GAMES / WORLDS / CRAFT
Actual Unity Game-view capture of the cathedral square in Valerithar

JEREMY PRETTY / INDEPENDENT GAME CREATOR

WORLDS
WORTH
PLAYING.

From a pocket-sized battlefield to a fantasy world taking shape. I build games with character, curiosity, and a love for the details.

THREE ORIGINAL GAMES. ONE CREATIVE DRIVE.ACTUAL GAMEPLAY / VALERITHAR

01 / THE GAME LIBRARY

Choose your
next world.

Three different ways to play. Explore each game’s dedicated site for its world, gameplay, and latest development.

02 / A POCKET-SIZED ADVENTURE
Actual Fallen Crown gameplay showing a pixel-art town, merchants, and the player

GAME BOY COLOR · FANTASY ADVENTURE

Valerithar:
The Fallen Crown

A handcrafted handheld adventure. Five classes, six cities, quests, crafting, and dungeon encounters in a world of original pixels.

Game Boy Color emulator required. Start a new game; earlier saves are incompatible.

Visit the game site

Original game projects by TMFPRETTY. All images above are actual gameplay captures.

Jeremy Pretty wearing a Killswitch Engage cap
Jeremy PrettyCreator / TMFPRETTY

BEHIND THE WORLDS

A builder’s mind.
A player’s perspective.

I’m Jeremy Pretty, the creator behind TMFPRETTY. My path into game development has taken me through Air Force service, software engineering, Blizzard Entertainment, teaching, and AI leadership. Today, I bring those experiences into building worlds of my own.

At Blizzard, I worked as a Project Manager and Senior Test Lead, leading quality teams across graphics, performance, online systems, game engines, and data science. My work supported titles including Diablo IV, Overwatch 2, World of Warcraft: Dragonflight, and Wrath of the Lich King Classic. Working at that scale reinforced how much the details matter, especially when they become part of someone’s experience playing a game.

My education spans product management, artificial intelligence and machine learning, project management, and business. As an educator and doctoral mentor, I also spend time helping others turn difficult ideas into something they can understand and build.

My own games give that same curiosity a creative home. A fantasy city, a handheld adventure, and a mobile command base each present a different challenge: how do you make a world feel distinctive, and give players a reason to care about it?

AI is part of my workshop. It helps me explore possibilities, solve technical problems, and iterate faster. I choose the direction, review the results, and decide what belongs. The world, the gameplay, and the character of each project remain mine to shape.

The goal is to build games worth exploring, remembering, and coming back to.

PhD, Product Management · MS, Artificial Intelligence & Machine Learning · MS, Project Management · MBA

02 / THE BLIZZARD YEARS

Big worlds.
Lasting lessons.

Before these independent worlds, I helped teams deliver games played on a much bigger stage.

2021—2024

Blizzard Entertainment

Project Manager / Senior Test Lead
Austin, Texas

I led quality teams across Graphics, Performance, Online, Game Engine, and Data Science, bringing people, evidence, and release planning together.

That experience carries into my own games: care for the player, respect for the craft, and attention to what happens when a world is actually played.

RELEASES I HELPED SUPPORT

RELEASE SUPPORT / 01
DIABLO

Diablo IV

Delivery planning, risk, quality metrics, and collaboration across teams supporting a major release.

Explore Diablo IV
RELEASE SUPPORT / 02
OVERWATCH

Overwatch 2

Release support through quality leadership and cross-regional coordination.

Explore Overwatch 2

Professional work at Blizzard, distinct from my independent game projects. Game names belong to their respective owners.

People & teamwork

Led 12 employees and 50 contractors across a global quality organization.

Better tools for quality

Built context-aware bug triage and computer-vision tools for detecting visual anomalies.

The player comes first

Connected testing, risk, and delivery decisions to the experience on screen.

03 / AI IN THE WORKSHOP

Faster tools.
The same soul.

I use AI to accelerate the work. The character of the game stays in human hands.

AI helps me explore ideas, work through technical problems, and iterate faster. It gives me more room to focus on what makes each game worth playing: its world, its atmosphere, and the choices players make.

I set the direction, choose what belongs, and review the results. A faster workflow only matters if the finished game still feels like itself.

THE GUIDING RULE

Every tool serves the game.
The game never serves the tool.

Actual Unity gameplay capture of roadside combat in the developing RPG
01

Human-led directionWorld, tone, gameplay, and final decisions.

02

AI-assisted momentumExploration, problem solving, and iteration.

03

Player-tested resultsThe experience has to work when you play.

INSIDE THE WORKSHOP

The idea is mine.
The tools help it move.

A closer look at the decisions behind these projects. Select a game to explore its direction and the role of AI.

Actual Crawler battlefield with its mobile base and tactical unitsCRAWLER: BROKEN SIGNAL / ACTUAL GAMEPLAY
THE STARTING IDEA

Real-time strategy. A handheld battlefield.

The project began with a question: could a strategy game inspired by the genre’s classics work on the Chromatic?

WHERE AI HELPS

From a design question to iteration.

Working with Codex lets me explore mechanics, work through implementation, and refine the experience around the handheld’s limits.

WHAT GIVES IT CHARACTER

The crawler changes the strategy.

A mobile base, finite alloy, and a three-mission convoy campaign give the game its own identity. Those choices drive the tools and the work.

AI supports the development workflow. The screenshots show the actual games.

THE NEXT CHAPTER IS PLAYABLE

Find a world.
Make it yours.

Back to the games