While new technologies proliferate in teenagers’ everyday life, the educational system seems unable to close the gap when it comes to students’ digital litteracy practices. Therefore, learning in the context of a classroom is hardly related to youth practices and experiences, while teens are massively exposed to a wide range of multimodal texts on various digital and traditional medias outside of school (Jewitt, 2005; Miller, 2007; Penloup, 2017; Walsh, 2008). But whereas various educational resources provide means to support teaching and learning writing in classrooms, few allow teachers to accompany their students toward digital writing. Our study aims to put forth a well-documented and detailed experimentation of digital writing teaching targeted towards teenagers. To achieve this, we undertook to identify knowledge and competencies to develop in order to write video game narrative as a multimodal hypertext. This research and development have been validated by experts in language didactics, in literature and computer sciences, educational advisors and teachers. We will feature the enhanced didactic material following the iterative steps of validation.