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In this episode, I’m joined by Sisilia Nedyalkova, a 3D Environment Artist, to talk about what it really takes to build environments for games and break into the industry.
We discuss:
• How environment artists approach building game worlds
• The difference between art school and learning online
• Portfolio advice for aspiring game artists
• The mindset needed to improve as an artist
• Challenges of entering the game industry
• Environment art workflows and tools
• Learning 3D art through personal projects
If you're interested in environment art, game art, or starting a career in the games industry, this conversation dives into the realities of the craft and the journey behind it.
_________________ 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 ______________________
LinkedIn: https://www.linkedin.com/in/sisilia-nedyalkova-3d-artist/
Artstation: https://www.artstation.com/sisinedyalkova
________________ Find Jack on These Links ______________________
https://discord.gg/jC7YEsvwWp
https://www.instagram.com/jackthegeneralist/
https://www.linkedin.com/in/jack-gutmann/
______________________ Timestamps ______________________
00:00 – Introduction
02:00 – Becoming a 3D Environment Artist
08:30 – Learning 3D art and building a portfolio
15:00 – Breaking into the game industry
22:00 – Environment art workflow
30:00 – Challenges for new artists
40:00 – Advice for aspiring game artists
______________________ Tags ______________________
#gamedev #environmentart #gameart #3dart #indiedev #artstation
In this episode of The Generalists w/Jack Podcast i have a Christina (aka Castpixel), an art-director i had the absloute honor working with on Australia Did It. She shares her journey through art and some valuable tip as a Generalist herself.
Hope you like this one as much as I did!
Wishlist Australia Did It on Steam: https://store.steampowered.com/app/2396130/Australia_Did_It/
_________________ 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 ______________________
https://www.linkedin.com/in/christina-antoinette-castpixel-neofotistou/
https://bsky.app/profile/castpixel.bsky.social
________________ Find Jack on These Links ______________________
https://discord.gg/jC7YEsvwWp
https://www.instagram.com/jackthegeneralist/
https://www.linkedin.com/in/jack-gutmann/
______________________ Timestamps ______________________
00:00:00 – Intro & Christina’s background
00:02:20 – Working together on Australia Did It
00:06:15 – What an Art Director actually does
00:11:00 – Generalist vs specialist
00:15:40 – Making creative decisions
00:20:10 – Leading art direction in a team
00:25:30 – Challenges in production
00:30:00 – Communication & alignment
00:34:20 – Growing as an artist
00:39:10 – Industry insights & lessons
00:44:00 – Advice for artists
00:48:30 – Final thoughts
______________________ Tags ______________________
#gamedev #artdirector
In this episode, I sit down with Robbie Storm, VFX Artist and teacher at Breda University of Applied Sciences, to talk about what it really takes to become a VFX artist in game development.
We dive into:
- How VFX is taught in a structured environment
- The difference between self-taught and guided learning
- What students struggle with most
- Building strong fundamentals in VFX
- Preparing for a career in the game industry
- This is a long-form conversation for game developers and artists who want something thoughtful to listen to while working.
_________________ 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 ______________________
https://www.linkedin.com/in/robbie-storm/
https://www.buas.nl/en/dna
________________ 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 & Robbie’s background
02:15 – Teaching VFX at BUas
06:10 – What students struggle with
10:45 – Self-taught vs structured learning
15:20 – What makes a good VFX artist
20:05 – Fundamentals vs flashy effects
24:40 – Common beginner mistakes
29:10 – How to learn VFX properly
33:50 – Portfolio expectations
38:20 – Preparing for the industry
42:45 – Student mindset & growth
47:30 – Advice for aspiring VFX artists
52:10 – Final thoughts
______________________ Tags ______________________
#gamedev #vfxartist #techart
In this episode, I sit down with Nadir Latif to talk about working in game development, dealing with unclear direction in projects, and staying consistent even when motivation fluctuates.
We dive into:
The reality of working on poorly managed projects
Staying productive when vision isn’t clear
Balancing passion projects with studio work
Mental state, routine, and long-term growth
Finding your footing in the game industry
This is a long-form conversation for game developers and artists who want something thoughtful to listen to while working.
_________________ SUPPORT THE CHANNEL ______________________
- Join as a member and get all the extended cuts (20-30 min longer) + 3 episodes in advance for 2$ a month: https://www.youtube.com/channel/UC-qLOykb5dVM04Vkb3LUmXw/join
- 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 ______________________
- LinkedIn: https://www.linkedin.com/in/nadirlatif532/
________________ Find Jack on These Links ______________________
https://discord.gg/jC7YEsvwWp
https://www.instagram.com/jackthegeneralist/
https://www.linkedin.com/in/jack-gutmann/
_________________ Resources Mentioned ______________________
Books:
- The Art of Game Design: A Book of Lenses:
https://www.goodreads.com/book/show/3396933-the-art-of-game-design
- Game Feel:
https://www.goodreads.com/book/show/3385050-game-feel?ref=nav_sb_ss_2_9
- Game Balance:
https://www.goodreads.com/book/show/32586834-game-balance?ref=nav_sb_ss_1_12
- Significant Zero:
https://www.goodreads.com/book/show/32920234-significant-zero?ref=nav_sb_ss_1_15
- Game Mechanics - Advanced Game Design:
https://www.goodreads.com/book/show/13705461-game-mechanics?ref=nav_sb_ss_1_23
______________________ Timestamps ______________________
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-day
How to move from art → tech art
Learning C++ and engine fundamentals
Mentorship, workshops, and helping others level up
Building confidence in both code and creativity
_________________ Resources Mentioned ______________________
Dev Pods: https://www.devpods.gg/
@TheCodingTrain (YouTube)
@codebreakthrough (YouTube)
@TechArtAid Applying for a Technical Artist Job
Introductory C++
https://youtu.be/9Myk2vcK8s8?si=FfO_njX5ewAfdKqT
Unreal Engine 5 Course
https://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/jC7YEsvwWp
https://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 does
05:40 – Art vs Code
09:15 – How Victoria broke into technical art
14:30 – Learning C++
19:20 – Getting comfortable inside the engine
24:10 – Confidence & impostor syndrome
29:45 – Mentorship & teaching others
34:30 – Pixel Box workshops
39:10 – Advice for aspiring Technical Artists
44:20 – Portfolio & job applications
49:15 – Recommended learning resources
55:40 – 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 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/
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
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 ______________________
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
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
From the publisher's feed
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…
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.