• From Broken Knee to Game Dev: An Unlikely Origin Story
    Jan 21 2026

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    _________________Description _____________________

    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.

    _________________ 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 hr and 20 mins
  • 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

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    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

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    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.

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    1 hr and 24 mins
  • Dev behind Deadly Delivery Share their Story - Melle: Co-Founder Flat Head Studio
    Dec 11 2025

    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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    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

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    1 hr and 15 mins
  • Project Management in Games: The Unseen Force from Concept to Launch | w/ Constantine
    Dec 11 2025

    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.

    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

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    50 mins
  • VFX is The Visual Language of Fun! - Game VFX Artist Sylvia | The Generalists Podcast
    Dec 11 2025

    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: / 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

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    1 hr and 11 mins
  • Math in Game Dev | Tech Artist: Finley Southwick | The Generalists
    Dec 10 2025

    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.

    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

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    2 hrs and 2 mins