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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.

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In this episode, I sit down with Victoria Lyons (Senior Technical Artist) to talk about what technical art really is, how to break into the role, and how artists can start thinking more technically.We discussed:What a Technical Artist actually does day-to-dayHow to move from art → tech artLearning C++ and engine fundamentalsMentorship, workshops, and helping others level upBuilding confidence in both code and creativity_________________ Resources Mentioned ______________________Dev Pods: https://www.devpods.gg/ @TheCodingTrain (YouTube) @codebreakthrough (YouTube) @TechArtAid Applying for a Technical Artist JobIntroductory C++https://youtu.be/9Myk2vcK8s8?si=FfO_njX5ewAfdKqTUnreal Engine 5 Coursehttps://www.udemy.com/course/unreal-engine-5-the-ultimate-game-developer-course/?_________________ SUPPORT THE CHANNEL ______________________- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shop________________ Find Jack on These Links ______________________https://discord.gg/jC7YEsvwWphttps://www.instagram.com/jackthegeneralist/https://www.linkedin.com/in/jack-gutmann/_________________ Find The Guest on These Links ______________________Linkedln: https://www.linkedin.com/in/victoria-lyons-830026176/Linktree: https://linktr.ee/victorialyons Website: https://victorialartwork.wixsite.com/victoria-lyons Pixel Box Workshops: https://luma.com/Pixel-Box 1-on-1 Mentoring: https://calendly.com/victoria_lyons/tech-art-training ______________________ Timestamps ______________________00:00 – Intro 02:10 – What a Technical Artist actually does05:40 – Art vs Code09:15 – How Victoria broke into technical art14:30 – Learning C++19:20 – Getting comfortable inside the engine24:10 – Confidence & impostor syndrome29:45 – Mentorship & teaching others34:30 – Pixel Box workshops39:10 – Advice for aspiring Technical Artists44:20 – Portfolio & job applications49:15 – Recommended learning resources55:40 – Dev Pods & community learning______________________ Tags ______________________#technicalart #vfx #unreal
In this episode of The Generalists Jack the Generalist chats with Paulina Miciulevičiūtė (a Senior VFX artist). She started in QA at Unity and worked on projects like Valorant. We dig into practical advice for getting into VFX, why node-based tools (Shader Graph / VFX Graph) are a great starting point, when to learn HLSL, and why understanding optimization will save your career.What you will passively learn listening to this episode:- How Paulina moved from QA to VFX- Start with node tools and slowly learn HLSL / shader code- Remote work, team culture, and avoiding burnout as an artistSUPPORT THE CHANNEL- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shopFind Jack on These Links https://discord.gg/jC7YEsvwWphttps://www.instagram.com/jackthegeneralist/https://www.linkedin.com/in/jack-gutmann/Find The Guest on These Links- Paulina on Linkedin: https://www.linkedin.com/in/paulina-miciulevi%C4%8Di%C5%ABt%C4%97-6b340b11b/ - Paulina's portfolio: https://paulinavfx.com/
In this episode, I’m joined by Grayson Cotrell, technical artist and destruction specialist, to break down how real-time destruction actually works in modern games.Grayson shares how he builds AAA-quality destruction systems, how to make game effects feel alive, and why blueprinting might be the most important skill for technical artists today.If you’re a game dev, technical artist, VFX artist, or someone curious about real-time procedural systems this one is packed with insight.We dive deep into:• Houdini to Unreal Engine workflows• Importing simulations (FBX, VDB, VAT)• Blueprint systems for interactive destruction• Niagara particle layering• Real-time vs pre-simulated effects• Cinematics for game VFX• Mentorship vs recorded courses• Time management for large creative projects• How to stay consistent (even 20 minutes a day)_________________ COURSE AT DOUBLE JUMP ACADEMY ______________________The Real-Time Destructiom Course: https://doublejumpacademy.teachable.com/a/aff_gg65yh1h/external?affcode=1768064_qhpnr4-x_______________________One On One Mentorship at Vessel Forge _______________________ https://vesselforge.com/services/technical-art-mentorship/_________________ SUPPORT THE CHANNEL ______________________- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shop________________ Find Jack on These Links ______________________https://discord.gg/jC7YEsvwWphttps://www.instagram.com/jackthegeneralist/https://www.linkedin.com/in/jack-gutmann/_________________ Find The Guest on These Links ______________________https://www.linkedin.com/in/grayson-cotrell-00400a1bb/https://www.artstation.com/graysontheplug______________________ Timestamps ______________________00:00:00 – Introduction00:02:00 – Building a complete destruction course00:06:30 – 20 minutes a day philosophy00:12:00 – Mentorship vs recorded courses00:18:00 – Blueprint systems in Unreal00:24:00 – Houdini to Unreal pipeline00:30:00 – VDBs, VATs & optimization00:38:00 – Real-time vs cinematic VFX00:46:00 – Multiplayer destruction challenges00:55:00 – Making effects feel alive01:02:00 – Why VFX is the ultimate generalist role
In this episode, I sit down with Stephen Candell, creator of BunderKin talk about what it really takes to build an original IP across TV and Games.We dig into Stephen’s creative process, the realities of turning a personal vision into a scalable project, and the hard decisions that come with building something outside the traditional studio system. This conversation is for game developers, game artists, and anyone curious about how worlds are built from the ground up.If you’re interested in game development, #gameart , #indiegames , worldbuilding, or creative ownership, this one’s for you._________________ SUPPORT THE CHANNEL ______________________- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shop________________ Find Jack on These Links ______________________https://discord.gg/jC7YEsvwWphttps://www.instagram.com/jackthegeneralist/https://www.linkedin.com/in/jack-gutmann/_________________ Find The Guest on These Links ______________________Bunderkin- https://www.studiozubio.com/bunderkin- https://www.instagram.com/bunderkin/- https://www.youtube.com/@bunderkinStephen Candell - LinkedIn: https://www.linkedin.com/in/scandell/______________________ Timestamps ______________________00:00 – Intro02:10 – What is BunderKin?08:45 – Building an original IP18:30 – TV vs GameDev32:15 – Scope, ambition, and sustainability48:00 – Advice for game artists & devs______________________ Tags ______________________
What happens when a AAA character artist realizes their creativity no longer belongs to them? #gamedev In this episode, I sit down with Jonah Lobe @JonahLobeDraws artist #gameart, writer, former Bethesda creature designer (Skyrim, Fallout), and creator of the record-breaking graphic novel QUIET: Level One. We dive deep into:We dive deep into: Going from a specialist at a AAA studio to a generalist building your own worlds. Why creative ownership matters more than corporate credit. How AI is reshaping the game industry & why generalists will thrive. The philosophy behind iconic, simple character design. Balancing self-expression with professional development. Why diverse voices lead to better games and stories._________________ SUPPORT THE CHANNEL ______________________- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shop_________________ Find The Guest on These Links ______________________Linktree: linktr.ee/jonahlobeJonah on Instagram: https://www.instagram.com/iamjonahlobe/?hl=enKickstarter "QUIET: Level One": https://www.kickstarter.com/projects/quietlevelone/quiet-level-one-by-jonah-lobe?ref=2ejc2eJonah @JonahLobeDraws on Youtube https://www.youtube.com/jonahlobedrawsQuiet Level One on Instagram: https://www.instagram.com/QUIETLevelOne________________ Find Jack on These Links ______________________https://discord.gg/jC7YEsvwWphttps://www.instagram.com/jackthegeneralist/https://www.linkedin.com/in/jack-gutmann/______________________ Timestamps ______________________00:00 - Intro01:05 - Origin08:37 - Creating vs. Contributing12:19 - Self-Expression 15:29 - AAA Game Art20:32 - Over-Specialization22:37 - AI & The Future31:05 - Building Your Own IP34:11 - Modern Games37:05 - The Treadmill Loop41:23 - Diversity in Games48:54 - Simple, Iconic Design56:00 - Language & Creativity59:22 - Jonah's Advice ______________________ Tags ______________________#conceptart #characterart
How does a life-altering sports injury lead to a 10-year career in game development? In this episode, I talk with senior game developer Justin Scott (Justinbieshaar) about his incredible journey from a hospital bed to working on titles like Monopoly for console.We dive deep into the mindset and philosophy needed to build a lasting career in tech:• The "Private Server" Start: How modding RuneScape with Notepad sparked everything.• Fundamentals Over Flash: Why Justin argues learning C++ and "reinventing the wheel" is better than relying solely on Unity/Unreal as a beginner.• The Athlete's Mindset: How embracing failure in gymnastics prepared him for debugging and system design.• Escaping Tutorial Hell: Practical advice for turning any tutorial into a personal project.• AI, Specialization & Ethics: Navigating the industry's big debates as a new developer.SUPPORT THE PODCAST- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shop_________________ Find The Guest on These Links ______________________https://www.instagram.com/justinbieshaar/https://tiktok.com/@justinbieshaarhttps://www.linkedin.com/in/justinbieshaar/https://www.youtube.com/@justinbieshaar________________ Don’t just watch be part of the show ______________________- Join the inner circle on Discord to ask your questions to upcoming guests before we hit record. This is where you vote on topics and influence the future of the podcast: https://discord.gg/jC7YEsvwWp- Daily updates & BTS (Behind The Scenes): https://www.instagram.com/jackthegeneralist/______________________ Timestamps ____________________________________________ Tags ______________________#gamedev #programming #indiedev
Harry shares his unique journey from self-taught 3D modeling and programming to mastering shader coding (HLSL) and creating stunning visual effects.Learn practical advice on overcoming shader intimidation, boosting your coding skills, and the mindset needed to thrive in the technical art field.SUPPORT THE PODCAST- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shopKey Resources Mentioned:- The Book of Shaders (shader fundamentals & interactive tutorials): https://thebookofshaders.com- Ray Tracing in One Weekend (ray tracing basics in C++): https://raytracing.github.io- Harry’s Blog (technical art tutorials & insights): https://halisavakis.com- HAZE Volumetric Fog Asset for Unity URP: https://assetstore.unity.com/packages/vfx/shaders/fullscreen-camera-effects/haze-volumetric-fog-lighting-for-urp-336656- Sebastian Lague’s YouTube Channel (game dev & technical art tutorials): https://www.youtube.com/@SebastianLagueTimestamps:00:00:00 - Introduction to Harry00:01:55 - Harry’s art journey00:06:00 - Learning shaders00:12:00 - To be a Technical Artist00:18:00 - Communication00:22:00 - Intimidation with shader programming00:27:00 - Advice for self-learners00:31:00 - Understanding vector math00:38:00 - Managing freelancing work00:44:00 - Artistic vision Vs Technical skills00:50:00 - Render pipeline insights00:56:00 - The evolution of shader tools01:03:30 - Recommended resources01:23:30 - Avoid shortcuts, embrace learning01:25:00 - Outro
Struggling with scope creep, unclear feedback, or workload management? Learn how to collaborate effectively with a game producer. Veteran freelance lead producer Eline Muijres breaks down the producer’s true role; as a blocker-remover and advocate for your team. We cover practical strategies for artists and developers to build a smoother, more productive partnership with production.SUPPORT THE PODCAST- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shopGuest Info:• Learn More About Eline's Services: https://cohop.games/• Connect with Eline on LinkedIn: / elinemuijres• Connect with Eline on BlueSky: https://bsky.app/profile/elinemuijres...In this episode, we discuss:🔹 The #1 misconception artists have about producers (and how it hurts the project).🔹 How to communicate blockers and workload issues before they become crises.🔹 Giving & receiving constructive art feedback without friction.🔹 Eline’s production philosophy: Clarity, Compassion, Momentum.🔹 Real-world crisis management in games: from memory leaks to team emergencies.🔹 The realities of freelancing in game production: contracts, clients, and getting paid.🔹 Creating inclusive teams and accommodating neurodiversity (ADHD, Autism) in the workplace.🔹 Advice for juniors breaking into the industry and navigating "delusional crunch."Timestamps:00:00 - Introduction00:39 - Misconception of Producers05:25 - Artists vs Producers10:55 - Feedback vs Production16:19 - The "Clarity, Compassion, Momentum" philosophy27:15 - Gaps for Juniors32:32 - "Delusional Crunch"35:55 - Going Freelance41:23 - Crisis Management52:54 - Neurodiversity vs Production59:19 - Final AdviceFollow Me / Jack the Generalist: https://linktr.ee/jack.the.generalist
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.SUPPORT THE PODCAST- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shopWhere to find Jack:- Linkedin: https://www.linkedin.com/in/jack-anderson-vfx/- Artstation: https://www.artstation.com/jack_ando_sonMentioned 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/.SUPPORT THE PODCAST- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shop.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.SUPPORT THE PODCAST- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shopIn 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!SUPPORT THE PODCAST- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shopLinks and Resources Mentioned:Sylvia's Artstation: https://www.artstation.com/sylviaysySylvia's Linkedin: / sylviaysyNo Straight Roads 2 trailer: • NO STRAIGHT ROADS 2 - Announcement TrailerI dont think I can find anything I said its impactful enough for shorts but I did the timestamp stuffs 🤣Timestamp00:00:00 - How Sylvia got started with VFX in games00:10:30 - First switch game she worked00:11:46 - 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 yourself00:38:27 - 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.SUPPORT THE PODCAST- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shopConnect 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
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.SUPPORT THE PODCAST- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shopLinks 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..SUPPORT THE PODCAST- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shop.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.SUPPORT THE PODCAST- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shopJohanna’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.SUPPORT THE PODCAST- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shopLinks & 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: / javibenitezSUPPORT THE PODCAST- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shopThis 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!SUPPORT THE PODCAST- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shopLinks 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.SUPPORT THE PODCAST- Donate: https://www.paypal.com/donate/?hosted_button_id=3VHRDYNMFJ3KW- Get one of the Courses: https://linktr.ee/jack.the.generalist/shopLinks:- 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
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