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Stop Waiting for Perfect, Start Shipping Games | Frank Force
Description
Frank Force joins us to talk about how game developers can ship faster, learn better, and avoid getting trapped by perfectionism.
He shares lessons from AAA development at studios like Volition, Midway Games, and others including milestone pressure, polish, crunch, and speedrun-style bug hunting on PsiOps. He also breaks down his current push to release Pyroot, a C++/DirectX Metroidvania he started 6–7 years ago, on Steam Early Access.
The conversation dives into why Frank believes browser-based development, JavaScript, game jams, and sharing work early can be powerful ways to build skills and a portfolio. He challenges the idea that web development can't produce “real” games and explains why low-friction tools can make it easier to experiment, iterate, and actually finish projects.
Frank also gets into sizecoding and creative programming through JS1K, JS13K and Dwitter, the origins and growth of his open-source LittleJS game engine, procedural audio with ZZFX, and the mindset of removing rather than adding.
Plus, he shares how AI is already helping game developers find bugs, prototype ideas, and give small teams more leverage, while also discussing his concerns about sunk-cost thinking, exploitative player psychology, and where the industry may be heading.
Topics include:
• Breaking into game development
• Building a portfolio
• Shipping games instead of endlessly polishing
• JavaScript and browser-based game development
• AAA development lessons
• Indie game development
• Game jams and rapid iteration
• Sizecoding, JS1K, JS13K and Dwitter
• LittleJS and open-source development
• Procedural audio and ZZFX
• AI tools for game developers
• Going indie full time
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TIMESTAMPS
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00:00 - Career Advice Myth 00:36 - Meet Frank Force 00:56 - Pyroot Early Access 02:53 - AAA Lessons and Crunch 05:12 - Speedrunning for QA 05:43 - JavaScript Game Dev 09:02 - Ship Fast Share Early 12:03 - Advance Inside Studios 14:36 - Breaking In and Portfolios 18:03 - Sunk Cost Trap 19:27 - AI for Game Development 34:33 - Industry Concerns and Hope 38:57 - Size Coding JS1K 41:44 - Recreational Programming 41:57 - Code Golf vs Sizecoding 43:24 - Demo Scene Culture 44:31 - JavaScript Sizecoding Shift 45:26 - Procedural Assets Challenge 46:13 - Remove Not Add Mindset 48:05 - JS13K Sweet Spot 51:27 - Dwitter Raycasting Magic 54:23 - LittleJS Origin Story 57:10 - Open Source Community Growth 58:47 - Driven Wild and Self Promotion 01:00:48 - ZZFX Sound Without Assets 01:03:03 - Optical Illusion Breakthrough 01:06:25 - Make Stuff and Share It 01:09:11 - Going Indie Full Time 01:13:18 - Generative Art NFT Detour 01:17:12 - Monetizing Web Games 01:20:15 - Advice and AI Tools 01:22:47 - Final Thanks
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ABOUT THE GUEST
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Frank Force has been building real-time interactive software for over 25 years, from AAA titles like DOOM and Red Faction: Guerrilla to LittleJS, his open source game engine with over 4,000 stars on GitHub. He runs Frank Force Games in Austin, Texas, where he works on engines, graphics, games, and tools, and writes an unreasonable number of very tiny programs.
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LINKS & RESOURCES
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https://frankforce.com/ - Frank's website with links to projects and longform writeups
https://killedbyapixel.itch.io/dr1v3n-wild - Frank's arcade driving game (started as a 13k game)
https://killedbyapixel.github.io/LittleJSArcade/ - 50+ open source games made with LittleJS
https://cosmodial.3d2k.com/ - Cosmodial is Frank's newly released open source star a