
Some of the writings I am making in my free time

Short story: Lands to Waste
Road trip / ApocalypseHurricanes are tearing the world as we know it apart and two women on the road feel fine with it.

Graphic novel: Bolla
Science fiction / RomanceAdèle, an Insider living in the Bollas meets an Outsider during a delivery from the outside. They fall in love and try to live this unlikely relationship, but an existential revelation is uncovered...

Short film script: Embourgeoisés
HorrorThe Dangreaux are coming to dinner tonight. The bourgeois trainees, family Lefèvre, did not expect their visit so soon, panic and madness ensues.
Research works
Some of my thoughts and views put on paper

Talk: Building a Desirable Future is Not an Individual Heroic Effort
Lightning talk at Narrascope 2022In this talk I briefly explore the way we, as game developers, can incorporate the notion of collective mind instead of an individual heroic one into our design and narrative choices.

Essay: The realism problem in video games
An analysis of realism in video games through the prism of this artistic movement in painting and literature.

Talk: Horror game imagery in Polish video games / THe polish video game industry
Short analysis of the polish video game industry and market. Focus on historical and horror productions: case study of My Memory Of Us.

Essay: Valve’s take on the walking simulator might help give a better understanding of this often ostracized genre.
This essay
focuses on the short game Aperture Desk Job, and how the
“reimagination of the been-there-done-that genre of walking simulators” promised by Valve
on the game’s Steam page might not be as silly as it sounds.