Wookash Podcast

Łukasz Ściga
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Nov 29, 2025 • 1h 44min

Deep dive on profilers! | Dennis (Telemetry) & Ritesh (Superluminal)

Dennis Gustafsson, a game developer with 25 years of experience, and Ritesh Oedayrajsingh Varma, co-founder of Superluminal, delve into the world of profilers. They explore the differences between sampling and instrumentation profilers, discussing when to use each. Dennis shares insights on early visual profiling techniques from the Amiga era. Ritesh reveals Superluminal's innovative streaming architecture, enabling efficient handling of large capture data. They also highlight strategies for efficient GPU profiling and the importance of visual timelines in multithreading.
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Nov 22, 2025 • 1h 42min

Mārtiņš Možeiko | Understanding Before Programming

Mārtiņš Možeiko, a software engineer renowned for his work on low-level systems and profiling tools, shares insights from his unique journey in tech. He reminisces about self-teaching Basic on vintage PCs and transitioning through Pascal and C++. Mārtiņš discusses building obfuscation technology at Red Kryption, tackling compiler limitations, and his evolution at LG creating a self-driving simulator. His approach to learning emphasizes hands-on experimentation, and he shares thoughts on modern programming and AI coding tools, all while reflecting on his gaming preferences.
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Nov 15, 2025 • 1h 51min

Tyler Glaiel & Edmund McMillen | Endless Design Space in Mewgenics

In this conversation, Edmund McMillen, the creative mind behind Super Meat Boy and The Binding of Isaac, teams up with programmer Tyler Glaiel, known for his work on Glaiel Games. They delve into Mewgenics, a unique cat-breeding tactical strategy game. Hear about their development process, including turns in cat behavior and environmental interactions. They discuss balancing gameplay, the vast ability pool, and weaving narrative into mechanics, all while emphasizing player creativity. Plus, discover why cats make the perfect thematic choice!
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15 snips
Nov 8, 2025 • 2h 43min

Dear ImGui | On UI Architecture with Omar Cornut

Omar Cornut, a software engineer and the creator of Dear ImGui, shares his journey from learning BASIC to developing an innovative UI library widely used in game dev. He discusses the importance of hands-on learning versus formal education, and how immediate-mode GUI design speeds up development. Omar explains the differences between IMGUI and Dear ImGui, the challenges of maintaining stability, and the rich ecosystem of language bindings. He also reveals exciting future plans for enhanced styling and a new text editor, emphasizing performance and pragmatism in API design.
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5 snips
Nov 1, 2025 • 2h 53min

Game Architectures with Alex Evans and Anton Mikhailov

In this insightful discussion, guests Alex Evans and Anton Mikhailov dive into the intricate world of game architecture. Alex, a veteran programmer from Bullfrog and NVIDIA, emphasizes the importance of rapid iteration in game development. Anton, known for his work on user-friendly creation tools, discusses the balance between immediate feedback and user experience. They explore the nuances of designing effective UIs, the role of debugging systems, and the impact of organizational structure on software. Expect fascinating anecdotes and fresh perspectives on creative flow!
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Oct 25, 2025 • 3h 12min

Version Control that doesn't suck | Nuno Afonso

Hey! Nuno Afonso is the sole author of Ark (https://ark-vcs.com) - VCS for games, or for any project that needs to handle binary files really :) I am quite happy that Nuno agreed to talk to me after a bit of hesitation at first! He's extremely fun to talk to, he knows lots of pain of AAA game industry with source control and he made Ark as a response!He also made a live demo for us, right here in the episode!Try Ark at https://ark-vcs.com
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Oct 18, 2025 • 2h 50min

Dan Schmidt | Behind Great Games

Dan Schmidt, an experienced game programmer and designer known for his work on classic titles like Guitar Hero and System Shock, shares his fascinating journey in game development. He discusses his early programming experiences on home computers and how he blended music with computer science at MIT. Dan reveals the intense culture at Looking Glass Studios and the challenges of developing iconic games like Ultima Underworld. He also dives into the creation of Guitar Hero, detailing its innovative mechanics and design philosophy. Finally, he reflects on his transition to Harmonix and the evolution of music games.
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36 snips
Oct 11, 2025 • 3h 51min

Programming UI

Nick Barker, an experienced systems programmer and maintainer of Clay, joins UI engineer Anton Mikhailov, known for his work on Dreams and Substance 3D Modeler, alongside Ramon Santamaria, creator of Raylib. They explore the nuances of immediate versus retained UI modes, the complexities of text editing, and the challenges of contrasting web and desktop UIs. The trio also dives into the importance of cross-disciplinary skills and share practical insights on animations and performance trade-offs, making for a rich and informative discussion.
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Oct 4, 2025 • 1h 40min

Patrick Traynor | The Hidden Structure of Puzzles

Patrick Traynor, an innovative independent game developer, shares his journey from creating fan games to developing acclaimed puzzles like Parabox. He discusses the importance of crafting small games to enhance skills and streamline iteration. Traynor dives into the creative depth of classic puzzles like Sokoban and offers insights into designing effective puzzles, emphasizing accessibility and player experience. His collaborative project 'I Want to Try a Collab' showcases community creativity, while he reflects on balancing gameplay structure and artistic clarity.
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19 snips
Sep 27, 2025 • 1h 40min

Wassim Alhajomar | When Medicine Meets Programming

Wassim Alhajomar, a software developer with a medical background, shares his unique journey from Syria to developing indie games. He discusses his experience balancing medical school and coding, including the creation of the game AV Racer and its innovative car physics. Wassim also dives into his work on image tooling, the challenges of debugging graphics, and switching from OpenGL to Direct3D. He reflects on the flaws in medical software and his desire to improve medtech, all while offering valuable advice for aspiring programmers.

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