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The Generalists with Jack Gutmann
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The Generalists with Jack Gutmann

Author: Jack Gutmann

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The Generalists: Conversations with Tech Artists, Real-time VFX Specialists & Game Creators.

Ever wondered what it's really like to build AAA/Indie games or manage a complex creative pipeline? On The Generalists, host Jack Gutmann sits down with the industry's most interesting multidisciplinary talents. From technical artists and VFX Artists to Environment Artists and Producers/Project Managers and Art Directors and Creative Directors.

We explore career paths and learn from other people's failures and successes. Discover the unseen force behind the games that you enjoy and what it takes to make a game.

Subscribe for deep-dive interviews that are made for ambitious game developers and digital artists.

45 Episodes
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How do you go from playing League of Legends to creating the proton beam for Ghostbusters VR? In this episode, I sit down with Jack, a VFX artist at nDreams, to trace his journey from a university switch to a cross-country move for his dream job in the game industry.We dive deep into the unique challenges and creative solutions of making visual effects for virtual reality, where every particle and shader has to perform perfectly. Jack breaks down his work on games like Ghostbusters: Rise of the Ghost Lord and Wrecking Raccoon, sharing the secrets behind effects that feel great in your hands.Where to find Jack:- Linkedin: https://www.linkedin.com/in/jack-anderson-vfx/- Artstation: https://www.artstation.com/jack_ando_son Mentioned Links & Resources:- Simon Trumpler's Texture Database for VFX: https://simonschreibt.notion.site/Textures-for-VFX-Database-2c72eccccfa84a0eae927d778ad746ccInterior Night (First Company): https://www.interiornight.com/- nDreams: https://ndreams.com/- Escape Studios (University): https://www.escapestudios.ac.uk/- Tharlevfx (Tom's Channel): https://www.youtube.com/@tharlevfx- Wreckin' Raccoon on Meta Quest: https://www.meta.com/en-gb/experiences/wreckin-raccoon/24256161264016457/00:00:00 - Intro & The League of Legends Origin Story00:05:05 - The University Pivot: From Props to VFX00:15:30 - First Job & The Realities of Game Dev00:53:18 - The Life-Changing Offer & Moving for Work00:57:50 - Deep Dive: Creating VFX for VR (Performance, Style)01:01:07 - Case Study: Building the Ghostbusters Proton Beam01:05:26 - Stylized vs. Realistic Art Philosophy01:22:10 - The "I Make the Fireball" Explanation01:23:34 - Final Advice & Where to Find JackKey Topics Discussed:- The real career journey from environment art to specializing in VFX.- Stylized vs. Realistic VFX: Why he prefers stylized work and the freedom it allows.- The Big Move: The realities and advice on relocating for a game dev job.- VR-Specific Challenges: Optimizing for Meta Quest vs. PSVR, and faking effects like bloom.- Creative Deep Dives: Recreating the iconic Ghostbusters proton beam and making interactive water in VR.
Links: - Steam Deadly Delivery: https://store.steampowered.com/app/3743090/Deadly_Delivery/- Meta Deadly Delivery: https://www.meta.com/experiences/deadly-delivery/8778947438836641/- Melle on LinkedIn: https://www.linkedin.com/in/melanie-bartl-7a170/...Description: Hey everyone, Jack here. I'm sitting down with Melanie (Melle) Bartl, the co-founder and art director of the incredible Austrian Studio, Flathead Studio. We go deep on her journey from a university project that accidentally went viral to building a sustainable indie studio.We unpack the creative process behind their unique, hand-painted VR game "We Are One," the business realities of securing funding, and their marketing genius for the upcoming "Deadly Delivery." If you're an indie dev, an artist, or just curious about the real work that goes into making innovative games, this conversation is a masterclass in balancing creativity with smart business....Here is the revised, briefer and shorter chapter list, keeping the same consistent H:MM:SS format:00:00:00 - Meet Melanie Bartl (Flathead Studio)00:02:14 - From University Project to Viral Hit00:09:07 - Core Idea: Time Loops & Determinism00:10:13 - The "Ugly" Prototype00:12:10 - Choosing VR Innovation00:15:47 - The Gummy Bear Oracle & Creative Drive00:18:19 - Surviving the Struggle & Finding Funding00:21:23 - Pivot from Art Project to Business00:22:38 - Free Demo Hits 200k Downloads00:24:25 - The Perfect Founder Dynamic00:26:01 - Building a 6,000-strong Community00:27:52 - Marketing Strategy00:29:47 - Market Analysis: Lethal Company Inspiration00:32:13 - Unique Art of "We Are One"00:33:28 - Watercolor Textures & Hand-Drawn Lines00:38:22 - Why Traditional Art is the Future00:39:25 - Handmade Art Pipeline00:41:16 - How Limitations Spark Creativity00:43:36 - The Viral TikTok Outline Debate00:47:04 - Deadly Delivery Release Date Announcement00:48:16 - Trailer Breakdown00:49:53 - Scripting a "Funny" Trailer00:52:40 - Using Austrian Folklore00:56:49 - The 5 Art Pillars for "Deadly Delivery"01:01:25 - Asset Pipeline & Efficiency (Shaders)01:06:49 - A Hopeful Look at the Indie Future01:09:40 - The Volatile VR Market Reality01:10:55 - The Future of VR & Cross-Platform Dreams01:14:22 - Final Advice: Magic Outside Your Comfort Zone
Subscribe for more deep-dives into the careers, skills, and unseen forces that shape the games we love.Constantine on LinkedIn: https://www.linkedin.com/in/constantine-t-3931261aa/What does a Project Manager in the game industry actually do? If you think it's just scheduling and emails, this conversation with Constantine from Wargaming will change your perspective.We pull back the curtain on one of game dev's most vital yet misunderstood roles. Constantine breaks down how his job is really about unblocking talented people and holding the chaos at bay, managing communication, scope, and risk so that artists, programmers, and designers can do their best creative work.In this discussion, we cover:The core difference between a Project Manager and a Producer.Why soft skills are the ultimate hard skills for managing creative teams.Practical approaches to scope creep, conflict resolution, and risk management.The underutilized superpower all teams should leverage their PM for.The realities of player perception, market unpredictability, and project heartbreak.00:00 - Intro01:14 - Perception vs. Reality of the Job03:38 - Producers vs. Project Managers06:51 - The Importance of Communication08:05 - Soft Skills as Hard Skills12:58 - Knowing a Little About Everything16:06 - Underutilized Role: Risk Management19:07 - Managing Personalities & Conflict22:02 - What to Expect from Team Leads23:22 - Essential Tool: Mastering Jira27:02 - Estimating New & Unknown Projects29:22 - Dealing with Tech Team Bottlenecks32:13 - Favorite Phase: Prototyping35:21 - Player Perception & Market Realities41:59 - Cancelled Projects & Industry Heartbreak45:59 - Game Pricing & Market Adaptation47:50 - Networking & How Hiring Really Works49:48 - Where to Find Constantine & Outro
In this episode, we’re hanging out with Sylvia, a Game VFX Artist who’s working on No Straight Roads 2 and has been in the game scene for over 6 years!Links and Resources Mentioned:Sylvia's Artstation: https://www.artstation.com/sylviaysySylvia's Linkedin: / sylviaysy No Straight Roads 2 trailer: • NO STRAIGHT ROADS 2 - Announcement Trailer I dont think I can find anything I said its impactful enough for shorts but I did the timestamp stuffs 🤣 Timestamp 00:00:00 - How Sylvia got started with VFX in games00:10:30 - First switch game she worked 00:11:46 - Switch Limitations and how she worked around it00:17:02 - Trick to create optimized randomize flame particles00:25:36 - Picking up Soft Skills, setting expectations, talking to clients00:31:25 - Equip yourself with more skills, back up plans00:34:09 - Dont put all your eggs in one basket, grow yourself 00:38:27 - Ethics on contract, freelances00:40:41 - Learn things the hard way , but what are the boundaries00:46:00 - Never do things for free and without a written contract first.00:50:00 - Why black and White are important00:56:15 - Future as a VFX artist, in and out of industry, other sources of income00:58:35 - Art is just a source of income, a jobber01:01:17 - We are all disposable, what are the plans?01:03:15 - Don't burn Bridges , reputation is important01:07:00 - Know your rights , get uncomfortable first, ask the uncomfortable questions01:09:00 - Shout out to No Straight Roads 2
Hey everyone, Jack here. I sat down with the incredibly talented technical artist Finley Southwick for a deep dive that went everywhere from the nitty-gritty of building game vistas and using Houdini, to why math is secretly the coolest tool in game development, and how unconventional education paths can shape a creative career. We also get real about breaking into the industry, the magic of solo dev, and why preserving old games matters. If you're curious about the blend of art, tech, and problem-solving that makes games tick, you’ll love this chat.Connect with Finley:- LinkedIn: https://www.linkedin.com/in/finley-southwick-0058521b1/- Artstation: https://www.artstation.com/finleysouthwick- Play "Mold" on Steam: https://store.steampowered.com/app/3785750/MOLD/Timestamps:00:00:00 - Welcome00:03:06 - Homeschooling00:10:22 - Industry Role00:13:57 - Vistas00:19:53 - Elden Ring00:27:22 - Rendering00:31:52 - Shaders00:37:28 - Houdini00:46:32 - Why Tech Art00:49:28 - Solo Projects00:57:18 - Racing Games01:06:53 - Accessible Math01:20:36 - Tutorial Problem01:48:08 - Community01:58:06 - Wrap Up
In this episode, we’re hanging out with Sylvia, a Game VFX Artist who’s working on No Straight Roads 2 and has been in the game scene for over 6 years!Links and Resources Mentioned:Sylvia's Artstation: https://www.artstation.com/sylviaysySylvia's Linkedin: https://www.linkedin.com/in/sylviaysy/No Straight Roads 2 trailer: https://www.youtube.com/watch?v=lb4JAGF8Rz8I dont think I can find anything I said its impactful enough for shorts but I did the timestamp stuffs 🤣 Timestamp 00:00:00 - How Sylvia got started with VFX in games00:10:30 - First switch game she worked 00:11:46 - Switch Limitations and how she worked around it00:17:02 - Trick to create optimized randomize flame particles00:25:36 - Picking up Soft Skills, setting expectations, talking to clients00:31:25 - Equip yourself with more skills, back up plans00:34:09 - Dont put all your eggs in one basket, grow yourself 00:38:27 - Ethics on contract, freelances00:40:41 - Learn things the hard way , but what are the boundaries00:46:00 - Never do things for free and without a written contract first.00:50:00 - Why black and White are important00:56:15 - Future as a VFX artist, in and out of industry, other sources of income00:58:35 - Art is just a source of income, a jobber01:01:17 - We are all disposable, what are the plans?01:03:15 - Don't burn Bridges , reputation is important01:07:00 - Know your rights , get uncomfortable first, ask the uncomfortable questions01:09:00 - Shout out to No Straight Roads 2
Hey everyone, Jack here. I sat down with the unstoppable Joseph Azzam a Tech Artist who's worked at Epic Games and Romero Games, and is now the driving force behind the Arabic Games Conference. Links and Resources Mentioned: - Arabic Games Conference: https://arabic.games/- Joseph's Portfolio: https://worldvoid.notion.siteTimestamps:00:00 - Introduction01:06 - The Arabic Games Conference Mission04:41 - The State of Game Dev in the Arab World08:16 - The Life of a Constant Traveler12:15 - The 3-Year Plant Watering System Saga19:30 - How Joseph Became a Tech Artist21:00 - The Real Impact of AI on Creativity29:07 - The "Fearless Learning" Mindset31:06 - "Tech Artists Don't Need Tutorials, They Need Therapy"32:05 - Getting into Unreal Engine34:07 - A Deep Dive into Arab Food & Culture47:29 - The Ideal Future for Arab Game Developers53:47 - Hiring Secrets: What Studios Really Look For01:16:45 - How to Not Take Job Rejection Personally01:21:54 - Final Advice for Aspiring Developers
Hey everyone, Jack here. In this episode of The Generalists, I'm joined by Steven Cheung, a Senior VFX Artist with years of experience on AAA titles.We talk about why your mindset is your most powerful tool. This is a must-listen for anyone looking to understand the reality of a career in game VFX beyond the flashy reels....Timestamps:00:07:06 – Finding the Path: Why VFX?00:11:52 – The Moment of Clarity: A Demo That Changes Everything00:15:12 – Learning the Unknown: Strategies for Filling Knowledge Gaps00:27:34 – The Heart of the Job: The Critical Role of VFX Integration00:38:16 – Professionalism: Handling Rejection and Industry Noise00:45:20 – Beyond the Hype: A Nuanced Take on AI and Art00:55:34 – The Journey Never Stops: Embracing Growth and Shortcomings...Topics we cover:- Building a VFX career without a traditional technical background- The crucial role of mentorship and asking the right questions- VFX Integration: The most important, least-taught skill - Navigating rejection and industry negativity professionally- A nuanced conversation on AI's place in a VFX artist's toolbox- Why being a good collaborator is as critical as being a good artist
Johanna Pirker, computer science professor and researcher, joins The Generalists Podcast to discuss her work in games, VR education, and AI ethics. We explore her early days with DOS and Prince of Persia, the evolution of computer science education, and her groundbreaking VR projects. She also breaks down the real dangers and potentials of AI beyond the hypecovering bias, transparency, and how artists and devs can navigate this new landscape. If you're into game dev, VR, AI, or just the future of tech this one’s for you.Johanna’s Links:Website: https://jpirker.com/LinkedIn: https://www.linkedin.com/in/johannapirker/Maroon: https://maroon.tugraz.at/Timestamps:04:28 – Early tech access & naysayers08:17 – How computer science education has (and hasn’t) evolved16:25 – The real danger of AI hype without understanding28:40 – VR labs & making physics accessible to all36:30 – AI: replacement fear vs. creative tool reality52:11 – Using local AI to learn open-source tools56:32 – Final thoughts: AI’s risks and potential#ComputerScience #AIethics #GameDev
Tim (schippj), Lead Artist. He shares his journey from freelance 2D artist to multi-disciplinary game dev pro. We dive into practical advice for artists looking to expand into engine work (Unity), how to communicate across teams, portfolio tips, and balancing creativity with mental health. Whether you're a concept artist, VFX designer, or just trying to stay relevant in a fast-moving industry, this one’s for you.Links & Resources:- BlueSky: https://bsky.app/profile/schippj.bsky.social- Twitter/X: https://x.com/SchipTimmer- Instagram: https://www.instagram.com/schiptimmer- Linktree: https://linktr.ee/SchippjTimestamps:00:00 - Freelancing backwards: How Tim started05:29 - First Lead Artist role (and what it really meant)10:48 - Engine basics every artist should know18:30 - How to talk to programmers (without sounding lost)27:39 - Learning game dev like learning a language33:56 - Why being a generalist = job security41:44 - Twitter, burnout, and keeping art fun51:46 - Advice for artists in their 40s facing AI and engine pressure
A new episode of The Generalists your honest and unedited game-art podcast. Important Links: Javier on Artstation: https://www.artstation.com/javiThe course mentioned: https://artofjavi.com/Javier on LinkedIn: / javibenitez This was fun! I hope you enjoy it! If you did, leave a like and subscribe.
What's up, Generalists! Jack here, I bring you another one! This time, I sat down with the incredible Valerie Belan a Lead VFX artist who's working in mobile gaming for years! Links and Resources Mentioned:Valerie Belan's LinkedIn: https://www.linkedin.com/in/valerie-belan-309915245/Valerie Belan's ArtStation: https://www.artstation.com/leroreroTimestamps:00:00:00 Welcome, Valerie Belan! Get to know our awesome guest. 00:00:34 Lead VFX vs. Regular VFX Artist: What's the real difference? 00:01:52 Mobile Game VFX: Are artists diminishing their skills or finding new power? 00:05:13 Football Analogy: How limitations can actually boost your creativity. 00:06:40 The Solution: Industry issue or mindset shift? 00:08:30 Niche Skills & Market Edge: Finding your unique spot in VFX. 00:10:40 Landing a Mobile VFX Job: Where to start and what matters most. 00:12:47 Balancing Artistry & Optimization: The truth about proprietary engines. 00:15:31 Lead Artist's Eye: What really stands out in a portfolio? 00:18:13 Don't Be Afraid to Apply: Overcoming imposter syndrome and perfectionism. 00:23:21 Valerie's Journey: From graphic design to VFX lead. 00:25:54 Learning with Purpose: Immediate feedback and growing on the job. 00:27:16 Jack's Vision: Revolutionizing game dev education. 00:32:56 Personal Projects: Doing it for fun (and growth!). 00:35:44 2D Background's Impact: How past skills shape current VFX work. 01:04:15 Tight Deadlines in Mobile: The reality of shipping effects fast. 01:23:44 The Lost Art of Mentorship: Why teaching culture needs to return. 01:32:50 Freelancing vs. Full-Time: Freedom, negotiation, and job security. 01:42:50 Why Transparency Matters: The ugly truth about job security. 02:00:20 Making a Difference: Individual impact in a "dark place" industry. 02:10:58 Final Thoughts: Thank you for listening! #GameDev #VFXArtist
Yo! Just dropped a fire chat with Nadine Gutiérrez Barcelona-born VFX Artist & Game Dev. breaks down her path into game dev, balancing technical art with creative vision. Learn why diversity fuels better games, how to leverage multiple skills without burnout, and practical tips for juniors. We also geek out on resources like Freya Holmer’s shader tutorials, GDC talks, and game jam strategies.Links:- Nadine on LinkedIn:https://www.linkedin.com/in/nadine-gutiérrez-pociño-b87b95197/- Nadine on ArtStation:https://www.artstation.com/nadine_044Timestamps:00:01:09 - Growing up Nintendo & finding game dev00:03:32 - VFX artistry meets coding & level design00:05:11 - Portfolio DOs/DON’Ts for juniors00:07:16 - Why real-time VFX? Interactivity = magic00:13:58 - Top learning resources (Freya Holmer, GDC, mentors)00:29:03 - Women in games & inclusive studios00:37:38 - Generalist survival guide00:44:45 - Nadine’s indie dev side hustleHashtags:#GameDev #VFXArtist
Yo! Just dropped a raw convo with Mandy Karlowski a Houdini FX artist who’s been melting CPUs and GPUs since 2011. We go deep on why Maya almost killed her passion, how Houdini saved her soul, and why perfectionism is the silent dream-killer. Plus: real talk on AI panic, freelance red flags, and why VFX is still a damn art-form. If you’ve ever felt stuck between passion and paychecks, hit play.- Mandy on LinkedIn: https://www.linkedin.com/in/mandy-karlowski/- Join The Generalists Discord: https://discord.gg/8NZWcu2gTN- Linktree All links & tools I use: https://linktr.ee/jack.the.generalistTimestamps:00:00 - Mandy’s Origin: From Photoshop procrastinator to FX queen00:04:24 - Perfectionism Paralysis00:12:19 - VFX Industry Bloodbath: AI, strikes, and streaming wars00:17:40 - Maya vs. Houdini: The software showdown we needed00:28:00 - Freelance Survival: How to say "HELL NO" to bad clients00:41:07 - Tool Ownership: Who keeps your Houdini magic?00:53:15 - Burnout & Balance: Touch grass, pet cats, stay human01:01:11 - Women in VFX: Mandy’s truth bomb on respect & pay#VFXArtist #HoudiniFX #FreelanceLife
Yo! Just dropped one of the realest convos I've ever recorded. Freya Holmér (the Swedish powerhouse behind Shader Forge, Shapes, and Budget Cuts VR) gets brutally honest about her way into game dev, burnout, and why she's building Half Edge to flip off Autodesk. We also go DEEP on ADHD, why sleep isn't negotiable, and how capitalism feeds on crunch culture.Links:Freya Holmér's website: https://acegikmo.com/Her burnout recovery notes: https://publish.obsidian.md/acegikmo/...Freya Holmér's BSKY https://bsky.app/profile/freya.bsky.s...Freya Holmér on Twitch / acegikmo Freya Holmér on Patreon / acegikmo Timestamps00:00 - Intro02:13 - Mapping and level design journey10:21 - Collaboration with Valve and career reflection14:10 - External Validation as Motivation?19:29 - Lerp smoothing deep dive and challenges32:12 - Perfectionism and handling criticism41:14 - Challenges of streaming42:52 - Interest in Maths and Shaders48:17 - Shader Forge 53:21 - Burnout experience and recovery 01:13:04 - Mindfulness and presence 01:17:13 - ADHD diagnosis and coping mechanisms01:24:18 - Burnout & depression 01:37:02 - Neat Corp 01:46:07 - VR design challenges and motion sickness01:53:42 - Leaving Neat Corp and personal growth01:54:21 - Half-Edge 02:00:01 - Half-Edge goals02:04:52 - Industry software critiqued 02:10:24 - Closing
I sat down with Julian Bragagna a technical artist at Cloud Imperium Games (yep, Star Citizen). Julian spills the beans, shares war stories from projects like Skylark, and drops truth bombs about ego, communication, and why conferences are career rocket fuel. Trust me, you wanna hear this.Project Skylark Credits: Simon Verstraete - Project Lead, Bottle Tool, Cloud Tool, Birdhouse Tool, Plant Tool, Trim Sheet Tool, Rock ToolMarn Schokker - Building ToolJulian Bragagna - Wooden Bridge Tool, Stone Bridge Tool, Fence Tool, Scatter ToolLea Kronenberger - Lead Artist, Environment George Hulm - Natsura Foliage Tools- Project Skylark: https://www.sidefx.com/learn-main-menu/tech-demos/project-skylark/Links and resources:- Julian’s Bolg: https://www.artstation.com/julianbragagna/blog- Project Grot: https://www.sidefx.com/learn-main-menu/tech-demos/project-grot/- Project Skylark: https://www.sidefx.com/learn-main-menu/tech-demos/project-skylark/- Julian on BSKY: https://bsky.app/profile/jooleanboolean.bsky.social- Julian on LinkedIn: https://www.linkedin.com/in/julianbragagna/ Timestamps00:00 - Julian From Vienna to Star Citizen04:22 - Houdini Love-Hate Relationship08:45 - Skyllark & Grot15:30 - Tech Artists NEED Communication 22:10 - Conferences & Networking 30:05 - Start Ugly, Ask Dumb Questions37:40 - OutroJoin host Jack Gutmann and Julian Bragagna: Tech Artist at Cloud Imperium Games (Star Citizen), as they unravel the art of procedural magic in game development. Julian shares raw insights on overcoming imposter syndrome. Perfect for aspiring tech artists, Houdini newbies, and anyone who geeks out about game dev’s unsung heroes.#TechArt #GameDev #Houdini
Hey friends, this one turned out amazing! I sat down with the amazing Maïa Desfour, Lead Environment Artist. We talk about the real side of game art learning the craft, finding your own style, dealing with burnout, and surviving this industry as a kind and creative human. This one’s packed with wisdom, laughs, and real talk. You’ll feel it. :DLinks: Polycount : https://polycount.com/The Bazaar : https://playthebazaar.com/My portfolio : https://www.artstation.com/mayakuzaThe mouse: https://www.corsair.com/fr/fr/p/revival-series/CH-930C011-EU-RV/katar-pro-ultra-light-gaming-mouse-eu-revival-series-ch-930c011-eu-rv?utm_source=1370333&utm_medium=Affiliate&utm_campaign=497992_CORSAIR%20FR%20Product%20Catalog%20Ad&utm_content=Corsair&clickid=3vvxZ31K-xycUHd2f13jz3KZUksSQMwBATpvXA0&utm_coupon=&irgwc=1Resources & Links Mentioned:🛠 Blender (Free 3D Tool): https://www.blender.org/🖌 Krita (Free Photoshop Alternative): https://krita.org/en/💬 Glassdoor – Company Reviews📺 The Bazaar: https://playthebazaar.com/Maïa on: - LinkedIn: https://www.linkedin.com/in/maiadesfour/ - Twitter: https://x.com/Menelween_We get into:How to build your own stylization instead of just copying trendsWhy Ghibli-style art has become overused and how to break freeThe dangers of over-optimizing as an artistWhat leadership really means in a creative teamTimestamps:00:00 – Intro & who Maïa is01:15 – “You work in games?!” misunderstandings03:00 – What new artists misunderstand about stylization06:30 – Why copying stylized work isn’t learning11:00 – The Ghibli trend problem14:30 – What tutorials don’t teach17:00 – Ethical “lying” in job interviews25:00 – What juniors should really do in interviews29:00 – Soft skills vs hard skills in hiring35:00 – What being a “lead” really means41:00 – Can a junior be a lead?43:30 – How technical is environment art, really?48:00 – Tools & resources for aspiring artists52:00 – What Maïa uses instead of a tablet54:30 – Final advice: Be kind to yourself Job interview red flags, how to lie ethically (yes, really), and how to protect your mental healthMaïa drops one gem after another—this episode is a must-listen if you’re doing stylized game art, leading a team, or trying to survive and grow in the industry.
I sat down with Diana and Ben to talk all things real-time VFX, from getting started with different backgrounds, Ben with a civil engineer, and Diana with a more traditional art approach. I really hope you enjoy this one too!Links- Diana Bluesky: https://bsky.app/profile/dianasimonyan.bsky.socialLinkedIn: https://www.linkedin.com/in/dianasimonyan/Artstation: https://www.artstation.com/dianasyan- BenBluesky: https://bsky.app/profile/benediktferlings.bsky.socialLinkedIn: https://www.linkedin.com/in/benedikt-ferlings-b279b8246/Artstation: https://www.artstation.com/benedikt_ferlingsTimestamps:00:00 Intro & guest intros 01:30 Cultural differences 02:12 Diana’s VFX origin story 04:24 Ben’s leap from engineering 06:52 "Art is technical, not magic" 09:20 Why fundamentals matter 13:55 Do you really need to draw? 18:04 Working in different styles 26:13 Getting into VFX for beginners 34:46 Comparison traps & community 47:01 Portfolio struggles & how to push through 54:38 Where to find Diana & Ben 56:02 Wrap-up
Hey fellow Generalists! I am super excited to share this one. I brought back Nicholas Silveria for a second round, and honestly, this chat turned into a masterpiece! I hope you all will enjoy it! Links:- Nicholas on LinkedIn: https://www.linkedin.com/in/nicholassilveira/Timestamps:0:00 Intro & catching up1:20 The real-time VFX community3:00 How Nicholas started his studio5:00 Surviving the funding drought8:45 Pricing projects & charging less12:00 Remote teams & global collaboration16:00 Unreal Engine’s evolving workflows20:00 The power of constant learning23:00 Virtual racing simulation project28:00 Why limitations can be good31:00 Tech artists as indie devs36:00 Networking without events41:00 Sharing vs. hoarding knowledge45:00 The importance of authenticity47:30 Closing thoughts#GameDev #TechArt #IndieDev
In this episode of The Generalists Podcast, I sit down with Viacheslav Makhynko, Senior Technical Artist and creator of courses on Tech-Art. If you’re curious about the real work of a technical artist and how to start your own path, this episode is for you.Links & Resources:- Road to Tech Art Course: https://www.reddit.com/r/TechnicalArtist/comments/1dwtg8i/technical_artist_learning_materials/- Donate to Ukraine: https://u24.gov.ua/donate- Viacheslav on LinkedIn: https://www.linkedin.com/in/viacheslav-makhynko-a25742168/- Udemy Courses (search “Viacheslav Makhynko” on Udemy)We cover:- How Viacheslav transitioned from aviation engineering to game development- The real day-to-day of technical artists—tools, pipelines, and soft skills- Why empathy and communication matter more than code- How he created courses to guide others into tech art- Staying productive and creative while living in a war zoneTimestamps:00:00 Intro01:00 From aviation to games03:00 Early career as QA tester05:00 9-month mentorship into tech art09:00 Creating Road to Tech Art12:00 Why he built learning materials15:00 Tool automation in Substance Painter20:00 Perforce workflow and version control28:00 Empathy and communication as core skills33:00 Unreal Fellowship experience40:00 Learning to build landscapes47:00 Working under war conditions in Ukraine53:00 Soft skills and staying resilient1:00:00 Closing thoughts
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