Story × Systems × Worlds

About.

Corentin Michon

Narrative Designer.
Game Designer.
Worldbuilder & Writer.

I'm a Game & Narrative Designer and novelist with an engineering background.

I approach narrative through systems: states, relationships, factions, player choices and emergent conditions, as well as linear story sequences.

My work focuses on designing worlds where narrative, mechanics and player interaction reinforce one another. I work remotely, independently, and across role boundaries.

View my CV ↗Get in touch ↗

01 / Practice

Narrative design.

  • Historical worldbuilding
  • Faction & character design
  • Quest & scenario structure
  • Systemic narrative design
  • Dialogue & lore writing
  • Narrative documentation
  • Tone & voice consistency
  • Playtest iteration

02 / Research & imagination

Worldbuilding.

A major part of my personal work is Käarde, an original universe developed through historical research and fiction writing.

I use historical structures as design material rather than reproducing them literally, building factions, political systems, trade, religion and characters that interact coherently.

Inspirations & research areas

  • Medieval Europe
  • Byzantine history
  • The Islamic Golden Age
  • The Crusades
  • Historical fantasy

03 / Original universe · Ongoing

Käarde.

Käarde is my long-term original universe, spanning historical fantasy, heroic fantasy and science fiction.

In it, I build feudal structures, religions, political conflicts, trade networks, dynastic relationships and factions with a systemic internal logic.

I write characters as actors inside those systems: their decisions emerge from their goals, position, loyalties and relationships.

Several of my novels and stories take place in this universe, and I keep the world coherent across them.

Discover the universe ↗

Method

PRI ISM & LORE.

To build Käarde, I formalised two complementary worldbuilding methods: PRI ISM and LORE. They share the same bank of questions and differ only in the order of creation, chosen according to one’s level of experience and the nature of the universe.

They are working frameworks for authors, screenwriters, game masters and game designers. This is only an overview: the full questionnaires remain a work in progress.

PRI ISM

A linear, step-by-step path

Start with the essence of the world, then its inhabitants. Each step prepares the next: you can’t describe a culture without knowing where it lives, or tell a war without knowing the factions. Ideal for beginners and for densely populated universes (many peoples, factions, cities).

PRI — The world
PPillarsRRulesIImmensity
ISM — The peoples
IIdentitySStructuresMMemory

LORE

Four interconnected blocks

An organic approach: Laws, Organisations, Retrospective, Environments. You move freely between blocks, and each one ends with its own dangers. Suited to experienced authors, highly detailed universes, or projects that need a solid documentary base.

LLawsOOrganisationsRRetrospectiveEEnvironments

Comparison

PRI ISMLORE
PathLinear, from the world to its peoplesFree, through interlinked blocks
AudienceBeginners, densely populated universesExperienced authors, detailed worlds
StrengthClarity and progressionDepth and overall coherence
LimitLess freedom to navigateNo single thread, harder to pick up

From universe to story

Once the world is set, a final part links it to the story: narrative voice and perspective, the frontiers of knowledge, the protagonist’s role and motivations, and the themes and symbols the world can express.

Tools & tech.

  • Unreal Engine 4 & 5
  • Unity
  • Blueprint
  • Twine
  • Inkle
  • Yarn Spinner — familiar
  • Git
  • Jira
  • Notion
  • C#
  • Python

Languages.

  • French — Native
  • English — Fluent
  • Portuguese — Fluent

Education

Design & engineering.

2021–2023

Game & Narrative Design

ICAN / Pixel Academia

2015–2019

Engineering Degree

ESIEE Paris

Background / Experience

Production & professional experience.

Oct. 2025 – Present

IT Manager

Haveagooday

2023–2025

Hospitality Manager

Haveagooday

2020–2021

DevOps Engineer

Ubisoft & Virtuos

I worked in production inside AAA game studios, with direct exposure to game-development pipelines.

2016–2019

Developer

Generali Vie