2026/12 - Story for Game Developers (Susan O'Connor)

Formation créée le 21/09/2026.
Version du programme : 1

Type de formation

Distanciel

Durée de formation

8 heures (4 jours)
690,00 € HT
Envoyer ma demande
690,00 € HT
Envoyer ma demande
690,00 € HT
Envoyer ma demande

2026/12 - Story for Game Developers (Susan O'Connor)


Story is often treated as a black box owned by the writer, even though every department shapes it through its own decisions. This four-session, practice-focused course is for designers, producers, creative directors and other non-writers who work alongside narrative. It gives you a practical toolkit to understand how a playable story works, know where it can flex under production pressure, and collaborate with writers without becoming one. Led by Susan O'Connor, a game writer with more than 40 shipped titles, including the original BioShock and the Far Cry and Tomb Raider franchises. From December 14th to December 17th 2026

Objectifs de la formation

  • Identify the structural elements a playable story needs in order to work, and read it as a system rather than a mystery.
  • Assess which design or scope changes the narrative can absorb, and which ones put it at risk.
  • Recognise how each department (level design, systems, art, audio, UX) already shapes the story, and align teams around the player's experience.
  • Anticipate the narrative decisions each production phase forces, and interpret vague playtest feedback ("the story feels off") to decide what to do next.

Profil des bénéficiaires

Pour qui
  • Designers
  • Producers
  • Creative directors
  • Programmers
  • Any non-writers working in the video game industry
Prérequis

Contenu de la formation

Session 1: Story is a system, not a mystery
  • Discover the essential conditions for a game story to work.
  • Learn to see how your own choices (mechanics, camera, pacing) already shape the narrative, and how to read and optimise it from the design seat.
Session 2: Making story responsive to design changes
  • Story is more flexible than it looks.
  • Learn where and how it bends under production pressure, and how to tell a safe change from a real threat.
Session 3: Bringing story development and game development together
  • Map how every department pulls on the narrative and turn potential friction into collaboration, so story and gameplay serve the same player experience.
Session 4: Avoiding the landmines of the production cycle
  • Follow a sample project from concept to beta and identify the narrative pitfalls to watch for at each milestone, from a designer's or director's point of view rather than a writer's.

Suivi de l'exécution et évaluation des résultats

  • Initial and final self assessment form (10 min each)
  • Initial and final skill evaluation form (10 min each)

Ressources techniques et pédagogiques

  • Participants are welcomed into a dedicated virtual training room accessible via video conferencing, ensuring a consistent and interactive learning environment throughout the session.
  • Training content is shared on-screen in real time, combining theoretical presentations with practical case studies to reinforce understanding through applied examples. Interactive exchanges and Q&A moments are encouraged throughout to support engagement at a distance.
  • All training materials are made available online following the session, allowing participants to revisit key concepts and consolidate their learning at their own pace.

Qualité et satisfaction

Learner satisfaction rates and attendance

Délai d'accès

1 semaine