Nick Price

Senior Writer at IO Interactive
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Copenhagen, Capital Region, Denmark, DK

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Experience

    • Denmark
    • Computer Games
    • 200 - 300 Employee
    • Senior Writer
      • Mar 2020 - Present

      København, Capital Region, Denmark

    • Lead Writer
      • Feb 2020 - May 2021

      København og omegn

    • Writer
      • Jun 2016 - Mar 2020

      Copenhagen Area, Capital Region, Denmark As a writer, it's my job to create lore, outline and populate stories with content, define and detail our characters, write dialogue and shape the narrative of the game and its missions. I work closely with the rest of the game team, including team leads, game designers, level designers and concept artists to shape the look and feel of the game's story and individual missions. In this position, I've so far worked on the following: HITMAN (2016) Colorado and Hokkaido missions… Show more As a writer, it's my job to create lore, outline and populate stories with content, define and detail our characters, write dialogue and shape the narrative of the game and its missions. I work closely with the rest of the game team, including team leads, game designers, level designers and concept artists to shape the look and feel of the game's story and individual missions. In this position, I've so far worked on the following: HITMAN (2016) Colorado and Hokkaido missions story writing, voice actor direction. Sniper Challenge (HITMAN 2 pre-order) Stone & Knight concepts, wrote all dialogue, cast actors, voice directed actors. HITMAN 2 (2018) Miami, Colombia, Mumbai and Vermont missions; narrative development, target bios, mission story dialogue writing, intel writing, voice direction, many other things. The UNDYING Elusive Target for HITMAN 2 featuring Sean Bean Narrative concept development, wrote all dialogue and co-directed voice actors.

    • Studio Communications Manager
      • Dec 2014 - Jun 2016

      Copenhagen Area, Denmark After 18 months in the trenches as a game designer, I returned to my previous position as Studio Communications Manager stronger, better and better looking than ever. As studio communications manager, I was responsible for everything related to the communication efforts at Io-Interactive. This includes strategic communication, internal communication, PR and acting as the 'face' of the studio. A few areas of responsibility are outlined below: Commmunity responsibilities… Show more After 18 months in the trenches as a game designer, I returned to my previous position as Studio Communications Manager stronger, better and better looking than ever. As studio communications manager, I was responsible for everything related to the communication efforts at Io-Interactive. This includes strategic communication, internal communication, PR and acting as the 'face' of the studio. A few areas of responsibility are outlined below: Commmunity responsibilities include seeding and developing communities, writing content, creating web and communication strategies, managing web campaigns, moderating forums, researching and crafting concepts, communication with users, creating social network connections and much more. Studio responsibilities include PR, internal communication, building guidelines for communication, driving studio messaging, representing IOI to the outside world, creating connections between IO and outside partners, promotion of studio relevant achievements, studio branding and many other things. I've built and executed community and online strategies for Mini Ninjas, Kane & Lynch 2: Dog Days, and Hitman: Absolution. I am currently responsible for all communications tasks related to IO Interactive as a studio and manage all digital communication aspects of the company. I've also built the foundations for the future overall communications strategy for IO and it's future projects, including outlining key strategic goals, methods and tactics.

    • Community Game Designer
      • Jul 2013 - Dec 2014

      Copenhagen Area, Denmark As the community game designer, I basically worked to create in-game spaces that allowed for videogame players to get closer to each other and to help bring social sharing and a sense of community to everything we did, including single-player game design. Using my combined experience as both a game designer and a community expert, I designed and implemented features that facilitated the building of a more social, community-focused experience in our game titles – this includes both… Show more As the community game designer, I basically worked to create in-game spaces that allowed for videogame players to get closer to each other and to help bring social sharing and a sense of community to everything we did, including single-player game design. Using my combined experience as both a game designer and a community expert, I designed and implemented features that facilitated the building of a more social, community-focused experience in our game titles – this includes both in-game as well as out-of-game aspect of community. I worked with game management and directors to create world-class social experiences for our players. This position was primarily related to HITMAN (2016) and what eventually became Elusive Targets, Escalations and the characters of Stone & Knight in Sniper Challenge.

    • Studio Communications Manager
      • Apr 2011 - Jun 2013

      Copenhagen Area, Denmark As studio communications manager, I was responsible for everything related to community building, online and social media development and studio communications at IO Interactive. Commmunity responsibilities include seeding and developing communities, writing content, creating web and communication strategies, managing web campaigns, moderating forums, researching and crafting concepts, communication with users, creating social network connections and much more. Studio… Show more As studio communications manager, I was responsible for everything related to community building, online and social media development and studio communications at IO Interactive. Commmunity responsibilities include seeding and developing communities, writing content, creating web and communication strategies, managing web campaigns, moderating forums, researching and crafting concepts, communication with users, creating social network connections and much more. Studio responsibilities included internal communication, building guidelines for communication, driving studio messaging, representing IO to the outside world, creating connections between IO and outside partners, promotion of studio relevant achievements, studio branding and many other things. I've built and executed community and online strategies for Mini Ninjas, Kane & Lynch 2: Dog Days, and Hitman: Absolution. I am currently responsible for all communications tasks related to IO Interactive as a studio and manages all digital communication aspects of the company. I've also built the foundations for the future overall communications strategy for IO and it's future projects, including outlining key strategic goals, methods and tactics.

    • Community Manager
      • Jan 2009 - Apr 2011

      As community manager, I was responsible for everything related to community building, online and social media development at IO Interactive. This involved seeding and developing communities, writing content, creating web and communication strategies, managing web campaigns, moderating forums, researching and crafting concepts, communication with users, creating social network connections and much more. I've built and executed community and online strategies for Mini Ninjas, Kane & Lynch… Show more As community manager, I was responsible for everything related to community building, online and social media development at IO Interactive. This involved seeding and developing communities, writing content, creating web and communication strategies, managing web campaigns, moderating forums, researching and crafting concepts, communication with users, creating social network connections and much more. I've built and executed community and online strategies for Mini Ninjas, Kane & Lynch 2: Dog Days, and Hitman: Absolution. Sites built: - www.minininjas.com - www.kaneandlynch.com - www.hitman.com

    • Denmark
    • Advertising Services
    • 1 - 100 Employee
    • Advisory Board Member
      • Feb 2013 - Jun 2016

      Copenhagen Member of the Volume advisory board with a specific focus on assisting with community building.

    • Game Director
      • Mar 2007 - Dec 2008

      Game design, story development and project management. Position involves creating gameplay design, evolving of characters and stories, upholding the creative vision of the game production and managing project schedules and employees. Titles worked on: Global Conflicts: Latin America (concept, content, design, project management) The follow-up title to Global Conflicts: Palestine and the second chapter in the award-winning series. In this iteration, we further refined the… Show more Game design, story development and project management. Position involves creating gameplay design, evolving of characters and stories, upholding the creative vision of the game production and managing project schedules and employees. Titles worked on: Global Conflicts: Latin America (concept, content, design, project management) The follow-up title to Global Conflicts: Palestine and the second chapter in the award-winning series. In this iteration, we further refined the experience and built upon the successful interview mode used in GC:P. Boss fights were included and more chances for reflection on the behalf of the student were also built. Maya's Adventure (concept, design, project management) The first of a series of Christmas Calendar games developed with Mellemfolkeligt Samvirke and Danida. This one sheds light on the problems of lingustic barriers in Guatemala where the indigenous Maya population often has trouble with the Spanish-speaking population. The Time Machine (concept, design, project management) Developed with Experimentarium and freelance designer Michael Valeur, this game puts you in the shoes of a young child who travels back in time to meet the father of evolution theory, Charles Darwin. The game seeks to inform about evolution and the life of Darwin. Playing History (concept, design) The Playing History game series places you and your students in historically significant and interesting time periods, where you will get the chance to experience history in the making. Nykredit: Employee Training Game (concept, design, project management) We proposed a simple and fun alternative reality game that engages new employees in the company and its culture. The Phoenix (concept, design, project management) Project involved the development of a game-based solution in which players (young school children) experience the consequences of restraining and promoting cultural diversity.

    • Writer / Game Designer
      • Jul 2006 - Mar 2007

      Game design, script writing and story development. Position involves creating background story, characters, writing of dialogue, design of missions and gameplay.

    • Freelance Journalist
      • 1998 - Dec 2008

    • Editor
      • Sep 2001 - Aug 2003

    • Denmark
    • Newspaper Publishing
    • 400 - 500 Employee
    • Freelance Journalist
      • 2003 - Sep 2007

      Freelance writer covering videogame content - everything from reviews to feature articles.

    • India
    • Real Estate
    • 1 - 100 Employee
    • Freelance Translator
      • May 2005 - Jul 2006

      Works as a freelance translator, working primarily from English to Danish. Has translated game manuals and web page content for Sony and Microsoft among others.

    • Denmark
    • Higher Education
    • 1 - 100 Employee
    • Teaching Assistant
      • Feb 2005 - Jun 2006

      Teaching assistant on Game Theory Course. Job consists of running lab exercises, assisting students, and helping the professor with running a smooth show.

Education

  • IT-Universitetet i København
    M.Sc. (Cand.it), Information Technology - design, communication and media
    2003 - 2006
  • Roskilde University Center
    Bachelor, Psychology
    1995 - 1999

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