Frank Force joins us to talk about how game developers can ship faster, learn better, and avoid getting trapped by perfectionism.
He shares lessons from AAA development at studios like Volition, Midway Games, and others including milestone pressure, polish, crunch, and speedrun-style bug hunting on PsiOps. He also breaks down his current push to release Pyroot, a C++/DirectX Metroidvania he started 6–7 years ago, on Steam Early Access.
The conversation dives into why Frank believes browser-based development, JavaScript, game jams, and sharing work early can be powerful ways to build skills and a portfolio. He challenges the idea that web development can't produce “real” games and explains why low-friction tools can make it easier to experiment, iterate, and actually finish projects.
Frank also gets into sizecoding and creative programming through JS1K, JS13K and Dwitter, the origins and growth of his open-source LittleJS game engine, procedural audio with ZZFX, and the mindset of removing rather than adding.
Plus, he shares how AI is already helping game developers find bugs, prototype ideas, and give small teams more leverage, while also discussing his concerns about sunk-cost thinking, exploitative player psychology, and where the industry may be heading.
• Breaking into game development
• Shipping games instead of endlessly polishing
• JavaScript and browser-based game development
• AAA development lessons
• Game jams and rapid iteration
• Sizecoding, JS1K, JS13K and Dwitter
• LittleJS and open-source development
• Procedural audio and ZZFX
• AI tools for game developers
• Going indie full time
━━━━━━
00:00 - Career Advice Myth
00:36 - Meet Frank Force
00:56 - Pyroot Early Access
02:53 - AAA Lessons and Crunch
05:12 - Speedrunning for QA
05:43 - JavaScript Game Dev
09:02 - Ship Fast Share Early
12:03 - Advance Inside Studios
14:36 - Breaking In and Portfolios
18:03 - Sunk Cost Trap
19:27 - AI for Game Development
34:33 - Industry Concerns and Hope
38:57 - Size Coding JS1K
41:44 - Recreational Programming
41:57 - Code Golf vs Sizecoding
43:24 - Demo Scene Culture
44:31 - JavaScript Sizecoding Shift
45:26 - Procedural Assets Challenge
46:13 - Remove Not Add Mindset
48:05 - JS13K Sweet Spot
51:27 - Dwitter Raycasting Magic
54:23 - LittleJS Origin Story
57:10 - Open Source Community Growth
58:47 - Driven Wild and Self Promotion
01:00:48 - ZZFX Sound Without Assets
01:03:03 - Optical Illusion Breakthrough
01:06:25 - Make Stuff and Share It
01:09:11 - Going Indie Full Time
01:13:18 - Generative Art NFT Detour
01:17:12 - Monetizing Web Games
01:20:15 - Advice and AI Tools
Frank Force has been building real-time interactive software for over 25 years, from AAA titles like DOOM and Red Faction: Guerrilla to LittleJS, his open source game engine with over 4,000 stars on GitHub. He runs Frank Force Games in Austin, Texas, where he works on engines, graphics, games, and tools, and writes an unreasonable number of very tiny programs.
https://frankforce.com/ - Frank's website with links to projects and longform writeups
https://killedbyapixel.itch.io/dr1v3n-wild - Frank's arcade driving game (started as a 13k game)
https://killedbyapixel.github.io/LittleJSArcade/ - 50+ open source games made with LittleJS
https://cosmodial.3d2k.com/ - Cosmodial is Frank's newly released open source star atlas
https://js13kgames.com/ - JS13k games the 13k size JavaScript coding competition
Whether you're a student, aspiring game developer, or industry veteran, you'll find practical takeaways and real stories from inside the world of game development.
👉 Subscribe: / @gamedevadvice
👉 Spotify & Apple Podcasts: https://open.spotify.com/show/5NChfUV... & https://podcasts.apple.com/us/podcast...
👉 Patreon / Career Coaching: / gamedevadvice
👉 Hotline: (224) 484-7733
👉 Email: [email protected]
👉 Website: www.gamedevadvice.com
👉 Watch this on YouTube here: https://youtu.be/bUrujIj-Mok
Learn more about your ad choices. Visit podcastchoices.com/adchoices