The Beginning – Movement

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Blog Post — January 23, 2026

Prong Games | Development Update

This week officially marks my first real week of Prong Games development completely on my own.

I’ve been deep in AI-assisted coding with Ludus, primarily working through Unreal’s Blueprint system. Progress has been a bit slower than I’d like, but that’s to be expected. Working with AI for programming—especially something as visual and logic-heavy as Blueprints—can be a little tedious. The communication isn’t always smooth, and at times it’s frustrating trying to translate intent into something the system fully understands. That said, I’m optimistic. As I get more comfortable with Blueprints and tighten up my own understanding, that gap should shrink and the process should become a lot more productive.

What’s funny is that sometimes it genuinely feels like I’m working with another person. I spent the last four years working remotely at Amazon, so this setup oddly feels familiar—like collaborating with a remote engineer who occasionally misunderstands requirements 😄. The big upside, though, is independence. I don’t have to wait on anyone else to move forward. Even if things are a little slow right now, being able to iterate immediately is a huge win.

This coming Monday marks my final official day as an Amazon employee. After that, the paychecks stop. That’s… a little scary. But it’s also the moment where this all becomes very real. The current roadmap is to have a working prototype by March, a solid vertical slice by May, and to launch a Kickstarter campaign in June or July. If all goes well, that should give me enough runway to stay independent while finishing the game, with a target release window in the first or second quarter of 2027. That’s the plan.

On the development side, I’ve got a solid foundation starting to form. Right now I have test blocks in place, a player positioned on top of them, and logic that can detect the block the player is standing on as well as the four adjacent blocks on the same level. I spent late last night chasing down a few issues, so there’s no player movement yet—but that’s the goal for today. If things cooperate, I should have the player hopping around a connected grid of blocks soon. Baby steps… but important ones.

The next milestone after that is detecting blocks that are one level higher and enabling upward movement. Once the system can recognize blocks above and below the player, I should be able to leap up and down across a gridded pyramid of blocks—and that’s really the foundational moment for this game. I’m very excited to hit that point.

Outside of development, I’ve got a couple of test stations set up in the studio, and I’m putting together a PC at the house so the kids can start playing builds. My son, Korben, has been learning Blueprint coding himself, and I’m hoping he’ll be able to get more directly involved with Prong before too long. That part is especially exciting.

So… onward we go.
Slow, steady progress—but it’s moving, and it’s real.