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Blog - Jack Pritz

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Philosophy for Developing “Adrift”

I am currently developing a new game, “Adrift” in the precious little free time I have. I have developed over a dozen game projects in my personal time. Previous games have been primarily motivated as learning projects. This one is different. I would like to build a game worth playing and paying money for. What does that mean? My current hypothesis is that the best games emerge out of a dialogue…

What are LLMs and Generative AI Good At?

LLMs and Generative AI are useful for (1) Accessibility (2) Fuzzy Input, Fuzzy Output and (3) Averaging Engines

Updating Gun Rocket through 10 years of Unity Engine

Join me as I update a project through 10 years of Unity editors. Along the way I will talk about my process, Unity tips and tricks, and the tech changes of Unity Engine - several of which I observed firsthand while working at Unity.

Shelving a Prototype (Labyrinth)

Hey, I feel like I have been here before . Once again I am shelving a prototype for a procedurally generated maze game. Interesting. I suppose this is what happens when I motivate a project by the creating a cool system rather than having a vision for a fun game. Labyrinth started out as a working portfolio piece after being laid off. Partially I am shelving it because I am once again gainfully…

Personal Project Updates

Personal projects I have been working on over the last ~6 weeks.

Wind and Waves Prototype

On Monday, 25 August 2025, I was affected by Rec Room laying off half of its staff. Bummer. On Tuesday, 26 August 2025, I decided to make a game.

Dead by Daylight’s Engagement Cycle

Dead by Daylight is an asymmetric multiplayer game that has been going strong for over four years. Many other asymmetric games have come and gone in the meantime. What sets this one apart? In this article I will discuss the rewards and progression system that keeps players hungry to enter their next match.

I made a Half-Life: Alyx map

Alyx has been laying low in the Ravenholm dock ward. The Combine are closing in. It's time to move on.

Level Design: The Linear Labyrinth

How do I give players a sense of discovery and understanding of a space that is linear? My level design process is guided by three pillars: monuments, keep it fresh, and balanced pacing.

UnityXRGrabAndClimb

A draft of XR interaction code

Unity Collider/Rigidbody Setups in XR

XR Rigs can become a deep GameObject hierarchy. Game features can require that a player’s head, hands, body, and tracking space all trigger different actions when colliding with certain scene objects. In this article we will explore an increasingly detailed XR Rig and in the process explain how Rigidbody and Collider hierarchies work in a deep GameObject hierarchy.

Shelving a Prototype (Starskipper)

Shelving a prototype is hard, but it is time to move on from this one.

Duck Season: All About Imagination

Analyzing the VR game Duck Season.

Temple Raid launches Oct 26!

Virtual Reality meets an ancient temple! Temple Raid is an exploration and adventure game built exclusively for VR that immerses you in an adventure for ancient treasure.

The Making of Poseidon Vs Aliens

Q: What's the best way to ride out a hurricane? A: A game jam?

Erusal: Now Available on Steam

Erusal has made it through Greenlight and is now available on Steam!

Dead by Daylight vs Evolve

A new asymmetric multiplayer game has hit the market. Dead by Daylight, a game by Behavior Digital Inc, is a 4v1 that pits survivors against a deranged killer. It manifests slasher films as a video game, and it is bloody brilliant. How does it compare and contrast with another 4v1 game: Evolve?

Erusal Remake: Level Design Process

I have been remaking Erusal for some time now. Today I thought it would be fun to reflect on my level design process.

Until Dawn: Hinting at an Evolution on “Walking Simulators”

How Until Dawn gamifies the genre of “walking simulators.”

Announcing: Star Arena

Play Star Arena on Game Jolt!