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Occupation: Narrative Expert

Languages: French, English

Profile

Birthdate: April 24th 1984

Current location:

Malmö, Sweden

Resume

Years in the industry

After graduating as an engineer, I chose to pursue a career in the video game industry to grow my creative skills alongside passionate professionals. I took my first step with an internship at Kando Games, which led to a position at Cyanide Studio.

At Cyanide, I began as a game designer on Game of Thrones: The RPG, where I designed most core mechanics (excluding combat). With only a few narrative ideas and key characters to start from, I proposed a complete story pitch that was quickly approved. I then became Lead Writer, shaping the narrative across all development stages, ensuring consistency, reviewing dialogue and cutscenes, and directing voice actors, including Conleth Hill (Varys from the TV series).

Following the game's release, I was tasked with building Cyanide’s Quality Assurance department from the ground up. This became my first leadership role, where I recruited a QA team, developed testing protocols, and supported development teams in playtesting and debugging. I also contributed as a writing consultant on Styx: Master of Shadows.

After three years in QA, I returned to production as Lead Narrative Designer on Call of Cthulhu, the official adaptation of the pen-and-paper RPG. Leading a team of two narrative designers, I was responsible for mission creation and ensuring narrative coherence throughout the game.

I then joined Ubisoft Paris to work on my first AAA title: Ghost Recon Breakpoint. Starting as a Narrative Designer, I helped shape half of the main campaign. I also established the narrative design process and pipeline, which led to my promotion to Lead Narrative Designer. At peak, I managed a team of seven, guiding the delivery of the game's first year of live content.

Looking to gain international experience, I transferred to Massive Entertainment to work on one of my favorite franchises: Star Wars. As a Senior Quest Designer on Star Wars Outlaws, I owned the design and implementation of all main quests on Tatooine, as well as several side and DLC missions. This was an incredibly rewarding experience that deepened my ability to craft engaging player-driven narratives.

With over 15 years of experience across design, writing, production, and leadership, I’m excited and fully prepared for the next challenge ahead.

© 2025 by Maximilien LUTZ

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