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

Formation créée le 26/09/2026.
Version du programme : 1

Type de formation

Présentiel

Durée de formation

14 heures (2 jours)

Accessibilité

Oui
1 580,00 € HT
Envoyer ma demande
1 580,00 € HT
Envoyer ma demande
1 580,00 € HT
Envoyer ma demande

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


Studios that want "storytelling like film" usually reach for more cutscenes and snappier dialogue. That makes games worse at being games. Film has structural discipline: scenes that turn, characters revealed by what their choices cost, relentless escalation, and exposition that hides in plain sight. All of that transfers to games. But on the game’s terms! This masterclass teaches the part of screenwriting that ports over to games, and also teaches what NOT to bring over. This master class will take place in Lyon, December 1st & 2nd 2026, from 09:00am to 05:30 pm each day.

Objectifs de la formation

  • Structure scenes and quests as units of change (built on want, obstacle, and turn) rather than containers for dialogue.
  • Build character through costly player choices, using escalation to structure a game's overall arc and avoid narrative flatlining.
  • Deliver exposition through environment, systems, and player action instead of cutscenes, and write dialogue that works through subtext rather than exposition.
  • Give and act on story notes effectively, and apply all of the above to redesign a quest or level from participants' own game.

Profil des bénéficiaires

Pour qui
  • Game developers who are not writers (designers, producers, leads) at a studio that has story problems and no writer to hand them to.
  • Game writers are welcome
Prérequis
  • Participants are welcome to bring their own game or game project to work on during the training.

Contenu de la formation

Day 1 - The Toolkit
  • Framing: "Like film" means creating structure, not cutscenes.
  • What ports over from screenwriting, what doesn't, and why the second list matters as much as the first. Short lecture, then pair discussion: what does "better storytelling" actually mean for your game?
Learning Outcome 1: A scene is a unit of change, not a container for dialogue.
  • Want / obstacle / turn
  • Enter late, leave early
  • The "so what changed?" test
  • Exercise: Break down a film scene together. Then break down one of your quests the same way.
Learning Outcome 2: Character is choice under cost ; and in a game, the player is the character.
  • Dilemmas vs. options
  • The difference between a mechanic and a meaningful choice
  • Reveal the character, don't explain the character
  • Exercise ("try it now"): Take an existing player choice from your game and add cost. Share with the group.
Learning Outcome 3: Escalation is the engine.
  • Acts as promises kept and broken
  • Escalation vs. more-of-the-same
  • Where games flatline (and why)
  • Exercise (scenario challenge): Map your game's arc on the wall. Find where it flatlines. Propose the fix.
Learning Outcome 4: Exposition is a delivery problem, and the world is your best delivery vehicle.
  • Dramatize, delay, distribute
  • The Story Stack: Player Fantasy → Actions → Progress → World → Story. Story is the most flexible layer. Hold on loosely.
  • Exercise: Take one of your cutscenes. Move as much of it as you can into the world and the play.
Close
  • **The next-week plan.** Open Q&A. Each person writes down one change they'll make to their project next week.
Day 2 - The Rehearsal Room
  • Almost all of Day 2 is scenario work on the studio's own game, with short lectures only where new knowledge is needed.
Learning Outcome 5: Dialogue does one job at a time, and it's rarely the obvious one.
  • Why film dialogue feels "better": it's cut to the bone and it's almost never about what it's about.
  • Subtext and the thing nobody says
  • Character voice as decision-making, not vocabulary
  • What to cut first
  • Exercise: Rewrite a real exchange from your game. Read both versions aloud.
Learning Outcome 6: Story notes are a craft, not a reaction.
  • How to give feedback that improves a scene instead of flattening it ; and how to write a brief a writer can actually execute.
  • Diagnose before you prescribe
  • Notes that name the problem vs. notes that dictate the fix
  • Anatomy of a usable writing brief
  • Exercise: Give notes on a scene. Then rewrite your notes.
Learning Outcome 7: Capstone.
  • Small teams take one quest or level from the project and run it through every lens from the two days: scene, character, escalation, exposition, dialogue. Each team pitches the redesign to the room. Takeaways extracted live.
Close
  • What changes next week. What changes next milestone.

Équipe pédagogique

Susan O'Connor has written for over 25 games, including acclaimed titles in the BioShock, Far Cry and Tomb Raider series. Her games have sold more than 30 million copies worldwide. As Founder & CEO of The Narrative Department, she helps game writers master their craft. Susan founded the Game Narrative Summit at GDC and works with leading studios to create games with meaningful stories. She is dedicated to helping creative professionals develop their skills and do their best work.

Suivi de l'exécution et évaluation des résultats

  • Evaluation will be based on the work each participant carries out on their own game or game project, with everyone benefiting from the trainer's individual guidance along the way.

Ressources techniques et pédagogiques

  • This in-person training combines theoretical input with hands-on exercises directly related to your work.
  • Training materials will be provided at the end of the session.

Qualité et satisfaction

Learner satisfaction rates and attendance

Délai d'accès

2 semaines

Accessibilité

Pour les entreprises qui souhaitent une prise en charge par leur OPCO, l’inscription doit être réalisée au plus tard deux semaines avant le début de la formation pour respecter les délais d’instruction des OPCO. Accessibilité : Nous sommes à la disposition des personnes en situation de handicap pour évaluer avec elles les aménagements nécessaires pour qu’elles puissent suivre sereinement les formations proposées.