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View, browse and sort the ever-growing list of sessions by day, time, pass type, topic, and format. With this Session Viewer, you can view session and speaker details for Game Developers Conference 2024.

You will be able to build your schedule with the GDC Mobile App. The GDC 2024 app will be available for download in Apple Apps and Google Play late February 2024.

Sessions do fill up and seating is first come, first serve, so arrive early to sessions that you would like to attend. Adding a session to your schedule does not guarantee you a seat.

Game Narrative Summit: The Playable Series: Writing Seasonal Narratives for Live Games

Valentina Tamer  (Senior Narrative Designer, Ubisoft Paris Mobile)

Location: Room 2016, West Hall

Date: Monday, March 18

Time: 9:30 am - 10:30 am

Pass Type: All Access Pass, Summits Pass - Get your pass now!

Topic: Game Narrative

Format: Session

Vault Recording: Video

Audience Level: All

Live games have the ambition to go on for as long as they remain profitable. This means that any narrative needs to be written in a way that could potentially go on forever, too. Videogames aren't the first medium to try this, and specifically television shows can serve as means to understand how to pull it off. But due to their interactive nature, games have narrative potential and tools that are entirely unique to the medium, such as non-linear narrative, emergent storytelling, time-limited events, and using narrative design to convey a story beyond plot. This talk will dive into the manifold narrative opportunities of live games, how to structure seasonal plot with inspiration from TV shows, and how to keep a long-running story interesting for many years to come.


Writing seasonal stories for live games can be done in many ways: A season's narrative may consist of themed content packages, story progressions, time-limited events and more. If we want to have a seasonal story progression, writing for television can give us pointers how to do it.

Intended Audience

Narrative designers and game writers of all experience levels, especially those interested in storytelling for games-as-a-service. Additionally, any game developers working on live games, as this talk may serve as an inspiration for a live game's general seasonal structure, and can enable better collaboration with narrative teams.

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