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.