Kyle Kukshtel
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kkukshtel.bsky.social
Kyle Kukshtel
@kkukshtel.bsky.social
making games + tools
zinc.graphics
mood.site
gamedatapodcast.com

also made the certified HIDDEN GEM psychedelic weirdo tactical strategy game CANTATA

currently: senior core runtime eng @ unity
I feel like every line of code I write is load bearing and I never need to write “more” than exactly what I need.
November 14, 2025 at 1:13 PM
This post became a conference on C# so I’ll throw in my hat too - I love C#. It’s like the perfect gameplay authoring language IN ADDITION to having all the niceties around manual management when you want it and functional when you need it.
November 14, 2025 at 1:12 PM
The book has already reached its goal so it’s happening, but I want the whole world singing Wildendrem’s praises. Back it and I promise you won’t be disappointed.
October 14, 2025 at 10:25 PM
I think reviewer quotes in KS are usually silly for various reasons, but if you know these people then you know how rare it is that they share universal consensus around effusive love for a single book
October 14, 2025 at 10:25 PM
Reposted by Kyle Kukshtel
we did it! 40+ people joined us for an incredible session of john company, where the familial links of the east india company emerged from play. it was amazing to see joco and the company archives scale so well. thanks @colewehrle.bsky.social and @wehrlegig.games all the players and volunteers.
August 2, 2025 at 10:38 AM
also seems like bluesky caches OG images from initial domain post so my links aren’t being unrolled properly 😩
July 29, 2025 at 12:02 AM
yep! I mean the touch point was the engine code but it was never unmanageable.
July 16, 2025 at 12:49 AM
so generally content people did content and code did code. it was definitely hard before the schema stabilized but gracefully handling migrations there and making sure everyone has good hygiene helped us avoid any major issues.
July 16, 2025 at 12:05 AM
something we didn’t do that would have been possible is to have the repos share a sentinel sync file. but the thing was that the repos moved at different speeds and had different users. the plastic people dgaf about git and just checked in, and git people could generally not worry about plastic.
July 16, 2025 at 12:05 AM
we would ship the data with the build itself so for end-user builds it was pretty easy to replicate. for incremental commits and data changes it was obv more touchy - we tried to avoid big schema changes generally and usually tweaking values themselves didn’t cause issues.
July 16, 2025 at 12:05 AM
git for code, plastic for data and assets. LFS is a mess and has none of the nice gamedev-y VCS things (like image diffs, checking out only SOME of a repo, etc). We did this with about 8 and I’d do the same with a team 10x the size and 1/8 the size
July 15, 2025 at 11:27 PM