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Tech Debt Club

Tech Debt Club

By: Yuri Sokolov & Amit Netanel
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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 #05: From Brackeys to PanGui with Andreas Gielov
    May 17 2026

    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

    • 00:00 Inside Brackeys and the Reality of Game Dev YouTube
    • 48:18 Buying 70 Odin Licenses (And What Happened Next)
    • 54:23 Why Odin Worked, and What Pangui Actually Is
    • 01:02:51 Five Years of Silence on Pangui
    • 01:08:21 Rebuilding UI From Zero
    • 01:14:36 Open Source, AI, and Why You Shouldn't Build Your Own UI

    Episode URL: https://tdc.engine-room.games/episodes/5-tdc-05-from-brackeys-to-pangui-with-andreas-gielov

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    1 hr and 43 mins
  • TDC #04: From Shark Tank to Steam with Lior Hadashian
    Apr 8 2026

    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:

    • Warriors Rise to Glory — the game, the inspiration, the Venn diagram problem of turn-based fighting games
    • Launching on Steam without localization infrastructure, then scrambling to add 10 languages
    • How a BiliBili influencer caused a Chinese localization crisis in week one of early access
    • The font that was illegal (and why you can't just pay for it)
    • Israeli Shark Tank — declining the first deal, coming back with receipts, and closing the second
    • What $40k of initial investment and $257k in gross revenue actually gets you
    • Why going mobile fell apart (the chicken-and-egg problem of mobile talent and capital)
    • Unity upgrade pain: asset bundles, TextMesh Pro, shaders, and Google's UPM situation
    • Swap Heroes — Amit's game, go download it, leave a review (constructive preferred)
    • "Your brain is the product"

    Time Codes:

    • 00:17 – Cold open: what are you playing
    • 08:32 – Meet Lior / Warriors Rise to Glory
    • 14:33 – The Venn diagram problem
    • 15:13 – Localization: the full saga (BiliBili, 20% refunds, one week, illegal font)
    • 37:36 – Shark Tank: twice, one rejection, one deal
    • 47:52 – The numbers, the aftermath, the pizza
    • 1:00:00 – Mobile, burnout, and the end of Gavra Games
    • 1:05:37 – Unity upgrades: what always breaks
    • 1:15:23 – What's next

    Guest: Lior Hadashian

    Episode URL: https://tdc.engine-room.games/episodes/4-tdc-04-from-shark-tank-to-steam-with-lior-hadashian

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    1 hr and 19 mins
  • TDC #03: 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.

    Episode URL: https://tdc.engine-room.games/episodes/3-tdc-3-40-years-of-shipping-games-with-karlo-kilayko

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    1 hr and 36 mins
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