Search a title or topic

Over 20 million podcasts, powered by 

Player FM logo
Artwork

Content provided by tyrollerjonas. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by tyrollerjonas or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.
Player FM - Podcast App
Go offline with the Player FM app!

Industry Veteran About Coding for Games

1:58:30
 
Share
 

Manage episode 522667133 series 3683758
Content provided by tyrollerjonas. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by tyrollerjonas or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

This is a conversation with Ricard Pillosu, an industry veteran with over 20 years in both AAA and indie teams, currently working as Co-Founder at Epictellers a 30+ head team working on the CRPG Starfinder: Afterlight.

Links to my Guests

➤ Starfinder: Afterlight on Steam: https://store.steampowered.com/agecheck/app/3245640/

➤ Epictellers Website: https://www.epictellers.com/

Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

https://tyrollerjonas.podbean.com/

0:00 - Intro

1:21 - Why Big Success Can Be Dangerous

3:31 - Luck Is 70%

6:13 - The Hardest Part of Building a Studio: People

7:57 - Ric’s Journey so Far

9:45 - Becoming a Lead and Manager

12:30 - How Does AAA Build Games?

16:02 - Prototyping Rituals in AAA

18:29 - Pre-Production and Messy Realities

20:41 - Scrum Era, Sub-Teams, and the Human Factor

22:50 - Charisma, Toxic Positivity, and Milestone Negotiations

26:51 - Reputation Traps in Big Teams

29:19 - Is Experience Overrated?

30:56 - Culture Clashes and the Timeline Fallacy

32:49 - Wisdom Over Experience

39:12 - Choose Simple Solutions

41:55 - Enforcing Pipelines

42:26 - From Overengineering to Readability

46:24 - When Copying Is Okay

47:18 - Don’t Pre-Architect

49:18 - Pick Patterns Per Problem

54:16 - Be Nice to the CPU

55:45 - Why Godot?

58:40 - Signals, Call Stacks, and Deferring Work to the Frame

1:00:37 - Queues and Frame-Slicing

1:02:43 - Start From the Game: Feature Wishlists

1:04:24 - Why Decoupling Matters

1:05:46 - Turn Manager Example: Building Layer 0

1:12:06 - Layer 1 Orchestration: Game States and Combat Manager

1:14:18 - Syntactic Compression

1:17:47 - Micro-Managers: Mouse and Targeting Systems

1:20:48 - What Makes a Great Gameplay Programmer

1:22:56 - Anti-Patterns: Ego, Overcomplication, Blame

1:24:39 - Coding Into a Corner: It’s Part of the Journey

1:28:49 - Jonas’s Background and Goals

1:31:18 - Coding Mastery vs Commercial Success

1:34:02 - Path to Mastery: New Engines, Teams, and Contexts

1:35:22 - Reuse and Scalability Myths

1:36:10 - Why Build Multiple CRPGs: What Really Transfers

1:37:48 - Boredom and Scope Creep

1:41:42 - Why Second Games Take Longer

1:42:53 - Everyone Should Build an Engine

1:48:20 - Why Unity/Unreal Feel Bloated

1:50:49 - Godot’s Incentives: Smaller, Developer-First

1:52:11 - Will Godot Grow? “Fighting the Engine” Metric

1:56:41 - When to Pick Godot, Unity, or Unreal

1:57:05 - Closing Thoughts

My game "Thronefall":

➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

➤ Discord: https://discord.gg/gVYctptyg8

➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

My game "Will You Snail":

➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

For the game developers among you:

➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  continue reading

18 episodes

Artwork
iconShare
 
Manage episode 522667133 series 3683758
Content provided by tyrollerjonas. All podcast content including episodes, graphics, and podcast descriptions are uploaded and provided directly by tyrollerjonas or their podcast platform partner. If you believe someone is using your copyrighted work without your permission, you can follow the process outlined here https://podcastplayer.com/legal.

This is a conversation with Ricard Pillosu, an industry veteran with over 20 years in both AAA and indie teams, currently working as Co-Founder at Epictellers a 30+ head team working on the CRPG Starfinder: Afterlight.

Links to my Guests

➤ Starfinder: Afterlight on Steam: https://store.steampowered.com/agecheck/app/3245640/

➤ Epictellers Website: https://www.epictellers.com/

Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):

https://tyrollerjonas.podbean.com/

0:00 - Intro

1:21 - Why Big Success Can Be Dangerous

3:31 - Luck Is 70%

6:13 - The Hardest Part of Building a Studio: People

7:57 - Ric’s Journey so Far

9:45 - Becoming a Lead and Manager

12:30 - How Does AAA Build Games?

16:02 - Prototyping Rituals in AAA

18:29 - Pre-Production and Messy Realities

20:41 - Scrum Era, Sub-Teams, and the Human Factor

22:50 - Charisma, Toxic Positivity, and Milestone Negotiations

26:51 - Reputation Traps in Big Teams

29:19 - Is Experience Overrated?

30:56 - Culture Clashes and the Timeline Fallacy

32:49 - Wisdom Over Experience

39:12 - Choose Simple Solutions

41:55 - Enforcing Pipelines

42:26 - From Overengineering to Readability

46:24 - When Copying Is Okay

47:18 - Don’t Pre-Architect

49:18 - Pick Patterns Per Problem

54:16 - Be Nice to the CPU

55:45 - Why Godot?

58:40 - Signals, Call Stacks, and Deferring Work to the Frame

1:00:37 - Queues and Frame-Slicing

1:02:43 - Start From the Game: Feature Wishlists

1:04:24 - Why Decoupling Matters

1:05:46 - Turn Manager Example: Building Layer 0

1:12:06 - Layer 1 Orchestration: Game States and Combat Manager

1:14:18 - Syntactic Compression

1:17:47 - Micro-Managers: Mouse and Targeting Systems

1:20:48 - What Makes a Great Gameplay Programmer

1:22:56 - Anti-Patterns: Ego, Overcomplication, Blame

1:24:39 - Coding Into a Corner: It’s Part of the Journey

1:28:49 - Jonas’s Background and Goals

1:31:18 - Coding Mastery vs Commercial Success

1:34:02 - Path to Mastery: New Engines, Teams, and Contexts

1:35:22 - Reuse and Scalability Myths

1:36:10 - Why Build Multiple CRPGs: What Really Transfers

1:37:48 - Boredom and Scope Creep

1:41:42 - Why Second Games Take Longer

1:42:53 - Everyone Should Build an Engine

1:48:20 - Why Unity/Unreal Feel Bloated

1:50:49 - Godot’s Incentives: Smaller, Developer-First

1:52:11 - Will Godot Grow? “Fighting the Engine” Metric

1:56:41 - When to Pick Godot, Unity, or Unreal

1:57:05 - Closing Thoughts

My game "Thronefall":

➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/

➤ Discord: https://discord.gg/gVYctptyg8

➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview

My game "Will You Snail":

➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/

➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK

For the game developers among you:

➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ

  continue reading

18 episodes

All episodes

×
 
Loading …

Welcome to Player FM!

Player FM is scanning the web for high-quality podcasts for you to enjoy right now. It's the best podcast app and works on Android, iPhone, and the web. Signup to sync subscriptions across devices.

 

Copyright 2025 | Privacy Policy | Terms of Service | | Copyright
Listen to this show while you explore
Play