John (Jack) Pritz
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John (Jack) Pritz Email & Phone Number

Senior Monkey IV at Sound Games
Location: Everett, Washington, United States 11 work roles 2 schools
1 work email found @illinois.edu LinkedIn matched
✓ Verified July 2026 4 data sources Profile completeness 100%

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Current company
Role
Senior Monkey IV
Location
Everett, Washington, United States
Company size

Who is John (Jack) Pritz? Overview

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John (Jack) Pritz is listed as Senior Monkey IV at Sound Games, a with 10 employees, based in Everett, Washington, United States. AeroLeads shows a work email signal at illinois.edu and a matched LinkedIn profile for John (Jack) Pritz.

John (Jack) Pritz previously worked as Principal Software Engineer, User Generated Content at Rec Room and Senior Software Architect at Rec Room. John (Jack) Pritz holds Bachelor Of Science (B.S.), Computer Engineering from University Of Illinois Urbana-Champaign.

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Email format at Sound Games

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*@illinois.edu
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Profile bio

About John (Jack) Pritz

Principal Software Guy at Rec Room.Founder of Space Wedgie, LLC. Space Wedgie is a one-man operation which collaborates with artists and other developers to create fun video games.Please visit JackPritz.com for more information.

Listed skills include C, Python, Engineering, Simulations, and 23 others.

Current workplace

John (Jack) Pritz's current company

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Sound Games
Sound Games
Senior Monkey IV
Everett, WA, US
Website
Employees
10
AeroLeads page
11 roles

John (Jack) Pritz work experience

A career timeline built from the work history available for this profile.

Principal Software Engineer, User Generated Content

Seattle, Washington, Us

Working to make Rec Room's creative tools best in class! In this position I strive to use my technical perspective and skills to bring value and impact to the business.In this position I was responsible for:* Being a technical lead for the "Maker" team, which is responsible for in-app creation tools. This included improving our technical implementations related to other code areas, and setting/enforcing standards of excellence. Think: technical strategy/architecture, technical talks, technical investigations, mentorship, PR reviews.* Embedding as a "solver" for teams across the company. I thrive in a mission-driven environment. If there is something hard to be done, I relish the opportunity to dive in. I will read specs, pour through the code base, and emerge with a 1-line change or a new large system depending on what needs doing and how urgent it is to get done.* Engaging with and informing wider company strategy. The work I do is not valuable unless it is valuable to the company. Being brutal about goals and scope is essential. This doesn't mean disengaging from area-specific technical quality improvements. It does mean recognizing and weighing priorities for every opportunity.Unity/C# development

Senior Software Architect

Seattle, Washington, Us

Working to make Rec Room's creative tools best in class! Unity/C# developmentIn this position I was responsible for:* Owning long-running major feature workstreams. This included investigating code systems to demystify unknowns, identifying outcomes/goals, organizing logistics around staffing and tasks, and doing hands-on feature work.* Collaborating with other technical teams to align on goals and work together towards solutions.* Embedding with other teams to help solve problems or perform critical work.* Mentoring colleagues on career goals and technical solutions. This included both ad-hoc 1:1s driven by team members and info sessions on various technologies.* Championing software craftsmanship principles and best practices across the team and company.

Aug 2023 - Jul 2024

Software Development Lead

Seattle, Washington, Us

To identify my continuing career aspirations, I trialed the Dev Lead role. I was the lead for the In-application user generated content user experience team (internally known as the UGC Maker Team). In this position I was responsible for:- Collaborating with the team Designer/Product Owner and upstream leadership on quarterly and ongoing strategy.- Day-to-day communication and collaboration with other teams to maintain alignment so that my team can stay productive on their work.- "Schedule Tetris" - mapping initiatives to team members to achieve team quarterly goals and enable my engineers' ambitions for personal growth.- Support Team Health and maintain a friendly and healthy team and company culture.Ultimately I decided that this position did not drive me the way that a technical role does.

Jun 2023 - Jul 2023

Senior Software Engineer, User Generated Content

Seattle, Washington, Us

Working to make Rec Room's creative tools best in class! Unity/C# developmentIn this position I was responsible for:- Building systems and features to enhance and expand Rec Room's in-application user generated content tools.- Improving technical quality of the team's code base. I defined and lead a refactoring effort to improve interfacing between the front end user experience code and another team's backend systems. This was valuable because the other team was replacing their main business logic engine with an entirely new system powered by Unity's Data-Oriented Technology Stack.- Collaborating with other technical teams to align on goals and work together towards solutions.- Mentor more junior team members on career goals and technical solutions. This included both ad-hoc 1:1s driven by the more junior team members and work such as info sessions on various technologies.- Champion software craftsmanship principles and best practices

Jun 2022 - Jun 2023

Founder, Game Director

Space Wedgie Llc

Space Wedgie is a fly-by-night one-man game studio. To date, Space Wedgie has published 10 games leveraging Unity and C#, 3 of which are on Steam: Temple Raid, Erusal, and Gun Rocket.Space Wedgie's most recenr project is Gold and Glory (VR). A custom cross-platform, physics-driven rig and interaction system will power players through a tidal cave full of deadly monsters and pirate treasures.https://store.steampowered.com/app/2451980/Gold_and_Glory/

Senior Software Engineer

Arcadia Games, Inc.

Lead engineer for pre-production work on character, controls, and camera (3C) work. Solved for considerations of working with hundreds of character skins with unique per-character abilities in many control contexts. Collaborated closely with the lead designer and folks across many disciplines.Also did research to identify modules and tools for use in production. Gathered requirements from folks across many disciplines, rated tools against the team needs, and worked with stakeholders to choose the correct tools for the job. I identified the core input and effect sequence solutions.Unfortunately my time at this startup was short due to lack of additional investor funding.

Jan 2022 - May 2022

Senior Software Engineer, Quality

San Francisco, Us

At Unity Technologies my mission is quality. I was hired to bring practical experience making games to the team. I collaborate with stakeholders at all levels to identify test priorities, identify risk areas, and prioritize focus of effort. I organize and lead teams through week-long exercises to make XR games with new engine features as practical integration test exercises. I create comprehensive manual and automated test suites and workflows to accelerate development and protect against regressions. I work to reduce testing friction any way I can.Above all else, I am constantly communicating and collaborating with engineers across functional areas to make Unity the best game engine on the market.

Jan 2018 - Dec 2021

Hardware Architect

Vrstudios

I was hired to bring embedded engineering experience to this fledgling startup. Collaboration with Universal Studios Orlando and Knott’s Berry Farm led to first-of-their-kind VR attractions at these major theme parks. You do a lot at a startup, but here are some things that I am particularly proud of:- Hardware Development Lead for the VRstudios Arena. This product is a 60ft x 40ft, 8 player, free-roam virtual reality arena. Collaborated with the Executive Team to define specifications and business goals. Collaborated with the Core Software Team to identify and aid in extending the VRstudios AMP system to support this platform. Collaborated with the Content Team to imagine the content and work in features to support their game design.- Inventor of a patent-pending configurable module system which allows many distinct players for the VRstudios Arena product. This patented technology also resulted in the most precise tracking technology yet developed by VRsudios. Development included a Unity/C# tool to analyze complex geometric tracking configurations.- Created a Unity camera placement tool to rigorously analyze tracking camera configurations for the VRstudios Arena product. This tool was leveraged not just for the Arena product, but to revisit assumptions about camera placement for the Arcade product which proved false. GPU instancing and physics collision optimizations allowed realtime visual updates of massive amounts of tracking volume analysis information.- End-to-end VRstudios Latency Tester: Created a small device and Unity C# tool to measure the complete VRstudios system pipeline from user movement to photon emission. This allowed accurate measurement of latency mitigation techniques across the entire VRstudios system, which enabled all team members to better understand the impact of their design choices in complete context.

Nov 2015 - Jan 2018

Computer Logic Design Engineer

Ibm

Armonk, New York, Ny, Us

Member of the PCIe Center of Competence, a group that develops the PCIe design for IBM’s SystemZprocessor, IBM’s Power Server Processor, and various ASIC IO cards that differentiate System Z Mainframes from competitor products by driving performance multiplying IO techniques.• Manager’s Choics Award 2014 for the IBM Practice “Show a Personal Interest”• Drive IBM’s PCIe roadmap. Prioritize, delegate, and complete tasks related to architecting and implementing new PCIe endpoint and root device pipelines that drive high performance IO systems in the next generation of IBM products. Design and Execute Designer Simulation of created RTL macrosto streamline the formal verification process.• Execute RTL designs based on the IBM practices of Recoverability, Availability, and Serviceability.• Collaborate to discuss and evolve specifications during the implementation and verification processes to create a more robust product.• Seek and Participate in Mentorship relationships both as a mentor to newer employees and as a mentee of more experienced employees.• 3 patents pending approval.

Jul 2012 - Nov 2015
2 education records

John (Jack) Pritz education

Bachelor Of Science (B.S.), Computer Engineering

University Of Illinois Urbana-Champaign

Education record

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FAQ

Frequently asked questions about John (Jack) Pritz

Quick answers generated from the profile data available on this page.

What company does John (Jack) Pritz work for?

John (Jack) Pritz works for Sound Games.

What is John (Jack) Pritz's role at Sound Games?

John (Jack) Pritz is listed as Senior Monkey IV at Sound Games.

What is John (Jack) Pritz's email address?

AeroLeads has found 1 work email signal at @illinois.edu for John (Jack) Pritz at Sound Games.

Where is John (Jack) Pritz based?

John (Jack) Pritz is based in Everett, Washington, United States while working with Sound Games.

What companies has John (Jack) Pritz worked for?

John (Jack) Pritz has worked for Sound Games, Rec Room, Space Wedgie Llc, Arcadia Games, Inc., and Unity Technologies.

How can I contact John (Jack) Pritz?

You can use AeroLeads to view verified contact signals for John (Jack) Pritz at Sound Games, including work email, phone, and LinkedIn data when available.

What schools did John (Jack) Pritz attend?

John (Jack) Pritz holds Bachelor Of Science (B.S.), Computer Engineering from University Of Illinois Urbana-Champaign.

What skills is John (Jack) Pritz known for?

John (Jack) Pritz is listed with skills including C, Python, Engineering, Simulations, Linux, C++, Troubleshooting, and Embedded Systems.

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