© 2019 by Nicholas Pritchard

Nick Pritchard

Having recently graduated from Teesside University with an MA in Games Design with distinction, I am looking to further my career within the games industry.

As a long time Dungeons and Dragons player, I began my game design journey creating pen and paper systems for players. This included modifying classes, creating new rulesets, and expanding on the world with unique and engaging quests. Designing gameplay systems and integrating them into the narrative was a great introduction to the world of game design, and I used these lessons as a foundation for my game design experience in the industry. Over the past few years I have worked across multiple genres to design systems for platformers, narrative driven horror games, and first-person shooters, each bringing their own unique challenges and rewards.

Since graduating from York University in 2014 with a BSC in Film and TV production, I have worked primarily within the media industry across a variety of roles, from Runner to Writer. I made the move into the video game industry towards the end of 2017, where I began to self-teach C# in the Unity Engine, releasing my first platforming prototype at the end of that year to positive community feedback.

I used this as a foundation to pursue more formal education by undertaking a master’s degree at Teesside University, over the course of which I developed several more titles as both an independent developer, and as part of a team. One of these projects, Captive Audience, was released in late 2018 to critical success, garnering over 1 million views thanks to popular social media influencers picking up the game and creating content around it. As narrative lead for the project I scripted, cast, and recorded 40 pages of dialogue, before remastering the game for public release.

As my master’s project I designed and developed a reactive narrative system that would conform to the players actions and alter the narrative events and dialogue as appropriate. Using the Captive Audience universe I had created as a foundation, I created an original, yet inter-linked narrative. This acted as the foundation for my reactive system, with multiple branching dialogue trees created to accommodate the variety of options presented to the player. This was then packaged into an immersive world I constructed and programmed from scratch, to create an immersive horror experience that promoted intra-diegetic immersion. This project is still under development and nearing public release.

In July I graduated with my MA Games Design with distinction, and received the Dean’s Award for best overall average across taught provision.

My time in both industries has helped me to strengthen my narrative and development skills, with my programming experience enabling me to connect cinematic storytelling with a structured gameplay experience, and this is something I believe I can bring to any team as both a Narrative Designer and Game Designer.

I am a driven learner, as illustrated by the progress I have made in game development over the past 2 years. I would love the opportunity to continue to expand my industry knowledge and gain further hands on experience and part of any team.

This site was designed with the
.com
website builder. Create your website today.
Start Now