it isn't anti-intellectualism at all, it's that he gets asked questions by people in college as well as college grads
continuously and the questions they ask are indicating that the things being taught in higher education are absolutely not the kinds of things that he sees in his day to day work.
to be fair to Jon, he works in a subset of software development that most do not: video games.
the kinds of problems that Jon sees do encompass the things that we all see, since he uses the same operating systems that we do, the same compilers, and just generally the software available to him is the same as what is available to all of us.
where the experience of a game developer really differs from that of, say, an enterprise software developer is the complexity of the problem being solved and the speed at which the problems in games must be solved. additionally, it is trivial to compare two games of the same genre and determine which looks better and which feels better. so, performance and quality are of prime importance to a game developer.
game performance and playability directly correlate to game sales in many cases, and game sales directly correlate to employment as a game developer. game developers want to create games specifically, so they want to continue working as game developers. so, they want to create successful games, so they want to create games that perform their best and that look their best so that more players purchase the game.
Enterprise and commercial software developers simply do not have the same types of pressure on them. It is perfectly fine for an enterprise software developer to use object oriented code which consumes 8 bytes of network capacity to transfer a single boolean value because the performance and latency of enterprise applications does not impact their use except in extreme circumstances.
game developers will redesign lots of their types to net a 2 byte savings on a data structure if that is what it takes to keep a full multiplayer game update in a single 1492-byte network packet and avoid packet fragmentation. game developers will spend 200 hours changing their data structures so that they fit more efficiently into CPU cache lines and they will change how game logic is processed so that they miss the CPU data cache as little as possible, because CPU cache efficiency directly relates to performance on almost all modern platforms. these are problems that simply do not exist within most enterprise's software development teams.
and because those are problems that do not exist for enterprises, those are problems whose nature and whose solutions are not taught at University.
Jon has been a game developer for almost his entire career, so he sees things differently than people on this website. people who work at startups and seek angel investment so they can scrape by long enough to deliver an MVP and be purchased have wildly different priorities than a game developer who wishes to succeed as a game developer.
in general I think the wider software development community could learn a great deal from game developers. the software written by developers who are not game developers is almost unilaterally unacceptably slow.
Most general purpose software developers simply do not have the experience to understand how egregiously bad most general purpose software is. Jon does. and his complaints regarding academia reflect the reality he sees.