Games • Tech • Context

EKODÉR

We unpack games, technology, and the craft in between.
Honest conversations, once a month.

About the Show
We dissect games,
technology, and the
ideas that live between
both worlds.
01/03
6
Episodes
02/03
12.4h
Content
03/03
1x
Monthly

Dekodér is a podcast for people who build things — and for those curious about what goes into the games and tech they love. We go beyond the surface, beyond the press releases, and into the actual craft.

Each episode is an honest conversation between a game designer and a technologist — two different lenses on the same evolving landscape. We argue, we agree, and we always learn something.

No fluff. No filler. Just ideas worth your time.

New episodes once a month
Your Hosts
Portrait of Jan Tomášik, Dekodér co-host
Game DirectorLead Designer

Jan

Tomášik

A game designer with nearly twenty years of experience. Jan has worked on games for PCs, consoles, browsers, and mobile devices, but regardless of the platform, he remains fascinated by minimalist design, immersive, enigmatic worlds, and the diverse ways in which players enter them.

Specialization·Game design and development, creative direction, production
SOCIALS
Portrait of Martin Pernica, Dekodér co-host
FounderTech

Martin

Pernica

Founder and technical architect who builds the infrastructure games run on. He builds teams for the problem at hand and pushes past limits that look impossible at first. From assembly to leading cutting-edge teams, he keeps returning to where engineering meets creativity.

Specialization·Platform architecture, team building, tech strategy
SOCIALS
Episodes
CZThis episode is in Czech.

Lukáš Macura: Proč Cinemax nikdy nepřestal experimentovat

Ve druhé epizodě Dekodér Spotlight přivítáme Lukáše Macuru, spoluzakladatele studia Cinemax a jednu z nejdéle působících osobností českého herního průmyslu. Vrátíme se k jeho programátorským začátkům na osmibitových počítačích, vzniku Cinemaxu a době, kdy se hry lisovaly na CD, ručně balily do krabic a o jejich úspěchu rozhodovalo místo v regálu. Projdeme hry jako Ve stínu Havrana, Gumboy, Inquisitor, The Keep, Rytmik nebo Gyro13, experimentování s Nintendo platformami, iOS a vlastními technologiemi i zkušenosti s publishingem doma i v zahraničí. Dostaneme se také k současnému Cinemaxu, The Last Liftboy, využití AI při vývoji a k tomu, proč je dnes podle Lukáše jednodušší hru vytvořit než ji prodat. Na závěr se zamýšlíme nad budoucností indie vývoje, rolí publisherů a nad tím, zda ještě existuje recept na komerčně úspěšnou hru.

August 30, 20262h 54mPlay Episode
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