The Generalists with Jack Gutmann cover art

The Generalists with Jack Gutmann

The Generalists with Jack Gutmann

By: 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.

Jack Gutmann 2024
Art Career Success Economics
Episodes
  • 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.

    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

    Show More Show Less
    1 hr and 25 mins
  • 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.

    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

    Show More Show Less
    1 hr and 10 mins
  • 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.

    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.

    Show More Show Less
    1 hr and 24 mins
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