
Sign up to save your podcasts
Or


Valentin and Bobsi met contracting for the same multiplayer games platform, where a switch to Photon Quantum brought solid determinism and a workflow that took two hours to network a rolling ball. Almost two years after they started building PurrNet out of that frustration, their MIT-licensed Unity networking solution has passed 3,000 Discord members and around 20,000 GitHub clones a month. We talked about retrofitting multiplayer into ten-year-old single-player code, why no tutorial teaches server authority, a 100-player Unity server using 100–150 MB of RAM, player IDs that survive reconnects, 550 automated regression tests, and shipping CRACKED and Arctic Drive on their own stack. Every networking solution can make games, Bobsi says — two percent less bandwidth was never the point.
🔹 Links:
PurrNet on GitHub: https://github.com/PurrNet/PurrNet
Bobsi Tutorials on YouTube: https://www.youtube.com/@BobsiTutorial
NowUI: https://github.com/BlenMiner/NowUI
CRACKED on Steam: https://store.steampowered.com/app/3917010/CRACKED/
Arctic Drive on Steam: https://store.steampowered.com/app/4009490/Arctic_Drive/
🔹 Chapters:
Episode URL: https://tech-debt.club/episodes/9-tdc-09-from-photon-quantum-to-purrnet-with-valentin-and-bobsi
Rytis Jadzevičius came to games in 2019 from government work, commercials and digital marketing — not a programmer, but always surrounded by them. Seven years later his studio, Fluxo Games, has ten people, a submarine game still in early access, and Book Smugglers, a self-published game about Lithuania's 19th-century press ban that took three on-and-off years to finish. We talk about surviving on one in-house and one client project at a time, what happens when government and work-for-hire money dry up together, emailing 10,000–20,000 influencers after parting ways with a publisher, whether this downturn is AI or post-COVID overhiring, why a country of three million needs its own game awards on national TV, and porting to Switch with a dev kit you can no longer get. His lesson for everyone: kill more games before you release them.
🔹 Links:
Fluxo Games: https://fluxogames.com/
Book Smugglers on Steam: https://store.steampowered.com/app/2720940/Book_Smugglers/
Rytis on LinkedIn: https://www.linkedin.com/in/rytis-jadzevi%C4%8Dius-5696a451/
ASML EUV lithography: https://www.asml.com/en/products/euv-lithography-systems
🔹 Chapters:
Episode URL: https://tech-debt.club/episodes/9-tdc-09-making-games-in-lithuania-with-rytis-jadzevicius
Mike Geig joined Unity thirteen years ago as a screencaster and is now a principal developer advocate — a job with no sales quota, no marketing targets, and a single KPI: how happy the community is. He'll have flown close to 100,000 miles this year to find out, and he calls himself a game developer first and a Unity employee second. So we brought him the arguments Unity developers actually have: Godot overtaking Unity at the GMTK Jam after nine years, an engine that only started paying for itself in the last two years, the open-source fight he's been losing internally, the DOTS animation system that got cut, whether HDRP is really dying, and whether Unity AI can compete with a $200 Claude subscription. He'll never lie to us, he says — but he reserves the right to be wrong.
🔹 Links:
Mike on X: https://x.com/mikegeig
Mike on LinkedIn: https://www.linkedin.com/in/mikegeig/
GMTK Game Jam 2026 engine stats: https://bsky.app/profile/gamemakerstoolkit.com/post/3mrmx5mi3mk24
Yuri's Unity AI video: https://youtu.be/JsYYnVemozo
After Effects MCP: https://github.com/Engine-Room-Games/after-effects-mcp
🔹 Chapters:
00:00 Intro
02:23 What We've Been Playing
10:44 100,000 Miles and a KPI Called Happiness
24:18 Game Developer First, Unity Employee Second
31:15 Two of Everything, Addressables, and Why Nothing Is a Two-Week Fix
40:52 Engine Upgrades and the Lies We Tell Ourselves
47:28 Godot Dethroned Unity (at Game Jams, Anyway)
54:03 The Open Source Fight Mike Has Been Losing for Years
01:01:06 The Engine Only Just Started Paying for Itself
01:06:06 Digital Twins and Unity Studio: The Non-Game Side
01:19:07 The Hundreds of Games You Didn't Know Unity Made
01:31:43 DOTS Has No Animation System, So Don't Make a DOTS Game
01:40:37 Thousands of Empty GameObjects, GetComponent, and Git Blame
01:48:33 HDRP Isn't Dying, URP Is Becoming Universal
01:55:26 Unity AI vs. a $200 Claude Subscription
02:05:59 AI Witch Hunts, and Why Yuri Didn't Go Indie
02:15:30 Mike's Unity Tips
02:18:41 One Book, One Movie, One Game, and Pokémon Go
Episode URL: https://tech-debt.club/episodes/8-tdc-08-13-years-inside-unity-with-mike-geig
Daniel Mironov left Google to help start vgames in March 2020 — a games-only VC fund in a country with two dozen cybersecurity funds and none for games — roughly a month before the world locked down and mobile went vertical. Six years and nearly 50 investments later (SuperPlay and InnPlay Labs both went to Playtika, Candivore is still printing money with Match Masters), he's a partner at the fund and has just launched a $10M Indie Fund that hands PC and console developers project financing without taking a single frame of their IP.
🔹 Links:
vgames: https://www.vgames.vc
Indie Fund announcement: https://gamesbeat.com/vgames-raises-10m-fund-for-project-financing-for-indie-games-exclusive-interview/
🔹 Chapters:
00:00 Intro
01:46 What We've Been Playing
09:57 vgames, or How to Start a Games Fund in March 2020
20:36 One in Fifty, and Why the Job Is Saying No
33:38 Show Me a Prototype, Not a Deck
47:28 What Turkish Founders Are Better At
53:05 What $3–4 Million Actually Buys
01:12:34 China, IP Deals, and the Platform That Never Came
01:20:17 The Palworld Question
01:29:36 The Indie Fund: Capital Without a Publisher
01:51:32 AI on Steam and the Jonathan Blow Exception
Ivan Murzak spent the early 2010s shipping Evil Cogs, a Limbo-style mobile platformer that hit 5 million downloads on Android by squeezing performance out of phones that had no business running it. A decade later, he's a Microsoft MVP maintaining what's become the most-downloaded open-source Unity MCP server - the one anyone trying to get Claude, Cursor, or Copilot to actually do useful work inside the Unity editor probably ends up using.
🔹 Links:
Unity MCP: https://github.com/IvanMurzak/Unity-MCP
Ivan's YouTube: https://www.youtube.com/@Ivan_Murzak_Dev
🔹 Chapters:
Episode URL: https://tech-debt.club/episodes/6-tdc-06-from-indie-game-dev-to-top-unity-mcp-with-ivan-murzak
Andreas Gielov spent three years helping run Brackeys, one of the most influential Unity YouTube channels of all time. After Brackeys stopped producing Unity content, he went on to manage a string of game development YouTubers before joining Sirenix — the team behind Odin Inspector and the upcoming UI library Pangui — as VP of Marketing.
We talk about what actually makes a game dev YouTube channel work, why advocate-driven marketing beats paid ads in niche markets, and why Sirenix has been quietly building Pangui for five years before letting anyone see it. Along the way: the tech stack is bloated, your in-house Unity UI framework probably shouldn't exist, and Jonathan Blow gets brought up (again).
Chapters
Episode URL: https://tech-debt.club/episodes/5-tdc-05-from-brackeys-to-pangui-with-andreas-gielov
Lior Hadashian, co-founder and CTO of Gavra Games, joins Yuri and Amit to talk about building and shipping Warriors Rise to Glory — a turn-based gladiator fighting game inspired by a goofy Flash game from the internet's ugly years. What followed was five years of bootstrap chaos: a Bilibili influencer blowing up the game overnight, a Chinese localization done in one week, a main font that turned out to be stolen, two appearances on Israeli Shark Tank, and a mobile pivot that never happened.
They also go deep on the realities of indie investment — what it actually means to raise money, why turning down $130k on live television was the right call, and what "alive but not kicking" looks like for a studio winding down.
The back half gets technical: Unity version upgrades and why they break in exactly three places every time, Google's ongoing war with Unity Package Manager, and Amit's experience upgrading a 4-year production project to Unity 6.3.
Lior is working on something new. He won't say what it is. He's on Unity 6.4.
Topics covered:
Time Codes:
Guest: Lior Hadashian
Episode URL: https://tech-debt.club/episodes/4-tdc-04-from-shark-tank-to-steam-with-lior-hadashian
Karlo Kilayko has been making games since before most of us knew what a game engine was - literally. From programming a CD-ROM murder mystery in C with one reference book and no internet, to shipping 30 mobile games a year across 382 devices at THQ, to becoming one of Unity's earliest professional users, Karlo has lived through just about every era of this industry.
We talk about what it was actually like to break into game dev in the 1980s, the brutal carrier-controlled mobile landscape before the iPhone rewrote the rules, and why the Nokia N-Gage might be worth more on eBay than you'd think. We also get into the conversation that doesn't go away: AI, what it can actually do for developers today, and the question nobody seems to have an answer for - where do juniors gain the foundational experience they need to use it effectively?
The second half turns toward shipping - or more honestly, the reasons people don't. The core philosophy, borrowed from a Trip Hawkins one-liner: you make zero billion dollars on games you don't ship.
We also cover object-oriented vs. data-oriented design, the game engine vs. game IDE distinction, clean code debates that get surprisingly personal, and how Unity's MCP limitations are affecting AI workflows right now.
Chapters:
Guest:
Karlo Kilayko - game developer and producer.
Episode URL: https://tech-debt.club/episodes/3-tdc-3-40-years-of-shipping-games-with-karlo-kilayko
In this episode, Yuri Sokolov and Amit Netanel talk about what AI is actually changing in software and game development - and what it is not. They dig into the difference between productive and destructive AI workflows, why experience still matters when using LLMs, and why most developers and companies still struggle with architecture, tooling, and learning the right lessons at the right time.
They also get into Unity’s recent AI announcements, MCP servers, world models like Genie 3, startup culture versus corporate bureaucracy, the culture around bad practices in gamedev, and how social media shapes shallow technical opinions. Toward the end, they circle back to Bethesda-style engine hacks, AI hype in the industry, and whether AI is really replacing developers or just reshaping the work.
Chapters:
Episode URL: https://tech-debt.club/episodes/2-tdc-2-has-ai-killed-game-dev-or-are-you-just-lazy
The conversation begins with an introduction to podcasting and transitions into a discussion on gacha game development challenges. It then explores the influence of existing games on new game development, highlighting the impact of popular games on the development of new titles. The conversation delves into the world of game development, exploring topics such as linear storytelling, user experience, technical challenges, data analytics, player decision tracking, preservation of classic games, and parental controls. The speakers share insights on game design practices, optimization, and the impact of player feedback on game development. They also discuss the importance of preserving classic games and the challenges of parental controls in regulating child access to games.
Takeaways
Chapters
Episode URL: https://tech-debt.club/episodes/1-tdc-1-making-games-in-the-shadow-of-other-games
From the publisher's feed
Tech Debt Club is a game development podcast hosted by Yuri Sokolov and Amit Netanel - two game developers who've spent over a decade each making games and accumulating opinions about them. Every…
We talk about everything from game design and industry trends to the messy realities of shipping games, studio culture, war stories from production, and whatever else is on our minds. We also bring on guests from across the game industry - developers, designers, artists, producers, and founders - for real conversations about their work, their games, and the industry at large.
If you love games and enjoy hearing the people who make them talk openly about the craft, the chaos, and everything in between - welcome to the club.