The Generalists with Jack Gutmann

Jack Gutmann

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.

  1. Why This Ex-Fallout Artist Left AAA to Go Indie | Jonah Lobe

    6 GG FA

    Why This Ex-Fallout Artist Left AAA to Go Indie | Jonah Lobe

    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

    1 h 18 min
  2. From Broken Knee to Game Dev: An Unlikely Origin Story

    21 GEN

    From Broken Knee to Game Dev: An Unlikely Origin Story

    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

    1 h 20 min
  3. Mastering Shader Programming & Technical Art with Harry | The Generalists Podcast

    27/12/2025

    Mastering Shader Programming & Technical Art with Harry | The Generalists Podcast

    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

    1 h 25 min
  4. Behind the scenes of Game Producing | with Freelance Lead Producer: Eline Muijres

    27/12/2025

    Behind the scenes of Game Producing | with Freelance Lead Producer: Eline Muijres

    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

    1 h 10 min
  5. Stylized vs. Realistic VFX, Moving for Work, & Becoming the Fireball Wizard

    12/12/2025

    Stylized vs. Realistic VFX, Moving for Work, & Becoming the Fireball Wizard

    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.

    1 h 24 min
  6. Dev behind Deadly Delivery Share their Story - Melle: Co-Founder Flat Head Studio

    11/12/2025

    Dev behind Deadly Delivery Share their Story - Melle: Co-Founder Flat Head Studio

    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 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

    1 h 15 min
  7. Project Management in Games: The Unseen Force from Concept to Launch | w/ Constantine

    11/12/2025

    Project Management in Games: The Unseen Force from Concept to Launch | w/ Constantine

    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

    50 min
  8. VFX is The Visual Language of Fun! - Game VFX Artist Sylvia | The Generalists Podcast

    11/12/2025

    VFX is The Visual Language of Fun! - Game VFX Artist Sylvia | The Generalists Podcast

    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

    1 h 11 min

Descrizione

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.