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December 4, 2020
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Jack Pritz's Blog

 

Jack makes video games.  Posts on this website are entirely his own, and do not represent the views of his employer.  For more information please visit JackPritz.com, see his LinkedIn profile, or contact him at [email protected]

 

Member Blogs

Posted by Jack Pritz on Mon, 15 Jun 2020 11:17:00 EDT in
Dead by Daylight is the rare type of game that can keep a healthy player base four years after release. In this article we will look at what happens after and between matches to hook players and pull them into the next one.


Posted by Jack Pritz on Wed, 04 Mar 2020 10:24:00 EST in Design, Serious, Indie
The level design process for my current WIP game is guided by three pillars: monuments, keep it fresh, and balanced pacing. This article explores what these pillars are, where they come from, and how have I applied them.


Posted by Jack Pritz on Tue, 07 Nov 2017 09:23:00 EST in Design
Analysis of Duck Season's Premise, Theme, and Moral Argument.


Posted by Jack Pritz on Wed, 16 Sep 2015 11:11:00 EDT in Design, Console/PC
Until Dawn gives us moments of choose-your-own-adventure gameplay that is distinct from the idea of "emergent" gameplay. It has moments that teach us that personality and character relationships matter, and choices relating to them have consequences.


Posted by Jack Pritz on Tue, 11 Aug 2015 01:53:00 EDT in Design, Console/PC, Serious
Evolve is super fun, but it suffers from conflicting design points. In this article we explore how Evolve is at odds with itself, and how this has lead to 27,000+ PC players at launch becoming


Posted by Jack Pritz on Tue, 12 May 2015 01:45:00 EDT in Design, Console/PC
A short article to bring attention to GTA V on-rails moments, and how they help the game.



Jack Pritz's Comments

Comment In: [Blog - 12/02/2014 - 02:07]

That 's really neat how ...

That 's really neat how long, continuous walls create pockets of color. Well done, these are some great ideas and images.