What is Awkward Pegasus?
To answer that, I really have to start out with why I do what I do.
Back when I was just starting my career, one of the biggest frustrations that I had was how few places there were to get information on interactive storytelling and narrative design. There were piles upon piles of books and classes and workshops and podcasts that would teach you how to write your novel or perfect your screenplay, and there was good information to be found on game design, but on combining the two together? On telling stories with games? There was a total of 5 books on the subject. And a dubious online class - complete with certificate. Granted, there's more information out there now then there was back then, but not by enough.
Video games have only taken storytelling seriously for a few brief decades, but we can already see the progress. Writers and narrative designers have come up with powerful, simple techniques that merge gameplay and storytelling together, but that information is really only held by the specialists. In order to gain access to that information, you had to be able to hire a game writer who was accustomed to a AAA salary.
Needless to say, that isn't possible for everyone who might want to make a great game.
I created Awkward Pegasus to solve that problem. I love games, and I love games that tell stories, and I was frustrated that the people making them had so few places to go for help. I wanted a place where indie developers, screenwriters, business folk, and any interested party could come and learn the basics - and then more than the basics - of how it's done.
Back when I was just starting my career, one of the biggest frustrations that I had was how few places there were to get information on interactive storytelling and narrative design. There were piles upon piles of books and classes and workshops and podcasts that would teach you how to write your novel or perfect your screenplay, and there was good information to be found on game design, but on combining the two together? On telling stories with games? There was a total of 5 books on the subject. And a dubious online class - complete with certificate. Granted, there's more information out there now then there was back then, but not by enough.
Video games have only taken storytelling seriously for a few brief decades, but we can already see the progress. Writers and narrative designers have come up with powerful, simple techniques that merge gameplay and storytelling together, but that information is really only held by the specialists. In order to gain access to that information, you had to be able to hire a game writer who was accustomed to a AAA salary.
Needless to say, that isn't possible for everyone who might want to make a great game.
I created Awkward Pegasus to solve that problem. I love games, and I love games that tell stories, and I was frustrated that the people making them had so few places to go for help. I wanted a place where indie developers, screenwriters, business folk, and any interested party could come and learn the basics - and then more than the basics - of how it's done.
That Sounds Great! But Who Are You?
My name is David Kuelz. I work as a freelance writer and narrative designer (mostly in New York City, but I work with developers from all over the world). I also teach classes on video game storytelling The Gotham Writers Workshop.
What have you done?
If you'd like a full resume, feel free to contact me directly, but here's a few of my favorite credits:
Starship Commander (Human Interact)
Starship Commander is a VR game that's controlled purely through human speech. You talk to the characters through a microphone, they respond to you, and the game commences from there. It was named best VR/AR experience, Dreamhack 2018.
AVARIAvs (Juncture Media)
AVARIAvs is a Final Fantasy-esque JRPG that focuses on competitive PVP. You heard me right: it's a JRGP that pits your party of heroes against another player's party. It was awarded Best In Play, GDC Play 2018.
DATAPRINT (Kaimera Productions)
DATAPRINT is a unique combination of interactive theater and mmorpg, all centered around the ethics of data privacy. It's a live theater piece along the lines of Sleep No More, but both the story and the audience's interactivity center around an iOS app that enables them to interact with the actors and the story - which is where I enter the picture.
Into The Dark: Narakan
Into The Dark: Narakan is the rare mobile title with a deep story. Told non-chronologically, the player pieces together pieces of their history through clues hidden in item descriptions, recovered memories and brief poems. It won Best Mobile Game, The Bit Awards 2018
Gotham Writers
I'd also like to point out one of my favorite ongoing projects - teaching! I single-handedly developed the video game writing curriculum for the Gotham Writers Workshop, and I teach both online and in-person classes for them on a regular basis.