
About this episode
Ran Mo discusses the impact of AI on game development and the challenges studios face in building the right games.
AI is making it cheaper to build games. It's doing nothing for the cost of building the right game. That distinction is about to crush more studios than any technology shift in the past decade. Ran Mo is the CEO of Proxima and creator of Suck Up — arguably the first commercially successful game to use AI at runtime. The game generated over 100 million YouTube views with zero marketing spend. Before founding Proxima, Ran led product teams at EA on The Sims franchise and spent time at YouTube and BCG. In this episode, Ran live demos AI-assisted coding in Unity, breaks down his "trunk and leaves" framework for where AI helps (and where it destroys your codebase), and makes the contrarian case that AI in actual gameplay is overhyped — even though he built the first game to prove it works. We go deep on: why vibe-coded games are architecturally unusable at scale, the power law that's about to eliminate mid-tier studios, why Ran hired a marketer with 1M TikTok followers, and the Taoist philosophy that keeps him sane while Silicon Valley burns out around him Whether you're a game dev, studio head, or just trying to understand where AI actually moves the needle in creative…
People in this episode
Host: Joseph Kim
Guest: Ran Mo
Topics covered
- AI in game development
- game design challenges
- impact of AI on studios
- live coding demonstration
- game marketing strategies
- Taoist philosophy in tech
Keywords
- AI
- game development
- Suck Up
- Proxima
- Unity
- game design
- marketing
- Silicon Valley
- Taoist philosophy
Mentioned in this episode
Organizations: Proxima, EA, YouTube, BCG
Products: Suck Up
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