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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
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
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.
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/
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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
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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.
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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 Hit
00:09:07 - Core Idea: Time Loops & Determinism
00:10:13 - The "Ugly" Prototype
00:12:10 - Choosing VR Innovation
00:15:47 - The Gummy Bear Oracle & Creative Drive
00:18:19 - Surviving the Struggle & Finding Funding
00:21:23 - Pivot from Art Project to Business
00:22:38 - Free Demo Hits 200k Downloads
00:24:25 - The Perfect Founder Dynamic
00:26:01 - Building a 6,000-strong Community
00:27:52 - Marketing Strategy
00:29:47 - Market Analysis: Lethal Company Inspiration
00:32:13 - Unique Art of "We Are One"
00:33:28 - Watercolor Textures & Hand-Drawn Lines
00:38:22 - Why Traditional Art is the Future
00:39:25 - Handmade Art Pipeline
00:41:16 - How Limitations Spark Creativity
00:43:36 - The Viral TikTok Outline Debate
00:47:04 - Deadly Delivery Release Date Announcement
00:48:16 - Trailer Breakdown
00:49:53 - Scripting a "Funny" Trailer
00:52:40 - Using Austrian Folklore
00:56:49 - The 5 Art Pillars for "Deadly Delivery"
01:01:25 - Asset Pipeline & Efficiency (Shaders)
01:06:49 - A Hopeful Look at the Indie Future
01:09:40 - The Volatile VR Market Reality
01:10:55 - The Future of VR & Cross-Platform Dreams
01:14:22 - 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/shop
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 - Intro
01:14 - Perception vs. Reality of the Job
03:38 - Producers vs. Project Managers
06:51 - The Importance of Communication
08:05 - Soft Skills as Hard Skills
12:58 - Knowing a Little About Everything
16:06 - Underutilized Role: Risk Management
19:07 - Managing Personalities & Conflict
22:02 - What to Expect from Team Leads
23:22 - Essential Tool: Mastering Jira
27:02 - Estimating New & Unknown Projects
29:22 - Dealing with Tech Team Bottlenecks
32:13 - Favorite Phase: Prototyping
35:21 - Player Perception & Market Realities
41:59 - Cancelled Projects & Industry Heartbreak
45:59 - Game Pricing & Market Adaptation
47:50 - Networking & How Hiring Really Works
49:48 - 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/shop
Links and Resources Mentioned:
Sylvia's Artstation: https://www.artstation.com/sylviaysy
Sylvia'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 games
00:10:30 - First switch game she worked
00:11:46 - Switch Limitations and how she worked around it
00:17:02 - Trick to create optimized randomize flame particles
00:25:36 - Picking up Soft Skills, setting expectations, talking to clients
00:31:25 - Equip yourself with more skills, back up plans
00:34:09 - Dont put all your eggs in one basket, grow yourself
00:38:27 - Ethics on contract, freelances
00:40:41 - Learn things the hard way , but what are the boundaries
00:46:00 - Never do things for free and without a written contract first.
00:50:00 - Why black and White are important
00:56:15 - Future as a VFX artist, in and out of industry, other sources of income
00:58:35 - Art is just a source of income, a jobber
01:01:17 - We are all disposable, what are the plans?
01:03:15 - Don't burn Bridges , reputation is important
01:07:00 - Know your rights , get uncomfortable first, ask the uncomfortable questions
01:09:00 - 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/shop
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 - Welcome
00:03:06 - Homeschooling
00:10:22 - Industry Role
00:13:57 - Vistas
00:19:53 - Elden Ring
00:27:22 - Rendering
00:31:52 - Shaders
00:37:28 - Houdini
00:46:32 - Why Tech Art
00:49:28 - Solo Projects
00:57:18 - Racing Games
01:06:53 - Accessible Math
01:20:36 - Tutorial Problem
01:48:08 - Community
01:58:06 - 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/sylviaysy
Sylvia's Linkedin: https://www.linkedin.com/in/sylviaysy/
No Straight Roads 2 trailer: https://www.youtube.com/watch?v=lb4JAGF8Rz8
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 games
00:10:30 - First switch game she worked
00:11:46 - Switch Limitations and how she worked around it
00:17:02 - Trick to create optimized randomize flame particles
00:25:36 - Picking up Soft Skills, setting expectations, talking to clients
00:31:25 - Equip yourself with more skills, back up plans
00:34:09 - Dont put all your eggs in one basket, grow yourself
00:38:27 - Ethics on contract, freelances
00:40:41 - Learn things the hard way , but what are the boundaries
00:46:00 - Never do things for free and without a written contract first.
00:50:00 - Why black and White are important
00:56:15 - Future as a VFX artist, in and out of industry, other sources of income
00:58:35 - Art is just a source of income, a jobber
01:01:17 - We are all disposable, what are the plans?
01:03:15 - Don't burn Bridges , reputation is important
01:07:00 - Know your rights , get uncomfortable first, ask the uncomfortable questions
01:09:00 - 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.
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
Links and Resources Mentioned:
- Arabic Games Conference: https://arabic.games/
- Joseph's Portfolio: https://worldvoid.notion.site
Timestamps:
00:00 - Introduction
01:06 - The Arabic Games Conference Mission
04:41 - The State of Game Dev in the Arab World
08:16 - The Life of a Constant Traveler
12:15 - The 3-Year Plant Watering System Saga
19:30 - How Joseph Became a Tech Artist
21:00 - The Real Impact of AI on Creativity
29:07 - The "Fearless Learning" Mindset
31:06 - "Tech Artists Don't Need Tutorials, They Need Therapy"
32:05 - Getting into Unreal Engine
34:07 - A Deep Dive into Arab Food & Culture
47:29 - The Ideal Future for Arab Game Developers
53:47 - Hiring Secrets: What Studios Really Look For
01:16:45 - How to Not Take Job Rejection Personally
01:21:54 - 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.
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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
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Timestamps:
00:07:06 – Finding the Path: Why VFX?
00:11:52 – The Moment of Clarity: A Demo That Changes Everything
00:15:12 – Learning the Unknown: Strategies for Filling Knowledge Gaps
00:27:34 – The Heart of the Job: The Critical Role of VFX Integration
00:38:16 – Professionalism: Handling Rejection and Industry Noise
00:45:20 – Beyond the Hype: A Nuanced Take on AI and Art
00:55:34 – The Journey Never Stops: Embracing Growth and Shortcomings
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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
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.