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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.
Topics include:
• Breaking into game development
• Building a portfolio
• Shipping games instead of endlessly polishing
• JavaScript and browser-based game development
• AAA development lessons
• Indie game development
• 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
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TIMESTAMPS
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00:00 - Career Advice Myth
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ABOUT THE GUEST
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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.
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LINKS & RESOURCES
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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
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GAME DEV ADVICE
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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
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Kirk Becker and Hunter Fortuin of Rushdown Studios join JP for a wide-ranging conversation on breaking into games, advancing your career, building a co-dev studio, AI's real impact, and what 2026 looks like from inside the industry.
KEY TOPICS
TIMESTAMPS
ABOUT THE GUESTS
Kirk Becker is the Studio Director and Co-Founder of Rushdown Studios, a U.S.-based co-development studio focused on multiplayer games. He co-founded Rushdown in 2021 alongside fellow industry veterans after years of programming together on games like PUBG, League of Legends, and more. He leads the studio based in Saratoga Springs, NY.
LINKS & RESOURCES
FOLLOW GAME DEV ADVICE
In this episode, Jeff Linville — co-founder of Ritual Studios — returns to Game Dev Advice to talk about the journey behind his band-inspired RPG Fretless: The Wrath of Riffson. From starting a studio with college friends to launching worldwide with French publisher Playdigious, Jeff shares the hard-won lessons of taking the leap into full-time indie development.
We go into what it really takes to form a studio, ship a first game, and survive the chaos between passion and business reality.
Topics We Cover
• Founding Ritual Studios after meeting at Columbia College Chicago
• How Fretless mixes music, RPG, and deck-building mechanics
• The moment they quit their jobs to “really do it” and chase a publishing deal
• Lessons learned about funding, taxes, lawyers, and running a real company
• Building a standout pitch deck and landing a deal with Playdigious in France
• Managing bugs, Steam feedback, and localization into seven languages
• Outsourcing art and engineering — and why it’s harder than it sounds
• Choosing FMOD over Wwise for advanced Unity audio integration
• Why getting your game playable early is key
• How Cardio Ex shaped Jeff’s music-driven sound design
• Thoughts on AI tools in audio, from noise cleanup to creative limits
• Favorite soundtracks: Hyper Light Drifter and Guild Wars 1
• Current go-to games: Pillars of Eternity and Lord of the Rings Online
• Reflections on Mortal Kombat, Midway Games, and player nostalgia
• Advice for anyone going indie: “Be ready for it — it’s a business.”
🎥 Making-Of Documentary
Making a Musical Indie Game from Scratch (30 min): https://youtu.be/3USobO6qRHE?si=aEhUEI0dwQbMqki2
🎮 Play / Follow
• Fretless – The Wrath of Riffson (Steam): https://store.steampowered.com/app/2429050/Fretless__The_Wrath_of_Riffson/
• Ritual Studios (Bluesky): https://bsky.app/profile/ritualstudios.bsky.social
• Ritual Studios (Instagram): https://www.instagram.com/ritualgamestudios/?hl=en
• Fretless Original Soundtrack (Spotify): https://open.spotify.com/album/1VXVxtFzJOUYJypudcF9DN?
• Jeff Linville @Dovetail (Linktr.ee): https://linktr.ee/dovetailmusic
• Rob Scallon (YouTube): https://www.youtube.com/RobScallon
• Playdigious (Bluesky): https://bsky.app/profile/playdigious.bsky.social
Bio
Jeff Linville is Co-Founder of Ritual Studios, a Chicago-based indie studio that published their acclaimed debut, Fretless: The Wrath of Riffson, in July 2025. With 8+ years in game audio and production, Jeff has worked on Fretless, Cardio Ex, and more.
🕹️ Game Dev Advice
Whether you’re a student, aspiring dev, or industry veteran, you’ll find practical takeaways and stories from inside game development.
Start Here
• Subscribe on YouTube: https://www.youtube.com/channel/UCvkY8LxjGyOPqlQKuRlObhg
• Listen on Spotify: https://open.spotify.com/show/5NChfUVhFxV9NCoUVp4uD0
• Apple Podcasts: https://podcasts.apple.com/us/podcast/game-dev-advice-the-game-developers-podcast/id1450096263
• Patreon (Gain Wisdom coaching): https://www.patreon.com/gamedevadvice
• Hotline: (224) 484-7733
• Email: [email protected]
• Website: https://www.gamedevadvice.com
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In this episode, we dive deep into Tim’s creative journey behind Disney’s hit mobile game Where’s My Water? and what it really takes to break into and succeed in the game industry. From starting out in QA testing to leading creative teams at Disney, and later becoming a successful solo indie developer, Tim’s conversation is packed with insights, stories, and advice for anyone passionate about making games.
We cover topics every developer, designer, and indie creator will relate to:
The making of Where’s My Water? and how it became a global success
Transitioning from QA tester to game designer and creative leadership
Using unique skills (like Japanese language fluency) to break into the industry
Why communication and flexibility are key to creative careers
The challenge of finishing projects and navigating free-to-play models
How to handle fears, impostor syndrome, and career advancement in gaming
Current trends shaping the industry, from indie development to AI in games
Streaming game development on Twitch and building community
Indie game recommendations you should play now
Whether you’re a student, aspiring game developer, or industry veteran, you’ll find practical takeaways and entertaining stories from inside the world of game development.
🎮 Want to learn how to build your own career in games? Start here:
👉 Subscribe for more Game Dev Advice: https://www.youtube.com/channel/UCvkY8LxjGyOPqlQKuRlObhg
👉 Listen on Spotify & Apple Podcasts: https://open.spotify.com/show/5NChfUVhFxV9NCoUVp4uD0 & https://podcasts.apple.com/us/podcast/game-dev-advice-the-game-developers-podcast/id1450096263
👉 Patreon: career coaching through Gain Wisdom: https://www.patreon.com/gamedevadvice
👉 Game Dev Advice hotline: (224) 484-7733
👉 Email: [email protected]
👉 Website: www.gamedevadvice.com
Bio:
Tim has been making games for more than 20 years now, at companies like Disney, Universal, and now as an independent creator under his own studio, Walaber Entertainment. At Disney, he was the lead designer of the hit mobile game "Where's My Water?", as well as the creator of the "JellyCar" series of games. As an indie, he has released multiple games such as "Pro Gymnast Simulator", "JellyCar Worlds", "Parking Garage Rally Circuit", and "Replicube". He also streams live game development several times a week on twitch.tv/walaber.
Connect With Links:
* website: https://walaber.com
* Twitch: https://twitch.tv/walaber
* Bluesky: https://bsky.app/profile/walaber.com
Games He’s Playing
* Öoo on Steam: https://store.steampowered.com/app/2721890/oo/
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In this episode of Game Dev Advice, writer and comedian Mike Drucker shares his journey across the worlds of television, video games, and comedy. Starting as an assistant and researcher at Saturday Night Live, Mike moved into game localization at Nintendo—where he even played basketball with Reggie Fils-Aimé—before joining The Tonight Show Starring Jimmy Fallon as a writer and then Full Frontal with Samantha Bee. He dives into the creative challenges of translating humor across mediums, from crafting jokes for a global audience to building narrative in games.
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In this interview, veteran game designer Stuart Maine shares his 28-year journey in the gaming industry, detailing his humble beginnings in a cyber café to becoming a senior designer at Two Desperados, a mobile games company in Serbia. Stuart recounts his early days at Bullfrog and his time at renowned companies like Acclaim and Blitz, working on notable projects such Warhammer Combat Cards, Epic Mickey 2, and Angry Birds Transformers. He offers insights on remote work, the importance of team dynamics, and the lessons he has learned about people skills and communication. Stuart also discusses his latest venture, a book titled 'Designing Video Games,' which aims to guide newcomers through the complexities of the industry. Alongside this, he has authored two books on the history of first-person shooters, 'I'm Too Young to Die' and 'Hurt Me Plenty,' with a third in the works. He touches on the challenges and rewards of game development, reflecting on the necessity of taking risks, the difficulties of maintaining work-life balance, and the evolving landscape influenced by technological advancements like AI. The conversation wraps up with Stuart sharing anecdotes from his career, advice for aspiring developers, and his excitement for current gaming projects, highlighting his ongoing passion for the industry.
Bio:
Stuart Maine has been a game designer and writer for 28 years across console, PC, and mobile. He’s worked on licensed titles at studios large and small, and co-founded and later sold the indie studio Well Played Games. Stuart also writes books, including two on the history of first-person shooters (I'm Too Young To Die, 2022, and Hurt Me Plenty, 2025, with Bitmap Books) and Designing Video Games (2025, with White Owl), a guide for breaking into the industry. He also tutors on John Yorke’s Story for Video Games course.
Show Links:
* Two Desperados: https://twodesperados.com
* Well Played Games: https://www.wellplayed.games
* John Yorke’s Story for Video Games course (Stu’s a tutor): https://www.johnyorkestory.com/course/story-for-video-games/
* White Owl Books: https://www.whiteowlbooks.co.uk/
* Designing Video Games: https://www.amazon.com/dp/1399038664 or
https://www.pen-and-sword.co.uk/Designing-Video-Games-Hardback/p/52503
* Bitmap Books: https://www.bitmapbooks.com
* I'm Too Young to Die: https://www.bitmapbooks.com/collections/video-game-history/products/i-m-too-young-to-die-the-ultimate-guide-to-first-person-shooters-1992-2002
* Hurt Me Plenty: https://www.bitmapbooks.com/collections/video-game-history/products/hurt-me-plenty-the-ultimate-guide-to-first-person-shooters-2003-2010
* Warhammer Combat Cards: https://www.combatcards.com
* Atomfall: https://store.steampowered.com/app/801800/Atomfall/
* Love & Pies: https://www.loveandpies.com
* G-Police: Weapons of Justice: https://en.wikipedia.org/wiki/G-Police:_Weapons_of_Justice
* Epic Mickey 2: https://en.wikipedia.org/wiki/Epic_Mickey_2:_The_Power_of_Two
* Blitz Games: https://en.wikipedia.org/wiki/Blitz_Games_Studios
* Bullfrog Productions: https://en.wikipedia.org/wiki/Bullfrog_Productions
Connect With Links:
* Stuart Maine on Twitter/X: https://x.com/maine_stuart
* Stuart Maine on LinkedIn: https://www.linkedin.com/in/stuart-m-280155205/
Game Dev Advice Links:
* Website: show notes, links, stuff - https://www.gamedevadvice.com
* Patreon: career coaching through the Gain Wisdom membership - https://www.patreon.com/gamedevadvice
* YouTube: main channel link - https://www.youtube.com/channel/UCvkY8LxjGyOPqlQKuRlObhg
* Game Dev Advice hotline: (224) 484-7733
* Email: reach out - [email protected]
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In this episode, Adam Coster, CEO of Butterscotch Shenanigans, shares his unique journey of joining and growing the indie studio with his brothers Sam and Seth. Adam discusses their beginnings in 2012, the steep challenges they faced, and how a personal family crisis redefined their mission to bring joy through games.
He then shares insights into their different projects, including the highly anticipated sequel Crashlands 2, set for release in April. Balancing roles at the studio, the evolving game industry, and the impact of subscription services, Adam offers a candid look at the realities of indie game development. He also provides useful, actionable advice for aspiring game developers and discusses the potential and limitations of incorporating AI into game dev. Join us as we explore the fascinating intersection of science, family, and grassroots game development to share joy.
Bio:
Adam Coster's love for science carried him through a PhD in Cellular & Molecular Biology. Turns out it wasn't science he was into, but solving hard problems in general. Building a company from scratch in the highly-competitive and rapidly-changing games industry certainly fit that bill, and so Adam joined the team immediately after defending his dissertation. Adam creates all of the web technology that powers Butterscotch Shenanigan’s games and studio, crunches numbers to figure out how the industry works, leads our business development efforts, and makes sure that the team has what it needs to make great games.
Show Links:
* Crashlands 2 - trailer
* Crashlands 2 - Steam
* Global Game Jam - website
* PopCon Indy - website
* GameMaker game engine - website
* Battle Chef Brigade Deluxe - Steam
* Butterscotch Shenanigans - podcast
* Scientists Warn Trump’s NIH Cuts Will Drop ‘Atom Bomb’ On Health Research - HuffPost
* The Creator of ‘NBA Jam’ Admits That The Pistons Are A Cheat - SBNation
* What Is ‘Balatro’ And Why Is Everyone Addicted To It? - Forbes
Connect With Links:
* Adam Coster - website
* Adam Coster - LinkedIn
* Adam Coster - Bluesky
* Butterscotch Shenanigans - website
* Butterscotch Shenanigans - games
* Butterscotch Shenanigans - YouTube
Game Dev Advice Links:
* YouTube Podcasts - check out this episode with a guarantee of 100% more video
* Patreon - career coaching through the Gain Wisdom membership
* Game Dev Advice hotline: (224) 484-7733
* website - show notes, links, stuff
* [email protected] - reach out!
* Subscribe and go to the website for full show notes with links
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In this episode, industry veteran Adam Boyes discusses the complexities of the video games industry, from the challenges of sustaining AAA games to navigating market dynamics and the impact of large-scale layoffs.
He shares insights from his journey founding Vivrato and highlights the importance of innovation and thoughtful leadership. The conversation also covers practical advice for aspiring game developers and industry professionals, emphasizing the need for strategic thinking and resilience.
Hear behind-the-scenes stories, including memorable moments with celebrities like Sammy Sosa and Lawrence Taylor, and gain a deeper understanding of what it takes to thrive in the ever-evolving world of video games. The conversation also covers practical advice for aspiring game developers and industry professionals, emphasizing the need for strategic thinking, resilience, and curated searching.
Bio:
As co-CEO of Iron Galaxy Studios, Adam Boyes steered the company’s strategic direction, partnerships, and commitment to a people-first culture. Prior, as Sony Interactive Entertainment America’s Vice President of Third Party Relations & Developer Technology Group, he cultivated groundbreaking collaborations that propelled PlayStation’s revenue to record levels. With leadership roles at Midway Games, Capcom, and his own consulting venture, Beefy Media, Boyes championed open communication, stable growth, and premium gaming experiences in a rapidly evolving industry. His deep passion for the games industry fuels his new journey with Vivrato, where he is focused on inspiring people and forging innovative solutions that transcend traditional boundaries.
Show Links:
* Adam interview - VentureBeat website
* Chicago’s Deep Tunnel (the flood story) - Slate website
* MLB Slugfest: Loaded - wikipedia
* DICE Summit - website
* MDEV - website
Connect With Links:
* Vivrato - website
* Vivrato - LinkedIn
* Adam Boyes - LinkedIn
Game Dev Advice Links:
* YouTube Podcasts - check out this episode with a guarantee of 100% more video
* Patreon - career coaching through the Gain Wisdom membership
* Game Dev Advice hotline: (224) 484-7733
* website - show notes, links, stuff
* [email protected] - reach out!
* Subscribe and go to the website for full show notes with links
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In this episode, I caught up with Alan Noon, founder and CEO of Drill Creative, Inc., to discuss his journey from decades in the game industry to launching his own studio. Alan shared how his work on UEFN at Epic Games, including shipping Deserted Domination and the big GDC reveal, plus his desire to return to hands-on game creation. After a layoff, he quickly turned the setback into an opportunity, forming Drill Creative to build games within Fortnite’s ecosystem using UEFN’s powerful tools for small, nimble teams.
We explored the rise of user-generated content (UGC), which Alan likened to the early days of the iPhone App Store, when hobbyists had room to experiment and innovate. He highlighted challenges like monetization and platform restrictions, which can limit developers’ ability to build sustainable businesses and lasting IP. Alan also reflected on the importance of empathy, collaboration, and creating opportunities, offering advice for developers to focus on tangible work, stand out, and take initiative in today’s competitive market.
Finally, Alan shared insights on industry trends like AR, VR, and AI, as well as his excitement for UGC’s growing potential. With personal stories and sharp observations, Alan delivered a thoughtful look at the evolving game development landscape.
Bio:
From a career that spans AAA to indie dev and now UGC, Alan Noon is a cross-discipline game industry veteran, having shipped on all manner of platforms including arcade, console, PC, mobile, VR/AR/XR, and class 3 slot machines. Presently he leads Drill Creative, Inc. as CEO and Creative Director, building games for Fortnite with UEFN.
Show Links:
* Elimination Confirmed is Out! - Fortnite website
* UEFN (Unreal Editor for Fortnite) - website
* Street Fighter (movie) - Wikipedia
* Valley of the Ancient - Epic Games website
* Deserted: Domination - Epic Labs website
* Incredible Technologies - website
Connect With Links:
* Drill Creative, Inc. - website
* Drill Creative, Inc. - LinkedIn
* Drill Creative, Inc - Twitter/X
* Alan Noon - Twitter/X
Game Dev Advice Links:
* YouTube Podcasts - check out this episode with a guarantee of 100% more video
* Patreon - career coaching through the Gain Wisdom membership
* Game Dev Advice hotline: (224) 484-7733
* website - show notes, links, stuff
* [email protected] - reach out!
* Subscribe and go to the website for full show notes with links
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Summary:
Bio:
Jeri Ellsworth is an inventor, product creator, chip designer, and system-level engineer. Her love for invention began with building race cars before working with hardware design, creating a complete Commodore 64 system on a chip housed within a joystick, called C64 Direct-to-TV. Her combined passion for gaming and invention has fueled the creation of many cutting edge technologies, culminating in the creation of Tilt Five, the world’s first augmented reality gaming system. Her vision for the future of gaming is driving innovation for the entire Tilt Five team.
Show Links:
* Tilt Five - website
* Tilt Five - YouTube
* Steve Wozniak - Wikipedia
* C64 Direct-to-TV - Wikipedia
* Valve Corporation - website
* How two Valve engineers walked away with the company's augmented reality glasses - The Verge
* Alan Alcorn - Wikipedia
* Silicon Valley - HBO website
* Stern Pinball - website
* Nolan Bushnell - Wikipedia
* Ham Radio - Wikipedia
* 2019’s Global Game Industry’s 50 Over 50 List - website
Connect With Links:
* Jeri Ellsworth - Wikipedia
* Jeri Ellsworth - YouTube
* Jeri Ellsworth - LinkedIn
* Jeri Ellsworth - website
Game Dev Advice Links:
* YouTube Podcasts - check out this episode with a guarantee of 100% more video
* Patreon - career coaching through the Gain Wisdom membership
* Game Dev Advice hotline: (224) 484-7733
* website - show notes, links, etc.
* [email protected] - reach out!
* Subscribe and go to the website for full show notes with links
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