Game Designer · since 2012

Florian Sirieix

Board game designer.

30 games created +1M copies sold Sérignan, France
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As d'Or 2023
Best-seller · As d'Or 2023 nominee

Stomp
the plank.

« Fall in the water or stay on the plank: the family hit that mixes balance, suspense and laughter. »

Published by The Flying Games, La Planche des Pirates has delighted over 300,000 families. A simple, funny and deep dexterity game — nominated As d'Or in Cannes 2023.

+300kCopies sold
2023As d'Or Cannes nominee
2-4 pl.Family · 5+ years
Discover the game
As d'Or 2026 Kinderspiel des Jahres 2026
As d'Or 2026 · Kinderspiel des Jahres 2026

Mooki
Island.

« A cute duel to play with your child. »

The 2025 new release, winner of the As d'Or 2026 in Cannes, and of the prestigious Kinderspiel des Jahres 2026. An incredible double for this little game made for my son.

2026As d'Or Cannes
2 playersFamily · 4+ years
Discover the game
Kinderspiel des Jahres 2026
Nominated for Kinderspiel des Jahres 2026

Buh
Party.

« The monster ball: a clairvoyant hunts down disguised guests who must stay incognito. »

An asymmetric, immersive party game published by Loki. Rhythm, complicity and laughter for 3 to 6 players.

3-6 pl.Party · 5+ years
2025Published by Loki
15 minQuick play
Discover the game
The complete works

My games.

Visions
Visions (2026)
Buh Party
Buh Party (2025)
Arigato
Arigato (2025)
Mooki Island
Mooki Island (2025)
The Shadow Theater
The Shadow Theater (2025)
Mystria
Mystria (2024)
Onix
Onix (2024)
Treetopia
Treetopia (2024)
The ART Project
The ART Project (2023)
Boruto
Boruto (2023)
After Us
After Us (2023)
Time Collectors
Time Collectors (2023)
Stomp the plank
Stomp the plank (2022)
The Finger Game
The Finger Game (2022)
Pekin Express
Pekin Express (2022)
Number Drop
Number Drop (2021)
Nicodemus
Nicodemus (2021)
What's Missing 2
What's Missing 2 (2021)
Mandragora
Mandragora (2021)
Imaginarium: Chimera
Imaginarium: Chimera (2020)
What's Missing
What's Missing (2020)
Escape Quest 6
Escape Quest 6 (2020)
Cowboy Bebop
Cowboy Bebop (2019)
Montmartre
Montmartre (2019)
The Isle of Pan
The Isle of Pan (2019)
Zoo Run
Zoo Run (2019)
Save The Meeples
Save The Meeples (2019)
Imaginarium
Imaginarium (2018)
Oh Captain!
Oh Captain! (2017)
Deal
Deal (2014)
The works, in detail

Every game.

La Planche
Best-seller · As d'Or 2023 · The Flying Games

Stomp the plank

Pack your trunks

With Benoit Turpin Illustrated by Camille Chaussy

You are mischievous pirates. Try to steal the terrible Captain Giraffe's treasures by making your opponents take the blame. Be careful: if the captain catches you, you walk the plank! For every treasure you manage to steal, your opponents end up with a chest at the end of their plank… which could very well tip them over. The first to fall loses!

A push-your-luck dexterity game. The twist? The magnetic plank that can tip at any moment…

+300k Copies sold 2-4 players 5+ years
L'Île des Kinderspiel des Jahres 2026
New release · As d'Or 2026 · Scorpion Masqué

Mooki Island

Illustrated by Seppyo

A game of memory, collection and majority.

Mookies Island is a 36-card game you can take everywhere. On your turn, pick a card from one of two draw piles. Each card is double-sided and you place it in front of you on the side you like, to add a Mookie to your collection. Mookies come in 5 families (Leaf, Fossil, Moon, Shell or Sun) and for each one you'll earn a badge at the end of the game if you have the majority. Try to find the shiny Legendary Mookie cards, which count double, and send the dark Spiders into your opponent's collection. If they have more than you at game end, the Spiders will steal a reward from them.

Mookies Island won the prestigious As d'Or in France and the Kinderspiel des Jahres in Germany, children's games of the year, in 2026. It also won the trophies of the Alchimie (Toulouse), Octogones (Lyon) and Lys (Québec) festivals.

+50k Copies sold 2026 As d'Or Cannes 2026 Kinderspiel des Jahres 4+ years 2 players
Visions
2025 · Olémains

Visions

With Bruno Cathala Illustrated by Seppyo

Sweet dreams… but watch out for your opponents' nightmares! Visions plunges you into a sumptuous dreamlike world. Piece together reveries to build dreams and score the most points before the night ends — triggered when the deck runs out or when a player wakes up too soon.

2-5 players 8+ ans
Boo Kinderspiel des Jahres 2026
2025 · Loki

Buh Party

The Monster Ball

With Benoit Turpin Illustrated by Benedetta Capriotti

Boo Party is an asymmetric, immersive game pitting a clairvoyant against mischievous monsters trying to blend in with the guests without being spotted.

Each turn, the clairvoyant draws a Vision card revealing a costume the monsters cannot wear. The monsters must quickly swap outfits without using already-revealed ones. If one of them is unmasked, the clairvoyant wins.

Otherwise, the monsters win — provided they are perfectly disguised and in sync!

3-6 players 5+ years 2026 Nominated for Kinderspiel
Arigato
2025 · Ludonaute

Arigato

With Mélodye Ladrat Illustrated by Thomas Brotons

A drafting and engine-building game.

Every village in the land is buzzing: in only 12 days, it's the Shogun's birthday! Gather your best artisans, craft magnificent offerings, and have them delivered on time to win his favour.

Arigatō is a strategic, competitive card game in which you take charge of your village. Combine the best Artisan cards to claim victory.

1-5 players 10+ ans
The Shadow
2025 · Space Cowboys

The Shadow Theater

With Cédric Lefebvre Illustrated by Julien Rico

A worker placement and majority game.

You will retell the legend of the Monkey King through shadow theatre. On your turn, one single action: send a monkey into one of the three sets to trigger its effects, OR retrieve all the monkeys from a single location.

Gather peaches and jades, move the Monkey King and wield the dragon's weapons. Outwit your opponent to seize victory!

2 players 10+ ans
Mystria
2024 · Débâcle

Mystria

With Benoit Turpin Illustrated by Jérémie Fleury

Games have always been more than entertainment: they shape our minds and sharpen our skills. Just as mortals have Chess to challenge their wit, witches have «Mystria». It is not a mere game, but a trial of skill, intuition and power. In Mystria, witches manipulate magic directly, wielding secret forces. Every action has deep consequences, making the game as strategic as the greatest magical battles.

Step into this mystical game and let wisdom, strategy and magic guide your path.

2 players 10+ ans
Onix
2024 · Blue Cocker Games

Onix

With Benoit Turpin Illustrated by Henri Kermarrec

A strategic and cheeky collection game. In Onix, you aim to gather more cards than your opponents in your Stock to claim victory. Pick the right Gems and use their effects to thwart your opponents, complete your Collections and grow your Stock.

2-5 players 7+ ans
Treetopia
2024 · Funnyfox

Treetopia

Illustrated by Laura Bevon

Save the trees from extinction and sow the seeds of hope for a better future. To do so, you must uproot trees from their hostile environments and replant them in a sanctuary, meeting their unique needs. Try to group together trees of the same type or those with a symbiotic relationship to score more hope points. The game ends immediately when a player plants the last tree, completing the sanctuary. The player who has inspired the most hope wins.

2-4 players 8+ ans
The ART
2023 · Lumberjacks

The ART Project

With Benoit Turpin Illustrated by Vincent Dutrait

A cooperative game of resource management and turn order. The ART Project is the cooperative game in which you take the lead of the Art Rescue Team to fight the worldwide organisation "The White Hand", responsible for many thefts of priceless artworks across the globe. Your team of specialists, the best in their fields, will travel from Japan to Rio de Janeiro by way of the Polynesian islands or Scandinavia to recover the stolen artworks. Will you, together, gather enough clues to stop these cultural pillages in time?

1-6 players 12+ years
After
2023 · Catch'up Games

After Us

Illustrated by Vincent Dutrait

A deckbuilding game of card combinations.

2083. Humanity has been extinct for several decades, leaving only faint traces of its passage on Earth. Over time, nature has reclaimed its rights. In this reborn world, monkeys continue their evolution. They gather in tribes, develop, tame the objects left by humans, and advance in their quest for knowledge. You lead one of these tribes and must guide it on the path of collective intelligence.

1-6 players 12+ ans

Designer's notebook: After Us

From idea to contract

The very first idea for After Us dates back to November 2016. Imaginarium was still being finalised. I wasn't known in the games world, far from it. And one day, I had this idea for a mechanic: you choose the order in which to line up cards to create links between elements on the cards' edges. The first version was very basic and not at all original: you combined a spaceship with a planet. Each of the two card types had 3 cut-up icons, and lining them up earned more or less resources/bonuses/VP. Then I thought I could add more cards and play with their arrangement, instead of only 2 cards to line up. I really liked that idea. A kind of puzzle. You create resources on the top row, transform them into more advanced resources on the middle row, then validate objectives with the bottom row to win. A lot has changed since that first idea, but the structure is still there in the final game: AFTER US.

The very first version of the game: Golems - version 1 (15 November 2017)

At the time I'm still a young designer. I need others to validate the idea to keep working on it. The public, but mostly fellow designers and friends in publishing. Johan Benvenuto, with whom I started working back then on L'Île de Pan and Cowboy Bebop, also likes the idea. We decide for a while to work on the game together, but I finally prefer to keep the project solo, feeling the need to keep control of my mechanic.

I then take it to conventions to test it. I notably presented it at the Alchimie du jeu festival in May 2017 — and I sadly traumatised Benoit Turpin. Yes, you know the 4 cards you line up? In that version of the game, you could go up to 9. That was a bit much. At the festival I also showed it to Clément and Sébastien from Catch'up Games, who found the mechanic very interesting but the game far from finished. They asked if I'd be OK with working together on the project without signing a contract right away. I happily agreed.

The version shown to Catch'up Games: version 2.1 - Golems (20 April 2018)

In October 2018, we finally signed a contract with Catch'up for the «Golems» game. Almost 5 years later, the game finally hits the shops.

The Zoo Run detour

In November 2017, while out for a run, I thought we could make a much simpler version of the game. That's how I got the idea for «Zoo Run»: replace the icons with animal heads and tails.

I pitched the game at the Paris festival (PEL) in 2018 to Aurélie Raphaël, and it came out in 2019 in the LOKI line — what efficiency! It's 2023 and 4 years after release, it's still selling rather well (it was even on the Spiel des Jahres recommended list in 2020).

Zoo Run - LOKI (2018)
Mechanics and themes

So we set out to create — mainly with Clément (at Catch'up, Clément and Sébastien each manage their own projects, constantly consulting each other, but authors have a single main contact) — a game built on the card mechanic everyone had enjoyed.

We have an original resource-production engine. Yes, but then… now we have to think about what comes next: what do we do with these resources? My base prototype had a pretty banal theme and goal: build golems that activate artefacts, a sort of VP objective.

For 3 years we paired the mechanic with several styles of games. We didn't really know, at the time, which audience to target, what play length we wanted, or how central the mechanic should be relative to others: make it the core mechanic or a secondary one? So we made prototypes for territory conquest, cooperative play, collection, racing… in total, more than 20 totally different game versions.

The project's code name stayed «Golems». But we explored many worlds. We even tested, at one point, a version in the Mad Max universe, where each card (today's monkeys) represented a desert run, and you had to plan your expedition by choosing card placement.

The version shown at Cannes 2020: Golems - version 17.3 - Mad Max (16 February 2020)

There was also a version based on a journey to the East, in the Chinese legend of the Monkey King. That theme wasn't kept for After Us, but having done a lot of research on it, I got really interested in the Sun Wukong legend (in Japanese: Son Goku) and used that to make another game — a small 2-player game co-authored with Cédric Lefebvre (planned for 2024).

Back to Golems. Every version had its flaws: a weak theme, an overly complex mechanic, a too-slow feel… Until Clément proposed a mechanic we hadn't yet adapted to our prototype: deckbuilding.

The first deckbuilding version with characters: Golems - version 23 (24 August 2020)

This version was exactly what we had been looking for from the start. We were really satisfied. But then, to finalise the cohesion of the mechanics, we had to find a theme. And that wasn't easy. The constraints were:

  • 4 cards interact, and you can place them in a chosen order.
  • there are resource exchanges between cards (the transformations).

An image by illustrator Zariel (zariel.fr) gave me the idea — and then the desire — to play with monkeys instead of characters. So I did research on the best-known monkey species and their diets, to lay the foundations for the final game.

The first version of the final game: Golems - version 23 – Monkeys Rising (16 December 2020)

I love this research phase. Even though for this game it was fairly quick and basic. Still, I learned a few things about our simian friends — notably that they don't only eat bananas, and that diet varies wildly between monkey species. We tried to respect this in the game's creation.

Mechanical dilemma: simultaneous or interactive?

The core mechanic is set: you have a deck, you draw 4 cards on your turn and arrange them to collect and transform resources. You buy new ones to grow your deck. However, the cards are too complex to read and analyse for a «classic» deckbuilding game with a card river. So we decided cards would be face-down. You know what's in your deck as a whole, but you have to optimise your play according to the card's parameters, which you discover after the purchase. The absence of a river means an absence of interaction and of the classic «damn, they took the card I wanted».

After a lot of discussion, the decision was made. Too bad for interaction — the game's strength is the card «puzzle». And so, let's push the concept even further: let's play simultaneously. That heavily shaped what came next, since simultaneity has its own pros and cons.

  • + You can play 1 to 6 players.
  • + Game length is bounded regardless of player count (around 45 min).
  • − A lack of interaction.

Interaction is hard to build into a simultaneous resource-management game. On top of that, the reward of optimising your play is pleasant, but the frustration of seeing an opponent ruin that organisation would be too strong. So we limited interaction to two aspects:

  • The game is a race. First past the post wins, and you must keep an eye on the central board or risk spending too long building an engine that won't have time to fire.
  • The recruitment-choice tokens: we called them «Race for the monkey» tokens. You've probably spotted the inspiration. You pick an action for yourself and benefit from your neighbours' actions. The token mechanic is close to Race for the Galaxy's, but you'll find differences inherent to After Us and its mechanic.

For us, the game's positive interaction (I benefit from my opponents without harming them) was obvious — both mechanically and thematically: why would monkeys repeat humans' mistakes? (I'll let you ponder that over a nice cup of tea.)

Polishing the mechanic: the last 5%

In game design we often talk about the 95/5 ratio. Doing the first 95% of a game takes 5% of the design time. The final 5% take 95% of development. While not necessarily true for every game, for this one it's an undeniable observation.

Since we were creating a deckbuilding game with face-down cards, aimed at experienced/expert players, we needed the game to be perfectly balanced: no player should lose because of a randomly drawn card. Otherwise you might as well play Exploding Kittens.

Moreover, during playtests we noticed that one strategy (choosing to play a specific monkey type or a combo of two types) often dominated. We'd modify it, but another would become more powerful. We weren't 100% satisfied with the overall balance.

Clément then called in Frédéric Guérard: an extraordinary mathematician and computer scientist who managed (I still don't know how) to generate an Excel spreadsheet with ALL the game's data interconnected. Each card has a weighted value. Since everything is linked, improving one card shifts all the others (based on power, type…). With this brilliant tool, we balanced not only all the cards against each other, but also all the types (and therefore the game's strategies).

A glimpse of Frédéric Guérard's colossal work
Finalising theme and illustrations

Later, we thought about the game's goal: what do the victory points represent?

If the monkeys are evolving, it's because humans leave them alone. And the best explanation is… there are no more humans. So we play monkeys who develop. Who develop collective intelligence. There are our victory points.

«2083. Humanity has been extinct for several decades, leaving only faint traces of its passage on Earth. Over time, nature has reclaimed its rights. In this reborn world, monkeys continue their evolution. They gather in tribes, develop, tame the objects left by humans, and advance in their quest for knowledge. You lead one of these tribes and must guide it on the path of collective intelligence.»

When we imagined the story, we really realised we had just created «Planet of the Apes: the board game». In a universe close to the famous video game «The Last of Us». We brainstormed titles: of course we started with jokes (Ape-ocalypse, Ape of you, Orang-Outang Gone with the Wind, Monkey Run, Chainsaw Macaque…) before focusing on the keywords: the end of the world, and monkeys. Monkey Reign… After humanity… AFTER US.

For illustrations, Vincent Dutrait. I've been a fan of his work for a while and I love the idea. On top of that, this illustration was in his portfolio:

vincentdutrait.com

He liked the proposed title, and a few moments later he sent this to Catch'Up:

The back-and-forth with Vincent Dutrait was genuinely enriching. He has a very effective vision of the game, thinks about ergonomics (visual readability) and colours as a whole. The match between resources and colours (blue flowers, orange fruit, black seeds), player colours — everything is meticulously considered. And my god, those monkeys… they're magnificent!!!

After Us

And now, After Us, it's your turn to play. We hope the game will bring you as much pleasure as we had developing it. In the meantime, I'm already thinking about new monkeys — you never know…

Time
2023 · Lubee

Time Collectors

With Mareva Beauchamps Illustrated by Martin Maigret

Thanks to the invention of the time machine, it is now possible to explore our planet's past. A new generation of explorers can set off to discover lost riches. With their «temporal holographer» they collect the wonders of the past. They are called the «Time Collectors». A strategy and collection game using the principle of… the time machine! Roll 4 ten-sided dice and form a date: that's your destination. Hoping not to bump into an opponent…

2-4 players 10+ years
Boruto
2023 · Licensed · Burger King

Boruto

Illustrated by Mikio Ikemoto

A strategic, cheeky duel game — in just 9 cards!

2 players 6+ years
Le jeu
2022 · Lumberjacks Studio

The Finger Game

With Benoit Turpin Illustrated by Mohamed Chahin

Anticipate the other players' reactions to win as many cards as possible — with just 1 finger!

2-5 players 8+ ans
Pékin
2022 · Licensed · Lansay

Pekin Express

The official game of the TV show

A drafting and amulet-racing game, a faithful adaptation of the TV show.

2-6 players 8+ years
Number
2021 · Débâcle Jeux

Number Drop

With Benoit Turpin

Number Drop is a Roll & Write game. The idea: turn a dice roll shared by all players into your best possible score.

In Number Drop, you play with 5 dice: 4 number dice (from 1 to 7, evenly distributed) and 1 shape die. Each turn, players combine the 5 dice to make a shape containing the 4 numbers. They then «drop» that shape into their grid and try to place it so that the numbers across all shapes form runs or sets of matching numbers.

Completing runs or sets scores points and also lets you send Drops into your opponents' grids to spoil their plans.

2-4 players 10+ ans
Nicodemus
2021 · Imaginarium universe · Bombyx

Nicodemus

With Bruno Cathala Illustrated by Felideus Bubastis

A duel set in the Imaginarium universe.

"Nicodemus Gideon has announced his retirement after 352 years of good and loyal service as a tinkerer at the Dream Factory. Tinkering duels will be held to decide between the candidates."

The management of Imaginarium, the Dream Factory.

2 players 14+ ans
What's Missing
2021 · Ludonaute

What's Missing 2

A drawing game… with holes?

Illustrated by Shanshan Zhu

A second edition with new cards, but the same game.

Each turn, the artists draw a card showing a character or object. They slide it under the transparent sheet of their artist's notebook and draw around it. Then they remove the card and show the drawing to their opponents, who must guess… what's missing.

3-6 players 6+ ans
Mandragora
2021 · Studio H

Mandragora

With Bruno Cathala Illustrated by Piero

At the school of magic, excitement is in the air. The final exam is approaching. Apprentice witches go from shop to shop to find the magical items needed to prove their ability to cast spectacular spells. Mandragoras, a kind of witchcraft Swiss Army knife, are especially prized. Watch out for cursed scrolls, though — the terrible curse they carry could cost you the victory!

2-4 players 8+ ans
Imaginarium
2020 · Expansion · Bombyx

Imaginarium: Chimera

With Bruno Cathala Illustrated by Felideus Bubastis

The sequel to Bombyx's steam-dream game.

"Dear tinkerers, Management is closely monitoring the unexplained phenomenon that has been occurring for some time. We know you now have access to dreams produced in the factory — fragments escaped from the machines on the conveyor belt. Strangely, this dream crisis has led to higher productivity: dreaming seems to have made you more efficient. We have therefore decided to integrate this anomaly into our production lines. We will soon share the measures of our new dream-incentive programme: Chimera."
The management of Imaginarium, the Dream Factory.

2-6 players 14+ ans
What's
2020 · Ludonaute

What's Missing

A drawing game… with holes?

Illustrated by Shanshan Zhu

A clever drawing game with a twist you've never seen before.

Each turn, the artists draw a card showing a character or object. They slide it under the transparent sheet of their artist's notebook and draw around it. Then they remove the card and show the drawing to their opponents, who must guess… what's missing.

3-6 players 6+ ans
Escape
2020 · Gamebook · Ynnis

Escape Quest 6

With Frédéric Vuagnat Illustrated by Jean-Jacques Dzialowski

The principle of the book? A blend of Choose Your Own Adventure and Escape Room. On each page, an enigma tells you which page comes next in the adventure. To continue the story you have to solve the puzzles cooked up for you.

The story takes place in a Super academy. You've just been recruited but… you have no idea why: you have no powers!

1 players 10+ ans
Cowboy
2019 · Licensed · Don't Panic Games

Cowboy Bebop

With Johan Benvenuto Illustrated by Yutaka Nanten

A deckbuilding game with miniatures set in the Space Cowboy universe… featuring a finely tuned mechanic crafted to retell the anime's story. The four main characters (Jet, Faye, Edward and Spike) travel from planet to planet hunting the criminals featured on the Big Shot show. Each has their own way of capturing them (investigation or brawl), but whoever lands the final blow earns the bigger bounty. As in the anime, it's a cooperative adventure… sort of. In the end, it's every bounty hunter for themselves. Until VICIOUS shows up!

2-4 players 12+ ans
Montmartre
2019 · BLAM

Montmartre

Illustrated by Jeanne Landart

A simple little majority card game in which you must time your actions to fully optimise your strategy, set in the world of the Bateau-Lavoir and the painters of Montmartre.

2-4 players 8+ ans
L'Île
2019 · Lumberjacks Studio

The Isle of Pan

With Johan Benvenuto Illustrated by Camille Chaussy

A tailor-made game by Lumberjacks Studio.

Tile placement and super cute animals… A game with very simple rules but real depth for expert players. Place your lakes or keep them? Trigger the arrival of marvellous animals, or hold off to score more points? Optimise the number of turns or focus on scoring from a single animal type?

2-4 players 8+ ans
Zoo
2019 · Loki · Recommended Spiel des Jahres 2020

Zoo Run

My first children's game

Illustrated by Davide Tosello

In the children's range from LOKI.

Two games in the same little box! A clever cooperative card game for children ages 4+, and a competitive one for ages 6+. The principle is very simple: each turn you receive cards with parts of animals, and the goal is to assemble your cards as best as possible to make the most animals.

2-5 players 4+ ans
Save the
2019 · Blue Cocker

Save The Meeples

Illustrated by Anne Heidsieck

The sequel to Meeple War, from Blue Cocker.

The eternal war, the Meeple War, has long been over. The Meeples have freed themselves and live happily in Meepleland. But the humans have discovered Meepleland and capture them to force them to work in game boxes! Faced with this peril, only 2 options remain: fight the humans, or build rockets to flee to another planet. If the human invasion happens before the meeples escape into space, those who contributed best to the war in one case or to the escape in the other will be rewarded… Choose your side carefully!

A worker placement game for 2 to 4 humans, age 12+, 45 min.

2-4 players 12+ ans
Imaginarium
2018 · Flagship game · Bombyx

Imaginarium

With Bruno Cathala Illustrated by Felideus Bubastis

The steam-dream game from Bombyx.

In the kingdom of Curiosity, every tinkerer's dream is to become Grand Machinist. As it happens, a position has just opened up. Just one. You must have it! For you, a small-time tinkerer, repairing the wild machines of the Bric-à-Brac is a real challenge — but also a great opportunity: they'll help you stockpile resources and Charbonium, and to complete the most important projects before your rivals. Becoming Grand Machinist must be earned!

2-5 players 14+ ans
Oh
2017 · Ludonaute

Oh Captain!

Illustrated by Davide Tosello

The first volume of the Legend of Luma from Ludonaute.

After your shipwreck on the unknown world of Luma, you now seek new riches to plunder. Search the cave of the Nouka who took you in and grab as many valuables as possible… but don't touch the eggs! One player takes the role of the captain, who watches over and can buy the loot the others want to keep. You can of course feed your captain lies — and even start a mutiny if you fancy taking their place.

3-6 players 8+ ans
Deal
2014 · First published game · La Donzelle

Deal

with Etienne Daniault

Illustrated by Jérôme Vaspard

The second game from La Donzelle Editions, after the excellent Sporz.

You play collectors of mysterious works of art, with an unlimited budget. You know — the artefacts of ancient civilisations, brought back by Indiana Jones at the end of his adventures. Only, on the big shipment that has just arrived, you must share with your competitor, another major collector. Money doesn't matter. You must reach an agreement. Each turn: 3 items, 2 negotiators, 1 single question: who takes what? DEAL!

2-3 players 7+ ans
My partners in crime

Co-authors.

The authors with whom I imagined games four-handed.

Mareva Beauchamps

Mareva Beauchamps

Mareva Beauchamps is the author behind the brilliant concept of Time Collectors. It's her first game, but we are already working on the next one…

Our games together: Time Collectors
Johan Benvenuto

Johan Benvenuto

Johan Benvenuto is the author of the international hit Harmonies and co-author of Cortex. He also contributed to the creation of Secret Identity and Lost Seas.

Mélodye Ladrat

Mélodye Ladrat

Mélodye is a new designer; Arigato is her first game. We met at a gamers' gathering in the south of France called «Les Vignes». Late one evening, in the excitement of all the games we had played that day, we started working on an idea for a «Double-draft»… and we kept working together on the game!

Our games together: Arigato
Frédéric Vuagnat

Frédéric Vuagnat

Frédéric Vuagnat won the prestigious As d'Or children's award with his first published game: Maître Renard. Since then, he keeps creating and works for the gaming news site Ludovox.

Our games together: Escape Quest 6
The pens & the brushes

Illustrateurs & Illustrators.

The artists who bring my game worlds to life.

LB

Laura Bevon

Laura Bevon brought the softness of her line to the eco-friendly game Treetopia.

Illustrated games: Treetopia
TB

Thomas Brotons

Thomas Brotons created the delicate illustrations of Arigato, inspired by ancient Japan.

Illustrated games: Arigato
BC

Benedetta Capriotti

Benedetta Capriotti gave Boo Party its pop, monstrous vibe.

Illustrated games: Boo Party
MC

Mohamed Chahin

Mohamed Chahin made the world of Le Jeu du Doigt lively and funny.

Illustrated games: Le Jeu du Doigt
Camille Chaussy

Camille Chaussy

Camille Chaussy illustrated two of my games: La Planche des Pirates and L'Île de Pan. Her poetic, colourful line makes you want to dive into the adventure right away.

Vincent Dutrait

Vincent Dutrait

Vincent Dutrait is a renowned illustrator in the board game world, notably for Lewis & Clark, Living Forest and Namiji. He illustrated After Us and The ART Project.

Illustrated games: The ART Project After Us
JD

Jean-Jacques Dzialowski

Jean-Jacques Dzialowski illustrated Escape Quest 6 - The Super Hero Academy.

Illustrated games: Escape Quest 6
Jérémie Fleury

Jérémie Fleury

Jérémie Fleury brought his mystical universe to Mystria.

Illustrated games: Mystria
Anne Heidsieck

Anne Heidsieck

Anne Heidsieck illustrated Save The Meeples, in line with the series' visual style.

Illustrated games: Save The Meeples
MI

Mikio Ikemoto

Mikio Ikemoto is the official mangaka of the Boruto series; his artwork dresses the licensed game.

Illustrated games: Boruto
HK

Henri Kermarrec

Henri Kermarrec gave Onix its clean and elegant look.

Illustrated games: Onix
JL

Jeanne Landart

Jeanne Landart illustrated Montmartre in the spirit of the Bateau-Lavoir and the painters of the butte.

Illustrated games: Montmartre
MM

Martin Maigret

Martin Maigret dressed Time Collectors in his vintage-futuristic universe.

Illustrated games: Time Collectors
YN

Yutaka Nanten

Yutaka Nanten captured the cult space-cowboy vibe of Cowboy Bebop.

Illustrated games: Cowboy Bebop
Piero

Piero

Piero brought his magical line to Mandragora.

Illustrated games: Mandragora
JR

Julien Rico

Julien Rico illustrates The Shadow Theater, a shadow play set in the legend of the Monkey King.

Illustrated games: The Shadow Theater
Seppyo

Seppyo

Seppyo illustrated Mookies Island and Visions back to back. Her enchanting style contributed to the Mookies' As d'Or success.

DT

Davide Tosello

Davide Tosello illustrated Oh Capitaine! and Zoo Run. His expressive line works just as well for pirate adventures as for zoo animals.

Illustrated games: Oh Capitaine ! Zoo Run
SZ

Shanshan Zhu

Shanshan Zhu illustrated both editions of What's Missing? with a line that is both funny and instantly recognisable.

My journey

À About.

Florian Sirieix

I studied computer science and then became a primary school teacher in special needs (Segpa) for 15 years. I am now on leave. I started designing board games in 2012, and became a full-time game author in 2023.

My father played role-playing games in his youth (Tunnels & Trolls, which I stole from him) and we played a lot as a family when I was little. I never really stopped playing, and one day I told myself it would be cool to start creating. And I had a blast.

I started designing with an online role-playing game in 2006 — Glenwood Spring — with over 2,500 members. Then I dove into board games, which I have loved since childhood.

Watch the France 3 feature

Being a game designer

At the end of 2024, I wanted to share my feelings about being a professional game designer and about the gaming world in general. This is a stock-taking I write at the end of 2024.

Family and friends very often ask me if my business is going well, if being a game designer pays, if it is fulfilling, if I am enjoying my new life. Yes. But that doesn't exempt me from questions, doubts and worries.

1) The financial question

The first thing to know is that, between the idea of a game and the money in the bank, there are usually 2 to 7 years. Because, for now — though it's changing — the advance on royalties paid by publishers is really minimal (between €500 and €2,000). So when people ask if I'm doing well financially, my answer is always: yes, because I worked hard 5 years ago. Now, I'm working for what comes next. I have NO idea how much I'll earn next year, let alone in 3, 5 or 10 years. Retirement is 25 years away — that's a bit scary: will I make it that long?

What surprises people is the author's share compared to the game's retail price. When I ask for fun, people often say €5 to €10 for a €30 game. But Alexis Allard made a simplification that holds up pretty well: after all the charges (pensions, social security, taxes), it actually comes to €0.60. And since we often co-author, that's around €0.30 — about 1% of the sale price.

If you want a decent salary — I take my young-teacher salary as a reference — earning roughly €20,000 net per year would mean selling (your pick):

  • 60,000 games at €30
  • 100,000 games at €20
  • 200,000 games at €10

Out of the 25 games I've published to date, only La Planche des Pirates has crossed 100,000 copies.

So, to make a living, you need either:

  • several games for sale at the same time
  • or a hit game

Which leads us to the next part: are there too many games?

2) The market in 2024

Yes, there are too many games. But on the other hand, I really don't like saying it. Because to me, games are cultural, they matter. And when it comes to artistic work (yes, I defend us as artists), there can't be too many games. We don't have the right to deprive people of culture, or to deprive people of creating. When you're a creative, creating is visceral. It's a need. It's vital.

Maybe I'm scarred by reading the excellent Fahrenheit 451, but saying there are too many games is, to me, akin to saying we should censor artists in some way — and I'll fight to keep that from happening.

And yet, yes, there are too many games. Why? Because there aren't only artists, there aren't only creatives. There are also people who have figured out, especially since covid, that the games market is lucrative and that making a game isn't that hard. Easy money. We end up with awful copies of satirical games (Cards Against Humanity had a genuine philosophical and social intent), games made just to slap a YouTuber's face on the cover (even adding questions wildly inappropriate for the target audience), or unplayable games that sell because of a known license. Plus half-baked plagiarisms of hit games, which usually fail to get noticed (which is reassuring).

And the cherry on top: the new entrepreneurs who, bored of cranking out ebooks with ChatGPT, now ask it to design games and flood publishers with automated emails.

Back to the 2024 market: the trend is towards games under €30. Sales of mid-weight and expert games are down. Not because there are fewer players, but mainly because of inflation and an economic crisis that have brought spending down across the board — and maybe because the new players who arrived with covid and the discovery of Skyjo aren't (yet?) heavy gamers. Game shops seem to find it much easier to sell three €20 games than one €60 one — stock turns faster and there's less loss risk on unsold copies. Distributors and publishers are cautious. Designers must adapt.

I have a big game — a mid-weight post-apocalyptic 4X, somewhat narrative and somewhat political — that's been with a publisher for over a year. I'm waiting for the answer, but I don't have much hope.

So we have to make family games, but we have to innovate, create new sensations, new mechanics. Not easy — the competition is tough.

3) Creation

Why do we create games? I'll take the artist's point of view — the one who wants to create to transmit, not the entrepreneur creating to generate revenue. Even though artists are sometimes forced to create for income. When we can, we take on commissioned games, for companies for instance.

Creating art means wanting to transmit emotions, sensations, through a medium. For us, that medium is the game.

And that's why AI doesn't scare me, for now. It scares me for my many illustrator friends, but not for my fellow designers. AI can compile a ton of ideas and produce a mash-up of rules. But the strength of our work lies in sensations. Do you feel more pressure when there are only 3 spaces on the board, or 4? Will the player have enough choice with 3 actions per turn? Won't they have too many with 6? Is the game's scoring balanced? When you win, does it feel like you played well?

Why does Skyjo work so well? Because if I win, I really played brilliantly. If I lose, the game was really mean to me. Hang on, one more round, I'll show you.

It's not unusual to design a game that works mechanically but whose feel doesn't match what you imagined at all. It's our job to transform the players' experience into something great.

And to get there, you need… work. Experience? Talent? Luck?

There's no formal training to become a game designer. You become one because you want to, because you need to. And you run into the typical pitfalls of creative work.

The worst is impostor syndrome. Doubting your skills, your achievements, your legitimacy:

«I don't deserve my place.»
«I just got lucky.»
«Others are much better than me.»
«One day they'll realise I'm not up to it.»

There. A good summary of the thoughts that cross my mind daily.

Sometimes, joking around with the gang — Kévin, Johan and Fred — we'd say we had majority goals, and we played to see who «won». The one with the most sold games. The one most recognised in the pro world. The one who won the most game awards. Of course, none of us ever held several majorities at once (like in a well-balanced game). On one hand it was cool because we were all in the same boat, just at different levels. On the other, we laughed bitterly because… well, we're all in the same boat.

7 Wonders. Trio. Colt Express. Splendor. Unlock. When you see the scale of those successes you feel useless next to them. Maybe our games shouldn't even exist? If there are too many games, isn't that on us too?

To reassure myself, I go to a game shop. I look at the shelves. And when those hits make me doubt, I see the sales of Monopoly, Limite Limite and worse — and I tell myself my games actually aren't that bad. If 1% of the people buying those games thought mine looked decent, I'd be happy. I get a little of that luck with La Planche des Pirates.

Except you have to push past that doubt and create. When you're a pro designer, you have to create. And that's a problem for me.

Because my need to create is sometimes felt as a duty to create. Not so that there are more games and more new releases, but because I have to earn money in the years to come… Am I not contributing to there being too many games? Do all my games deserve to exist?

So I sometimes have «empty» stretches between projects where I «should» create, but… it's writer's block. And that blank page terrifies me. If I don't create today, will I still be in this job in 3 years? No idea. I have 25 years until retirement, and I don't know if my activity is stable enough to last another 3.

5) Co-authoring and game design groups

The games world is still relatively small, and broadly speaking, pretty welcoming. The advice I very often give to new designers is to connect with the game-designer group nearest to them. In every such gathering, there are published designers who have publisher contacts. But above all, there are motivated, experienced people who'll give you solid feedback. If the game is great and finished, they'll connect you with publishers. If you need help, they'll guide you. If you feel overwhelmed by the workload or short on inspiration, you'll find co-authors. No one will steal your idea — because the other group members would quickly catch on…

Working with co-authors is a chance. It means cutting your revenue in half in the end, but speeding up your creative process — with social connection.

Because yes, being a pro designer means spending 80% of your time alone in your office. For a job in «social» games, that's a bit paradoxical. Thank goodness there are friends to call, video meetings — and then… there are the conventions!

6) Conventions and demos

We're often asked to come do signings and demos of our games at conventions and shops. We're almost never paid for it. In the best case, we're fed and housed. But sometimes we end up feeling indebted.

And luckily, very often, we have a blast. The atmosphere is always great, the people are welcoming. But you have to set limits. I limit myself to one weekend a month, which is already a lot. And when someone asks me to come to a small convention for a motivated local association, it's an honour, a pleasure… but also a no.

If at least (yes, back to money) we were paid, we could justify it to those close to us. But travelling to a convention for a weekend costs so much time and money that you'd have to sell way too many boxes in 2 days for it to be profitable — and even at the biggest conventions, that just won't happen.

Quick math:

  • €80 of travel (often more)
  • 2 days at the convention = 16 hours of presence (sometimes more); at €20 an hour, that's €320

€400 in royalties = 1,000 boxes at €20.

In the same vein, when we decline a convention — and sometimes when we go — people ask for our games as gifts. But once again, what people don't know is that… we get 6. If we want more, we pay for them. Yes really. For a €20 game, if I want to give one away at a convention or to an Instagrammer, I have to buy it from my publisher (around €13). But that's OK, because I earn €0.40 in royalties on that purchase a few months later.

But we won't get rid of conventions — they're life! They're the social fabric, hundreds of generous, admirable volunteers. That can't be measured. Thanks to all of them!!!

Conclusion

There are fewer than a hundred of us in France making a living from our royalties. We tried to count the women — and struggled to find 10. Being a pro designer is a privilege. I'm making the most of it while I can.

Publishing studio

Equilibrium.

Equilibrium is a game-design consulting company, co-founded by Cédric Lefebvre and myself. We design games on commission and contribute to the development and balancing of games for publishers and companies.

We have all the skills needed to design a game, balance it, and produce it. Our quotes are tailored to your needs.

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Florian Sirieix · board game designer since 2012 · thought up in Sérignan