2026/09 - The Game Studio Writer and Narrative Designer: How to Pitch, Collaborate, and Champion Your Narrative Work (Adam Dolin)
Programme version: 1
Type of training
Face-to-faceTraining duration
7 hours (1 day)Accessibility
Yes2026/09 - The Game Studio Writer and Narrative Designer: How to Pitch, Collaborate, and Champion Your Narrative Work (Adam Dolin)
Master the craft of writing compelling stories for games — and the studio skills to get them made. In this masterclass, WGA and BAFTA award-winning writer & narrative designer Adam Dolin (God of War, God of War: Ragnarök, Horizon: Forbidden West) shares hard-won lessons from 16 years of studio work: how to find the story your game needs, how to tell it well within the constraints of interactive media, and how to pitch, defend, and evolve that story through the realities of production. Whether you're writing your own vision or supporting someone else's, this course gives you practical frameworks for doing the work and getting it shipped. September 21st 2026 in Paris and September 23rd 2026 in Lyon. 1 - What Story Does Your Game Need? 2 - Writing for Player Agency Across Formats 3 - Characters, Dialog, Conditions, Variables — The Game Writer's Toolkit 4 - Pitching Narrative in Production 5 - Adapting to Cross-Department Feedback 6 - Making Data-Informed Editorial Decisions
Objectives of the training
- Understand common studio dynamics that narrative designers face and how to navigate them (Who actually decides narrative direction? When does narrative lead vs support? How to build allies in design & production? When to escalate vs adapt?...)
- Identify what makes a story worth telling — and how to find yours
- Learn techniques for aligning narrative with gameplay systems, player agency, and production realities
- Develop practical frameworks for pitching narrative ideas to non-writers across departments
- Build skills for receiving, processing, and implementing feedback from multiple disciplines without losing the thread of your story
- Practice championing narrative work through production milestones, cuts, and compromises
Profile of beneficiaries
- Writers
- Designers
- Any game developer interested in learning more about storytelling
- Basic understanding of screenwriting, storytelling, or narrative within games
- Some experience writing scenes or working with writers in games
- Masterclass in English
Training content
What Story Does Your Game Need?
- Before you can write a good story, you need to find the right one. We'll work through frameworks for identifying what your game is actually about — mechanically, thematically, emotionally — and how to build a narrative that serves that identity rather than fighting it. Whether you're working on a 2d puzzle game or an FPS RPG, the process starts here.
Writing for Player Agency Across Formats
- We'll align on definitions for linear, branching, and emergent storytelling, then go over best practices writing for each. The focus is on understanding what each format demands from the writer and where the craft challenges differ.
Characters, Dialog, Conditions, Variables — The Game Writer's Toolkit
- We'll break down how characters function as systems, how dialog serves different purposes depending on context and format, and how conditions and variables give writers control over when, how, and whether a player encounters narrative content. This is the craft layer between "I have a good story" and "I can actually implement it."
Pitching Narrative in Production
- Your story is only as good as your ability to communicate it to people who think in different vocabularies. We'll practice pitching narrative ideas to designers, artists, programmers, and producers — and learn what each discipline actually needs to hear.
Adapting to Cross-Department Feedback
- Feedback from non-writers can feel like it's dismantling your vision. Sometimes it is. We'll work through how to keep other disciplines in mind while writing, how to distinguish between feedback that strengthens your story and feedback that just changes it, and how to pivot without losing the thread.
Making Data-Informed Editorial Decisions
- Creative direction boils down to two skills: communicating your vision and making choices. We'll talk about using data, playtesting insights, and production realities to make editorial calls with confidence — including when to kill your darlings and when to fight for them.
Teaching team
Monitoring of implementation and evaluation of results
- Exercises during the training sessions and quizzes throughout the days
Technical and educational resources
- Welcoming participants in a dedicated training room. Training materials displayed on a screen. Theoretical presentations Practical case studies Training materials made available online following the session.
Quality and satisfaction
Certification procedures
- Delivery of a certificate of completion.
Reception capacity
Login delay
Accessibility
For companies wishing to have their training costs covered by their OPCO, registration must be completed no later than two weeks before the start of the training to meet the OPCO’s processing deadlines. In all other cases, registrations can be accepted up to two business days before the start of the training. Accessibility: We are available to work with individuals with disabilities to assess the accommodations needed so they can comfortably participate in the training programs offered.