Episodi

  • Senior VFX Artist on Building a Career in Games - Paulina Miciulevičiūtė - The Generalists Podcast
    Mar 2 2026

    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 artist

    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/jC7YEsvwWp

    https://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/

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    1 ora e 1 min
  • AT Grayson Cotrell: AAA Game Destruction (Houdini to Unreal Workflows) - The Generalists Podcast
    Feb 20 2026

    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/jC7YEsvwWp

    https://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 – Introduction

    00:02:00 – Building a complete destruction course

    00:06:30 – 20 minutes a day philosophy

    00:12:00 – Mentorship vs recorded courses

    00:18:00 – Blueprint systems in Unreal

    00:24:00 – Houdini to Unreal pipeline

    00:30:00 – VDBs, VATs & optimization

    00:38:00 – Real-time vs cinematic VFX

    00:46:00 – Multiplayer destruction challenges

    00:55:00 – Making effects feel alive

    01:02:00 – Why VFX is the ultimate generalist role

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    56 min
  • Stephen Candell: Why Most Indie Worlds Fail & How to Build One That Scales - The Generalists Podcast
    Feb 20 2026

    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/jC7YEsvwWp

    https://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/@bunderkin

    Stephen Candell

    - LinkedIn: https://www.linkedin.com/in/scandell/

    ______________________ Timestamps ______________________

    00:00 – Intro

    02:10 – What is BunderKin?

    08:45 – Building an original IP

    18:30 – TV vs GameDev

    32:15 – Scope, ambition, and sustainability

    48:00 – Advice for game artists & devs

    ______________________ Tags ______________________

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    59 min
  • Why This Ex-Fallout Artist Left AAA to Go Indie | Jonah Lobe
    Feb 7 2026

    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/jonahlobe

    Jonah on Instagram: https://www.instagram.com/iamjonahlobe/?hl=en

    Kickstarter "QUIET: Level One": https://www.kickstarter.com/projects/quietlevelone/quiet-level-one-by-jonah-lobe?ref=2ejc2e

    Jonah @JonahLobeDraws on Youtube https://www.youtube.com/jonahlobedraws

    Quiet Level One on Instagram: https://www.instagram.com/QUIETLevelOne

    ________________ Find Jack on These Links ______________________

    https://discord.gg/jC7YEsvwWp

    https://www.instagram.com/jackthegeneralist/

    https://www.linkedin.com/in/jack-gutmann/

    ______________________ Timestamps ______________________

    00:00 - Intro

    01:05 - Origin

    08:37 - Creating vs. Contributing

    12:19 - Self-Expression

    15:29 - AAA Game Art

    20:32 - Over-Specialization

    22:37 - AI & The Future

    31:05 - Building Your Own IP

    34:11 - Modern Games

    37:05 - The Treadmill Loop

    41:23 - Diversity in Games

    48:54 - Simple, Iconic Design

    56:00 - Language & Creativity

    59:22 - Jonah's Advice

    ______________________ Tags ______________________

    #conceptart #characterart

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    1 ora e 18 min
  • From Broken Knee to Game Dev: An Unlikely Origin Story
    Jan 21 2026

    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/@justinbieshaar

    https://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

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    1 ora e 20 min
  • Mastering Shader Programming & Technical Art with Harry | The Generalists Podcast
    Dec 27 2025

    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/shop

    Key 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/@SebastianLague

    Timestamps:

    00:00:00 - Introduction to Harry

    00:01:55 - Harry’s art journey

    00:06:00 - Learning shaders

    00:12:00 - To be a Technical Artist

    00:18:00 - Communication

    00:22:00 - Intimidation with shader programming

    00:27:00 - Advice for self-learners

    00:31:00 - Understanding vector math

    00:38:00 - Managing freelancing work

    00:44:00 - Artistic vision Vs Technical skills

    00:50:00 - Render pipeline insights

    00:56:00 - The evolution of shader tools

    01:03:30 - Recommended resources

    01:23:30 - Avoid shortcuts, embrace learning

    01:25:00 - Outro

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    1 ora e 25 min
  • Behind the scenes of Game Producing | with Freelance Lead Producer: Eline Muijres
    Dec 27 2025

    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/shop

    Guest 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 - Introduction

    00:39 - Misconception of Producers

    05:25 - Artists vs Producers

    10:55 - Feedback vs Production

    16:19 - The "Clarity, Compassion, Momentum" philosophy

    27:15 - Gaps for Juniors

    32:32 - "Delusional Crunch"

    35:55 - Going Freelance

    41:23 - Crisis Management

    52:54 - Neurodiversity vs Production

    59:19 - Final Advice

    Follow Me / Jack the Generalist: https://linktr.ee/jack.the.generalist

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    1 ora e 10 min
  • Stylized vs. Realistic VFX, Moving for Work, & Becoming the Fireball Wizard
    Dec 12 2025

    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/shop

    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-2c72eccccfa84a0eae927d778ad746cc

    Interior 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 Story

    00:05:05 - The University Pivot: From Props to VFX

    00:15:30 - First Job & The Realities of Game Dev

    00:53:18 - The Life-Changing Offer & Moving for Work

    00:57:50 - Deep Dive: Creating VFX for VR (Performance, Style)

    01:01:07 - Case Study: Building the Ghostbusters Proton Beam

    01:05:26 - Stylized vs. Realistic Art Philosophy

    01:22:10 - The "I Make the Fireball" Explanation

    01:23:34 - Final Advice & Where to Find Jack

    Key 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.

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    1 ora e 24 min