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Industry Veteran About Coding for Games
04 December 2025

Industry Veteran About Coding for Games

A Game Dev Podcast With Jonas Tyroller

About

This is a conversation with Ricard Pillosu, an industry veteran with over 20 years in both AAA and indie teams, currently working as Co-Founder at Epictellers a 30+ head team working on the CRPG Starfinder: Afterlight.




Links to my Guests


➤ Starfinder: Afterlight on Steam: https://store.steampowered.com/agecheck/app/3245640/


➤ Epictellers Website: https://www.epictellers.com/




Listen to the podcast on the go (Spotify, Apple Podcasts, etc.):


➤ https://tyrollerjonas.podbean.com/




0:00 - Intro


1:21 - Why Big Success Can Be Dangerous


3:31 - Luck Is 70%


6:13 - The Hardest Part of Building a Studio: People


7:57 - Ric’s Journey so Far


9:45 - Becoming a Lead and Manager


12:30 - How Does AAA Build Games?


16:02 - Prototyping Rituals in AAA


18:29 - Pre-Production and Messy Realities


20:41 - Scrum Era, Sub-Teams, and the Human Factor


22:50 - Charisma, Toxic Positivity, and Milestone Negotiations


26:51 - Reputation Traps in Big Teams


29:19 - Is Experience Overrated?


30:56 - Culture Clashes and the Timeline Fallacy


32:49 - Wisdom Over Experience


39:12 - Choose Simple Solutions


41:55 - Enforcing Pipelines


42:26 - From Overengineering to Readability


46:24 - When Copying Is Okay


47:18 - Don’t Pre-Architect


49:18 - Pick Patterns Per Problem


54:16 - Be Nice to the CPU


55:45 - Why Godot?


58:40 - Signals, Call Stacks, and Deferring Work to the Frame


1:00:37 - Queues and Frame-Slicing


1:02:43 - Start From the Game: Feature Wishlists


1:04:24 - Why Decoupling Matters


1:05:46 - Turn Manager Example: Building Layer 0


1:12:06 - Layer 1 Orchestration: Game States and Combat Manager


1:14:18 - Syntactic Compression


1:17:47 - Micro-Managers: Mouse and Targeting Systems


1:20:48 - What Makes a Great Gameplay Programmer


1:22:56 - Anti-Patterns: Ego, Overcomplication, Blame


1:24:39 - Coding Into a Corner: It’s Part of the Journey


1:28:49 - Jonas’s Background and Goals


1:31:18 - Coding Mastery vs Commercial Success


1:34:02 - Path to Mastery: New Engines, Teams, and Contexts


1:35:22 - Reuse and Scalability Myths


1:36:10 - Why Build Multiple CRPGs: What Really Transfers


1:37:48 - Boredom and Scope Creep


1:41:42 - Why Second Games Take Longer


1:42:53 - Everyone Should Build an Engine


1:48:20 - Why Unity/Unreal Feel Bloated


1:50:49 - Godot’s Incentives: Smaller, Developer-First


1:52:11 - Will Godot Grow? “Fighting the Engine” Metric


1:56:41 - When to Pick Godot, Unity, or Unreal


1:57:05 - Closing Thoughts




My game "Thronefall":


➤ Steam: https://store.steampowered.com/app/2239150/Thronefall/


➤ Discord: https://discord.gg/gVYctptyg8


➤ Nintendo Switch: https://www.nintendo.com/en-gb/Games/Nintendo-Switch-download-software/Thronefall-2669627.html#Overview




My game "Will You Snail":


➤ Play Will You Snail on Steam: https://store.steampowered.com/app/1115050/Will_You_Snail/


➤ Join the Will You Snail Discord: https://discord.gg/G3mRDrK




For the game developers among you:


➤ Join our creative game dev community on Discord: https://discord.gg/Ye6zzfQ