Prestyn Price

Writer | Narrative Designer

About

I'm Prestyn, a narrative designer and writer with over four 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 and Minor in Computer Science, I’ve been a Narrative Designer at Carbon Based Lifeforms, a Content Designer at 5th Cell Media, and a Writer at Pixelberry. Most recently, I lent my skills as a Writer for A Sharp LLC.
Another accomplishment I'm proud of includes being a writer for the horror anthology A Compendium of Lesser-Known Cryptids (which raised 200% of its Kickstarter funding goal). I've also been a Narrative Consultant on Keyword 2: Nightfall, then later on Distraction Machine.My love for crafting unique narrative experiences isn't limited to my employment! In the last few years, I released my games Distant Stars (2023) and Absolution (2024).

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?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 Projects

A Sharp LLC
11/2024 - 1/2026
Writer
Thousand Hells: The Underworld Heists is a tactical narrative game blending non-linear storytelling and kaleidoscopic environments.I was given the opportunity to own 2 of the missions included in the game — one main mission and one side quest — for which I pitched and outlined concepts. Following revisions, I wrote, designed and coded mission concepts, working within established tone, style, and lore while taking into account the dynamic nature of the game as well as direction and feedback.

Pixelberry Studios
9/2022 - 1/2024
Writer
Being 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.During my time working at Pixelberry I had the pleasure of owning 3 completed visual novels: Weapons of Self Destruction, Nothing New Under The Sun, and Next In Line.

5th Cell Media
4/2022 – 8/2022
Content Designer
For this NDA'd project, I pitched, wrote, designed, edited, and implemented 3 unique major quests into Unreal Engine using visual scripting and blueprints. 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
11/2021 – 4/2022
Narrative Designer
I 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
4/2021 – 4/2023
Narrative Designer
My 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
Writer
The 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 Projects

Absolution
Creator / Writer / Programmer
Absolution is a short narrative experience told at the intersection between religion, capitalism, and humanity.My goal was to challenge myself to make a different kind of game than I'm used to — a departure from my usual style and tone. In doing so, I wrote, designed, coded and implemented all aspects of the game in Twine.

Distant Stars
Creator / Narrative Designer / Programmer
Distant 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 with whom I worked very closely to bring the game to life and ensure every choice supported the game design and narrative.

Abandoned Cars
Creator / Narrative Designer / Programmer
Abandoned 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.

The Path
Creator / Narrative Designer / Programmer
The 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.

Writing Samples