Tech Debt Club Podcast By Yuri Sokolov & Amit Netanel cover art

Tech Debt Club

Tech Debt Club

By: Yuri Sokolov & Amit Netanel
Listen for free

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 episode is an honest, unfiltered conversation about games we love, games we don't, and what it's actually like to make them.

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.

2026 Yuri Sokolov & Amit Netanel
Science Fiction
Episodes
  • TDC #3: 40 Years of Shipping Games with Karlo Kilayko
    Mar 24 2026

    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:

    • 00:00 - Introductions
    • 00:32 - What we're playing
    • 05:33 - Why people make things
    • 09:35 - Breaking into game dev in the 80s
    • 13:00 - Programming a CD-ROM murder mystery
    • 17:15 - Data-oriented design, then and now
    • 20:30 - ECS, composition, and Raylib
    • 22:00 - Being an early Unity user
    • 26:00 - Mobile games as business applications
    • 31:00 - The Unity runtime fee debacle
    • 34:00 - AI engines and the engine vs. IDE distinction
    • 38:00 - Unity, MCP, and AI workflows
    • 40:00 - AI amplifies what you already have
    • 43:00 - Clean code debate
    • 51:00 - Vim, terminals, and knowing the basics
    • 55:00 - COBOL and legacy job security
    • 1:03:00 - When designers use Cursor directly
    • 1:05:00 - THQ Wireless: 30 games, 382 devices
    • 1:09:00 - Nokia N-Gage and early mobile multiplayer
    • 1:13:00 - Creative QA: elevators and microwaves
    • 1:16:00 - Carriers, control, and the iPhone
    • 1:19:00 - Better done than perfect
    • 1:27:00 - The 90/90 rule and shipping frameworks
    • 1:33:00 - Wrap-up

    Guest:

    Karlo Kilayko - game developer and producer.

    Show more Show less
    1 hr and 36 mins
  • TDC #2: Has AI Killed Game Dev or Are You Just Lazy?
    Mar 11 2026

    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:

    • 00:00 - Will AI take our jobs?
    • 00:15 - Waiting on AI
    • 01:45 - Good vs bad AI workflows
    • 04:02 - AI for real dev work
    • 06:13 - CAD and deterministic thinking
    • 09:54 - Players want fun
    • 12:46 - DI vs singletons
    • 14:13 - Learning architecture through pain
    • 18:56 - Startup vs enterprise culture
    • 21:00 - Growing company pains
    • 23:48 - Low barrier engineering culture
    • 30:11 - LinkedIn brain rot
    • 32:13 - Bad gamedev takes
    • 36:49 - Clickbait and shallow opinions
    • 39:32 - Focus and empty calories
    • 44:00 - Unity AI announcements
    • 45:26 - Genie 3 and AI hype
    • 50:19 - Unity MCP
    • 55:31 - AI for investors
    • 58:13 - Where AI actually helps
    • 1:00:25 - Extreme AI game jam
    • 1:02:51 - AI amplifies skill
    • 1:05:29 - Prompting with constraints
    • 1:08:43 - Debugging with AI
    • 1:10:29 - Fallout 3 train hat
    • 1:12:55 - Bethesda engine hacks
    • 1:15:18 - Building while AI works
    • 1:17:59 - AI changes the work
    • 1:19:01 - Is programming dead?
    • 1:21:51 - Build vs buy
    • 1:23:31 - SaaS needs real value
    • 1:26:27 - Losing knowledge to AI
    • 1:28:07 - Seniors using AI badly
    • 1:30:24 - Could AI replace devs?
    • 1:31:50 - Layoffs and AI optics
    • 1:33:35 - Unity promises
    • 1:35:47 - Wrap-up
    Show more Show less
    1 hr and 37 mins
  • Making Games in the Shadow of Other Games
    Feb 23 2026

    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

    • Gacha game development challenges
    • Influence of existing games on new game development
    • Game development practices
    • User experience in game design

    Chapters

    • 00:00 Influence of Existing Games on New Game Development
    • 38:45 Game Design and Linear Storytelling
    • 45:28 Optimization and Technical Challenges in Game Development
    • 51:27 Player Decision Tracking and Game Endings
    • 01:05:37 Parental Controls and Child Access to Games
    Show more Show less
    1 hr and 14 mins
No reviews yet