Prestyn Price
Writer | Narrative Designer
About
I'm Prestyn, a narrative designer and writer with over two years of (official) experience in the industry.I’m currently available for new projects, so hit me up!I started making my own games in college, which included
The Path (2020), We Saw A Monster (2020), and Abandoned Cars (2021), while also working as a Narrative Designer at The OR Strategy. Since graduating with my Bachelors in English, I’ve been a Narrative Designer at Carbon Based Lifeforms, a Content Designer at 5th Cell Media, I released my game Distant Stars (2023), and now I’m a Writer on Storyloom at Pixelberry with three stories on the platform: Weapons of Self Destruction, Nothing New Under The Sun, and Next In Line!I love science fiction, fantasy, and horror — which you can blame the likes of Dragon Age, Fallout, and Dead Space for. Regardless of genre, though, my passions lie in intricate, fantastical worlds with introspective stories and personal narratives that explore humanity and relationships. But that doesn’t mean I don’t love writing a cool fight. I love a cool fight. Who doesn’t love a cool fight?My other accomplishments include being a guest writer for the horror anthology A Compendium of Lesser-Known Cryptids (which raised 200% of its Kickstarter funding goal). I was briefly a Narrative Consultant on Keyword 2, then later on Distraction Machine.I do things outside of games, too! I’m a huge fan of outer space and will always take the time to learn more space facts. My biggest hobby is Dungeons and Dragons, a game I’ve been playing since 2016, and I’ve been a Dungeon Master for almost the same amount of time.If you need a writer or narrative designer, please check out my Contact page for ways to connect with me!
Games and Experience
Professional Experience
Pixelberry Studios
WriterBeing a contract Writer for Pixelberry's Storyloom beta meant that I was responsible for conceptualizing and pitching original ideas for visual novels to a team of editors. I wrote and designed chapters using the in-house tools on Storyloom's website. Editors provided feedback on submitted chapters, after which I refined and iterated on characters, dialogue, design, pacing, and more using their suggestions.Projects Include
Weapons of Self Destruction: Thriller, Post-Apocalyptic
Nothing New Under The Sun: Mystery, Western, Supernatural
Next In Line: Romance, Fantasy
5th Cell Media
Content DesignerI pitched, wrote, designed, edited, and implemented missions/quests into Unreal Engine with the intention of making them simultaneously unique and interesting. Each mission/quest required level design, cinematic design, and editing based on feedback from the Lead Content Designer. As a Content Designer, I also playtested both my own and others' missions/quests to report bugs and errors.Another task I undertook was editing dialogue for completed missions/quests and writing additional or alternative dialogue for them.
Carbon Based Lifeforms
Narrative DesignerI worked on Hyperspace, a cancelled MMO sandbox game set in space.During my time at Carbon Based Lifeforms, I built in-depth lore for a new IP by creating races, locations, events, and more while considering the gameplay implications of content. All of this was done by coordinating with members of the narrative team, while also communicating with art teams, design teams, community managers, composers, and even economists.I worked remotely with people across multiple different time zones to deliver consistent and functional narrative.
The OR Strategy
Narrative DesignerMy work for The OR Strategy consisted of conceiving and writing memorable stories to support and build transmedia projects. I provided in-depth research to confirm the validity of content and subjects.My main responsibility was to write scripts alongside a team of writers, after which we presented our work to leads and other peers. Then, we edited and iterated on the scripts based on received feedback. I also provided this service for writers on other projects, reading over their work and providing my own feedback and edits.
A Compendium of Lesser-Known Cryptids
WriterThe Compendium is a horror anthology series funded through Kickstarter detailing unique and undocumented cryptids. It's out now!Each writer was tasked with inventing and pitching a new cryptid. I wrote a short story told through video transcripts and collaborated with editors and fellow writers to give, receive, and implement feedback. I kept constant communication with the founders of the project to ensure my ideas met the established guidelines and creative direction. I also submitted art briefs to the artists in order to bring my cryptid to life.
Personal Games
Distant Stars
Creator / Narrative Designer / ProgrammerDistant Stars is an introspective text-based game exploring ambition, betrayal, and the price of dreams.After coming up with the initial idea for the game, I developed a game design document detailing the narrative, core design, gameplay loops, and more. I wrote, designed, coded and implemented everything in Twine from writing to audio to art. I also recruited artists, editors, a writer, and a sound designer, all whom I worked very closely with to bring the game to life and ensure every choice supported the game design and narrative.
Abandoned Cars
Creator / Narrative Designer / ProgrammerAbandoned Cars is a reflective and somber Unity game about finding your lost car.I created and developed the game concept from scratch, and designed and implemented the game systems, level layouts, and game interface. I wrote the game script and character dialogue, and directed all VO work.On the technical side, I wrote the entire game from scratch in Unity using scripting in C# while implementing and tuning movement, camera, UI, player interactions, event triggers and other game systems.Click here for video playthrough.
The Path
Creator / Narrative Designer / ProgrammerThe Path is a dark fantasy RPG in Twine about killing undead in the name of your god.I created and developed the game concept from scratch, and designed and implemented the game systems, passage layouts, and game interface. I wrote the game script, combat text, item descriptions, and character dialogue.On the technical side, I wrote the entire game from scratch in Twine while implementing and tuning combat systems, UI, player interactions, event triggers and other game systems.Click here for video playthrough.
We Saw a Monster
Creator / Narrative Designer / ProgrammerWe Saw a Monster is a short branching game about a conversation two teenagers have after a terrifying encounter.I created and developed the game concept from scratch, and designed and implemented the game systems, passage layouts, and game interface. I wrote and organized the branching game script and character dialogue.On the technical side, I wrote the entire game from scratch in Ink while implementing and tuning branching systems, UI, player interactions, event triggers and other game systems.Click here for video playthrough.
Writing Samples
Condensed Samples
Find a condensed PDF of selected writing samples here.
Distant Stars Script
Sample script for my indie sci-fi game Distant Stars. It's a fully text-based game made in Twine.Next In Line Script
Script for Chapter 4 of Next In Line, a branching romance/fantasy visual novel I wrote for Pixelberry's Storyloom platform.Distant Stars Design Document
Design document for Distant Stars detailing inspirations, design pillars, narrative outlines, and more.Hyperspace Race Lore Document
Internal lore document for the Carbaryl, a race I researched for and developed using Confluence that I created for Hyperspace during my time at Carbon Based Lifeforms.Bark Sheet
List of barks for a fantasy game where players manage adventurers as they embark on quests. Iron Lance is a paladin automaton with a strict code of honor.Codex Entries
Two examples of codex entries from a science fantasy game concept.
Testimonials
"When the opportunity came to hire Prestyn for Carbon Based Lifeforms, I was delighted to offer him a job. Especially after knowing the excellent work, he had completed for me at The OR Strategy, previously. Prestyn seizing the possibility with both hands, as he always does, in order to make the best of any opportunity.Two of the most difficult things that Prestyn had to overcome to undertake the role was remote working with a company who were based in Edinburgh, as well as homeworking, which was a distinct change from the regular job he had previously been doing. That said, Prestyn addressed both these issues with a solid attitude and adapted to the new environment quickly and easily. Making sure he was available slightly earlier in the morning and scheduling his time and meetings accordingly.On the work front, as his first task, Prestyn took responsibility for one of the player species on his own. Regularly feeding back his progress to me to check he was going in the right direction and understood the task at hand. He also took responsibility for much of the dialogue which would be used in the demonstration of gameplay we were developing at that time, and brought everything in on time and with good quality, so I had time to make any edits as appropriate.Prestyn is eager to work and passionate about Narrative Design and Writing, as well as being good at them both. He played an active part in the team and also represented the company at the DICE Summit, where I got good feedback from those, he met concerning his easy-going nature and friendly and inquisitive manner. In all these ends, I’d happily recommend him to any future employer."
- Phil Harris, Carbon Based Lifeforms
"I’ve worked with Prestyn for nearly a year and through that time, he has proved himself to be a great colleague with sharp wit and humour. Whilst at The OR Strategy, we worked closely to write a series of scripts and Prestyn was easy to work with: great at giving and receiving feedback, helping inspire ideas and a joy to have discussions with regarding the aims of the narrative. This has continued into our work together at Carbon Based Lifeforms.Prestyn has a superb imagination and ability to look at narrative from differing perspectives – making his creations distinct, immersive, and thoughtful. This is particularly apparent in team discussions at Carbon Based Lifeforms, as he always brings new and insightful thoughts and questions to the table.
I’ve enjoyed working with Prestyn over this time and would not hesitate for the opportunity to work with him again."
- Catherine Hughes, Carbon Based Lifeforms
"When it comes to studious research and the creation of believable narratives, Prestyn is a force to be reckoned with. His steadfast belief in what he does means all his creative work has a palpable air of authority about it, taking ownership of narrative aspects and running with them. He's also great to work with - excelling at collaborative, blue-sky thinking - often with a clarity and passion that is truly enviable. Always a smiling presence in the team he also has an innate professionalism about him that sets him apart. Prestyn would be as valuable an asset to you in the creative department as he would be in business development environments."
- Richard Dinnick, Carbon Based Lifeforms
Contact
I'm available for freelance, part-time or full-time work!Feel free to email me at [email protected], or you can follow me on Twitter and connect with me on LinkedIn. I also post games on Itch.io!