
Advertise on podcast: Jack Vaughan Podcast
Rating
5from
This podcast has
37 episodes
Language
EnglishPublisher
Jack VaughanExplicit
Yes
Date created
2018/06/17
Latest episode
2026/02/27
Average duration
73 min.
Release period
26 days
Description
Conversations with heroes and colleagues in the world of Software, Design, and Motion.
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Check latest episodes from Jack Vaughan Podcast podcast
Tyler Williams | FrameRate, Motion Array, and Building a Creator-First Video Platform
2026/02/27
Today I'm speaking with Tyler Williams, the founder of Frame Rate, a new creator-first video platform built for motion designers, filmmakers, animators, and editors.
Tyler previously co-founded Motion Array, the template and asset library that grew into a huge part of the creator ecosystem and was later acquired by Artlist.
In this conversation, we talk about why Frame Rate exists in the first place, what Tyler thinks broke in the video hosting world as Vimeo shifted away from the community that built it, and what it means to design a platform that puts the work first.
We also get into the early decisions behind the product, curation versus algorithms, creator trust in the AI era, and where Tyler hopes Frame Rate can go over the next few years.
Topics DiscussedThe Vimeo shift and why it felt cultural, not just product-level.Motion Array, the exit, identity loss, and why other projects did not stick.Building FrameRate from scratch and what "creator-first" really means in practice.Curation versus algorithms, and resisting distraction mechanics.The two-sided ambition: helping artists get hired, not just host work.AI anxiety, protection limits, and the reality of robots.txt.Early traction: first 1,000 users, Discord loop, embeds, and product iteration.Lessons from Motion Array scaling, and what he wants to do differently this time.
Ben Fryc | 3D Artist and Designer at Framer and Creator of Knob Keyboard
2026/02/14
Today I'm speaking with Ben Fryc, a 3D artist, motion designer, and creative who's worked with Google, Figma, Loom, Wealthsimple, and now, for the last year, at Framer.I've followed Ben's work for years and really admired it. It's been exciting to watch his 3D and motion craft bring even more polish and energy to Framer's already stellar brand over the past year.In our conversation, we dove into his first year at Framer, the tight-knit marketing/video team, how he collaborates with folks like Andy Orsow, and the creative process behind their in-house work. We also covered his tool stack (Cinema 4D, Redshift, After Effects, Plasticity, and where each shines), the shift from freelance to full-time, his fantastical Knob series (and the role of Joseph Sims' sound design in elevating it), the wild journey turning those renders into real hardware with Work Louder, and where AI fits (mostly conceptual, not production).We also spoke about his personal work building the Knob keyboard, from "how hard could it be?" to shipping Batch 1: the compromises, community momentum, and what he'd tackle next with limitless resources (like a dream mouse or desk takeover). I really enjoyed this interview. Ben's a great guy. So I hope you do too.
--
Chapters
00:00 Introduction to Ben Fryc and His Work
01:43 Joining Framer: A Year in Review
04:24 The Creative Team at Framer
07:31 The Role of 3D in Framer's Brand
10:30 Creative Process and Collaboration at Framer
13:32 Experimentation and Learning in Design
16:24 Tools of the Trade: 3D Design Software
19:13 Challenges in 3D Design and Production
22:16 The Intersection of Speed and Craft in Design
30:12 Navigating Project Timelines and Client Work
31:13 The Challenges of Scoping Projects
32:31 Pre-Production: Aligning Teams and Feedback
33:46 Rendering Techniques and Tools
34:11 Exploring Plasticity and the Knob Series
35:29 The Role of Sound Design in Visual Projects
38:16 From Concept to Creation: Designing a Keyboard
43:09 The Power of Willing Ideas into Existence
49:11 AI's Role in Motion Design and 3D Work
54:58 Looking Ahead: Future Projects at Framer
Justin Taylor | Hyper Brew, Bolt, Open Source and Adobe Plugin Development
2026/01/28
Today I'm speaking with Justin Taylor, editor, motion designer, and founder of [Hyper Brew](https://hyperbrew.co), a company that builds plugins and automation tools for creative teams.
If you listened to my conversation with Adam Plouff, you'll know that Adam builds many of his tools on top of something Justin created called the [Bolt frameworks](https://github.com/hyperbrew). Adam makes the tools. Justin makes the tools the tool makers use.
This episode goes deeper into the development side than most. We talk about what "pipeline" actually means at studios like Buck, how the Adobe plugin landscape evolved from expressions to CEP to UXP, and how Justin turned open source into a business model. If that's not your world, the conversation opens with his journey from churning out product videos to automating the boring parts, and closes with where video tooling is headed (AI, Figma acquiring Weavy, and whether we'll all be writing our own tools soon).
## Topics Discussed
- From shooting product videos to automating the edits in Premiere Pro
- Working at Verasity CoLab and sharing tools with a mid-size video team
- Getting ProIO on aescripts and meeting Lloyd Alvarez
- Meeting Zack Lovatt at SIGGRAPH and the Adobe dev community
- Working at Buck as a creative technologist on pipeline development
- What "pipeline" actually means at studios like Buck
- Building tools for Cinema 4D, Figma, Nuke, Maya, and Houdini
- The early days of Adobe plugin development before proper documentation existed
- Going full-time with Hyper Brew
- The tagline evolution from "software solutions for video" to "we automate the boring"
- Working with Eric Moore from Brand Autopsy on messaging
- Adobe Video Partner Program and testing beta builds
- The Adobe plugin landscape: expressions, ExtendScript, CEP, and UXP
- Why Adobe moved from CEP to UXP
- How Bolt CEP became Bolt UXP, Bolt Figma, and Bolt Express
- Getting funding from aescripts, Figma's Creators Fund, and Adobe
- Custom tools for clients: image recognition, OCR, custom captions for a sports league
- Languages used: JavaScript, C++, Rust, Python, Lua
- Why extensible tools (Premiere, After Effects, Figma) win over closed ones like Affinity
- Klutz GPT and why Hyper Brew doesn't use AI for client code
- Custom vs off-the-shelf tools: 50% vs 100%
- Remotion and agents for video
- Figma acquiring Weavy
Chapters
00:00 Introduction to Justin Taylor and Hyperbrew
01:44 The Journey to Tool Development
06:42 The Evolution of ProIO and Its Impact
12:26 Building a Community and Networking
15:15 Understanding Pipeline Management in Large Agencies
23:37 The Role of Technical Directors
24:54 Transitioning to Full-Time with Hyperbrew
26:49 The Evolution of Business Taglines
29:27 Understanding Adobe Partnerships
33:03 Custom Tool Projects and Automation
37:18 Navigating API Limitations in Video Tools
41:28 The Importance of Extensibility in Software
43:54 The Adobe Plugin Landscape Explained
48:59 The Development of Bolt and Open Source Contributions
55:35 The Evolution of Open Source Projects
58:51 The Benefits of Open Source Development
01:01:12 Custom vs. Off-the-Shelf Tools
01:01:13 AI in Custom Tool Development
01:04:32 The Future of Video Tools and AI
01:15:37 HyperBrew's Vision and Future Projects
Danny Perry | Plugin Play, AI Development, Agentic Motion & a New Motion Marketplace
2025/09/02
Learn more about Danny at https://www.dannyperry.me
Learn more about the podcast at https://jackvaughan.com
Today I’m speaking with Danny Perry — Founder of Plugin Play — historically a plugin development company and just recently expanding to be a new marketplace for motion and video pros.
We spoke about
- How AI development has evolved in his organization — particularly agentic-accelerating dev and org speed.
- Comparing dev & motion - and the need for similar support/agentic power
- What it would take to get motion to this point-agentic editing & motion
- AI in products
- Future of Plugin Play and bringing a new marketplace of tools to the community
By the time this podcast goes out, Danny will have launched the new chapter for Plugin Play, and I'm really excited to see where it leads.
Summary (AI generated)
In this conversation, Jack Vaughan speaks with Danny Perry, founder of Plugin Play, about the evolution of the company and its integration of AI in motion design and development. They discuss the impact of AI on productivity, the importance of customer feedback in feature development, and the future of motion design tools. Danny emphasizes the need for project files in generative AI and the challenges posed by the lack of training data. They also explore the development landscape for motion graphics and the significance of UI design in creating effective tools. In this conversation, Jack Vaughan and Danny discuss the intricacies of building web tools, particularly in the context of motion graphics and UI design. They explore the challenges of creating user-friendly interfaces, the interdisciplinary nature of motion and code, and the future of software development with AI integration. Danny shares insights on the upcoming projects for Plugin Play, emphasizing the need for a cohesive platform for motion tools and the importance of user feedback in shaping their offerings. The discussion also touches on the evolving landscape of software development and the role of AI in enhancing creative workflows.
Chapters (AI generated)
00:00 The Evolution of AI in Development
07:29 Transforming Daily Operations with AI
13:24 Agentic Editing and the Need for Project Files
19:17 Integrating AI with Editing Software
25:24 The Journey of a Motion Graphics Entrepreneur
38:49 Building Proprietary Platforms and Tools
43:57 Transforming Long-Form Content into Short-Form
49:10 Transitioning to UXP: A New Development Framework
55:56 UI Design and User Experience in Motion Graphics
01:09:46 The Power of Real-Time Feedback in Motion Design
01:16:06 AI and Automation in Video Editing
01:23:39 The Role of Plugin Play in a Crowded Market
01:29:23 The Evolution of Software Development and Human Oversight
Antonino Iacona | Apple, Google Creative Lab, Motion with Intent & Studio Santo
2025/08/21
Learn more about Antonino at https://antoninoiacona.it
Learn more about the podcast at https://jackvaughan.com
Today I’m speaking with Antonino Iacona — motion designer & director. Antonino has worked at Apple, Google Creative Lab and is now running Studio Santo.
We spoke about:
How Apple shaped his craft through slow, iterative, detail-obsessed design.The experimental mindset he developed at Google Creative Lab — and why ideas, not tools, come first.What it means to design "motion with intent", and why expressive and functional motion must work in tandem.The way he and his co-founder Ben work — blending motion and design from the start.And a discussion around the value or product that Studio Santo actually delivers to its clients. Not finished mp4s — but more like motion systems & identities — flexible, collaborative toolkits.
Summary (AI generated)
In this conversation, Antonino Iacona, a motion designer and co-founder of Studio Santo, shares insights from his experiences at Apple and Google Creative Lab. He discusses the importance of crafting motion design with intent, the collaborative design process at Studio Santo, and the balance between expressive and functional motion. Antonino also reflects on the evolving role of AI in design and the future direction of his studio.
Chapters (AI generated)
00:00 Introduction and Title Clarification
04:58 Key Projects at Apple
14:53 Collaboration and Client Engagement
17:36 Expressive vs Functional Motion
21:12 Navigating Language and Comfort in Communication
23:44 Transitioning to Google Creative Lab
26:08 The Role of Prototyping in Innovation
26:32 Defining a Motion Designer's Role
30:08 Tools and Techniques in Motion Design
31:47 The Role of AI in Design
34:24 Future Directions for Studio Santo
Justin Poore | Lead Producer of Cleo Abram's Huge if True
2025/06/17
Learn more about Justin at https://www.youtube.com/@CleoAbram
Learn more about the podcast at https://jackvaughan.com
Today I’m speaking with Justin Poore — an animator and the producer of Huge if True — a show by Cleo Abram that’s had a ton of attention and engagement over the last few years, recently reaching 6 million subscribers on YouTube.
Cleo is one of the fastest growing YouTube channels about tech and science, and Justin’s work plays a huge part in it.
We spoke about:
- The origins of Justin and Cleo’s collaboration
- The team they have
- Their processes for pitching, script writing, on-set production, and more
- What they’ve learned about engagement on social media — and they really know!
- Their strategy around shorts and repurposing content
- And of course, a deep dive into Justin’s skillset as an animator and producer
Summary (AI generated)
In this conversation, Justin Poore, animator and producer of the YouTube show Huge If True, discusses the rapid growth of the channel, the creative processes behind their engaging content, and the importance of audience connection. He shares insights into their collaborative work, the evolution of their team, and the strategies that have contributed to their success. Justin also delves into the technical aspects of animation, the impact of short-form content, and the exciting experiences from field shoots. Looking ahead, he expresses enthusiasm for the future of Huge If True and the potential for further growth.
Chapters (AI generated)
00:00 Introduction to Justin Poore and Huge If True
00:51 Scripting and Storytelling Techniques
11:25 Story Selection and Idea Generation
13:53 Team Structure and Roles
17:00 Engagement Strategies and Early Success
19:59 Shorts and Content Repurposing
22:25 Field Shoots and On-Site Experiences
25:06 Approaching Big Organizations for Collaborations
27:31 Design and Animation Style
35:27 The Animation Process: From Sketch to Screen
38:24 Design Principles in Animation
39:33 Exploring 3D Animation Techniques
41:15 Rendering Challenges and Solutions
43:46 The Production Workflow: Animation and Review
45:04 Utilizing Assets: Stock vs. Custom Models
46:55 The Art of 3D Modeling and Rigging
48:05 Tools of the Trade: Software and Techniques
52:06 Engagement Strategies for Content Creation
56:22 Looking Ahead: The Future of Huge of True
Grant Shaddick | Tella, Editing Agents, Video in the Cloud, Design Constraints, and Screencasting
2025/05/29
Today I’m speaking with Grant Shaddick, CEO of Tella. Tella is a recording and editing tool that is totally cloud-based. It’s like Loom but more HQ, and it handles a lot of the post-production for you.
I’ve used Tella for a couple of years now and have been using it more recently as I’ve moved to more off-the-cuff production. It’s been a really delightful experience.
Grant and the team think a lot about the user experience and tow a good balance between enabling high-quality video production and keeping the tool simple. Something we spoke a lot about.
We also touched on
The deeper capabilities that LLMs are giving them — including their upcoming editing agent.His thoughts on competitors and related tools like Descript & Underlord, Loom, Riverside and moreThe platform itself and what it takes to record, edit, and share all in the cloudThe future of the platform as it relates to automation & generative AIAnd the future place of video in the workplace.
Chapters (AI Generated)
00:00 The Evolution of Teller: Vision and Goals
04:59 Harnessing AI for Enhanced Video Production
08:08 The Future of Editing: Auto Layout and Beyond
11:14 Navigating Terminology: AI, Agents, and Collective Intelligence
14:05 The Role of Design in User Experience
16:54 Understanding Customer Needs and Constraints
20:06 The Importance of Focused Use Cases
23:16 Comparing with Competitors: Descript and Others
26:08 Creating a Seamless Recording Experience
29:07 The Design Process: From Chaos to Structure
32:12 Balancing Features and Simplicity in Editing
41:34 Streamlining Video Creation Processes
44:22 Enhancing User Experience in Video Recording
47:54 The Future of Video Editing with AI
50:57 Building Trust in Video Creation
54:00 The Impact of Video Tools on Knowledge Sharing
56:55 The Role of AI in Video Planning
58:49 Navigating the Ethics of AI in Content Creation
01:02:42 Ensuring Authenticity in Video Content
01:04:01 Balancing Complexity and Usability in Design
01:12:52 Optimizing Video Recording and Uploading
01:15:55 Understanding Video Storage and Upload Challenges
01:18:34 The Infrastructure Behind Video Storage
01:21:45 Enhancing Video Editing Features
01:25:42 Streamlining Video Sharing and Publishing
01:32:41 The Future of Video Automation and AI Integration
Summary (AI Generated)
In this conversation, Grant Shadick, CEO of Tella, discusses the innovative approach of Tella in simplifying high-quality video production through user-friendly design and the integration of AI. The discussion covers the importance of user experience, the role of AI in automating editing processes, and the future of video creation. Grant emphasizes the need to empower users to communicate effectively through video while maintaining a balance between simplicity and functionality in design. In this conversation, Grant and Jack explore the evolving landscape of AI in video production, the importance of authenticity, and the challenges of integrating advanced technology into user-friendly design. They discuss Tella's backend mechanics, the complexities of video editing, and the future of publishing and sharing content. The conversation also touches on the potential of automation in video communication and how AI can enhance the creative process.
Audrey Havey | Riot Games, Visual Communication, Esports, Art Direction & Experiments
2025/05/27
Learn more about Audrey at https://www.audreyhavey.com
Learn more about the podcast at https://jackvaughan.com
Today I’m speaking with Audrey Havey - a freelance designer, illustrator, and motion designer.
I know Audrey through her YouTube channel where she teaches and vlogs on a wide variety of topics. And as I discovered her work i really wanted to have a chat with her here.
She’s a true multidisciplinary artist and a great communicator — both things I’m trying to be — so I wanted to pick her brains and learn from her. We spoke about:
Personal projects & experimentation.Her advertising degree.The important of strong conceptual ideas.We covered a lot on designing for esports & her work at Riot games.We talked about Art direction, branding, and networking.The logistical nature of designing in large organizations.and much more…
Summary (AI generated)
In this conversation, Audrey Havey, a multidisciplinary artist, shares her journey from childhood creativity to her current role as a freelance designer and motion artist. She discusses the importance of personal projects, the impact of her education, and the transition to freelancing. Audrey also highlights the role of YouTube in expanding her network and the evolution of her artistic style. Throughout the discussion, she emphasizes the significance of communication skills and the value of experimentation in the creative process. In this conversation, Jack Vaughan and Audrey Havey explore the creative journey of Audrey, touching on her notable projects, her experience at Riot Games, and her passion for gaming and design. They discuss the importance of communication in large teams, the influence of music in design, and the evolution of her career from freelancing to a full-time role at Riot. Audrey shares insights into her passion project, Vandal, and reflects on her aspirations for the future, including the impact of her upcoming child on her creative endeavors.
Chapters (AI generated)
00:00 The Journey of Creativity
05:03 Childhood Inspirations and Early Experiences
12:37 Education and the Advertising Degree
24:07 Skills Acquired and Professional Development
26:46 The Importance of Personality in Creative Work
29:01 Navigating Early Career Experiences
31:50 The Impact of Freelancing on Personal Growth
35:18 Finding Fulfillment in Creative Roles
38:21 Leveraging YouTube for Networking and Growth
44:08 The Evolution of Communication Skills
45:59 Understanding Style and Personal Identity in Art
54:00 Navigating Creative Pivots
54:31 Exploring Notable Projects
01:02:29 The Journey to Riot Games
01:06:28 The Love for Gaming and Art
01:17:16 Vandal: A COVID Passion Project
01:18:25 The Genesis of a Creative Organization
01:22:32 Building a Team in Esports
01:22:56 Understanding Riot Games and Team Fight Tactics
01:29:10 The Art of Marketing in Gaming
01:36:06 The Art of Marketing in Gaming
01:37:45 Navigating Large Organizations and Communication
01:39:38 Personal Growth and Future Aspirations
Mengh-Hsueh Lin | Motion, Anime, Instructional Design, and a New Chapter
2025/05/09
Today I’m speaking with Meng-Hsueh Lin, an animator and motion designer. He’s worked with studios like
Ordinary Folk, Coat of Arms, Awesome Inc
as well as clients like Disney, Airbnb, and Volkswagen.
We spoke about:
His CS degreeHis passion for animeHis experience with School of MotionFreelancing and collaborating with studios like OFRigging and character animationTeaching and instructional designSome reflections on where Meng is now, a fork in the road where he’s thinking about what’s next... and much more
Summary (AI Generated)
In this conversation, Meng, an animator and motion designer, shares his journey from studying computer science to discovering his passion for animation. He discusses his experiences with various studios, the challenges of freelancing, and the importance of collaboration in the animation industry. Meng also reflects on his learning experiences, including design bootcamp and character animation, while expressing his ongoing quest to find his true passion in the field.
Chapters:
00:00 Journey from Computer Science to Motion Design
04:05 Discovering Passion for Animation
07:00 Transitioning to Professional Motion Design
10:06 Freelancing Challenges and Networking
13:07 Collaborations and Studio Experiences
16:19 Working with Ordinary Folk
19:11 Design Bootcamp Experience
21:58 Technical Problem Solving in Animation
25:13 2D and 3D Workflow Integration
26:39 Character Animation Insights
29:19 Tools of the Trade
30:58 Navigating Challenges in Animation
34:41 Sound Design in Motion
36:32 Teaching and Learning in Animation
38:41 Finding Passion and Direction
46:48 Reflections on Career Path and Future Goals
50:51 New Chapter
Twisha Patni | Buck, Multidisciplinary Design, Process, Illustration Systems and Google Gemini
2025/04/30
Learn more about Twisha at https://www.twishapatni.com
Learn more about the podcast at https://jackvaughan.com
Today, I’m speaking with Twisha Patni, an Art Director & Graphic Designer.
She’s worked with brands such as Apple, Spotify, Netflix, NYTimes, The Economist, and is now at Buck.
We spoke about
— Being multidisciplinary
— How she’s developed over time
— Her work at Buck
— Illustration systems for Gemini
— Internships
— Style, dabbling
— Personal fulfillment & burnout
— How to root visual design in concept & strategy
— and much, much more.
As always, if you appreciate the show, leave a rating wherever you’re listening, or share it somewhere.
And now I hope you enjoy this interview with Twisha Patni.
Summary (AI generated)
In this conversation, Twisha Patni, an accomplished art director and graphic designer, shares her journey through the design world, emphasizing the importance of curiosity, multidisciplinary skills, and the evolution of design roles. She discusses her experiences at Buck, her transition to art director, and the significance of mentorship in her career. Twisha also delves into the balance between play and work, her sources of inspiration, and the creative strategies behind successful projects, including her work with Google on the Gemini platform. As she reflects on her future aspirations, she expresses a desire to explore entrepreneurial ventures while maintaining a passion for her craft.
Chapters (AI generated)
00:00 The Evolution of Design Roles
03:31 Curiosity and the Journey of Learning
06:25 The Balance of Yes and No
09:20 Identity and the Illustrator’s Journey
12:25 The Art of Storytelling in Design
14:46 Play and Experimentation in Craft
18:02 Finding Inspiration Beyond the Canvas
20:43 Mentorship and Growth in Design
23:51 Transitioning to Art Direction
27:03 Navigating Styles and Techniques
30:05 Creative Strategy and Conceptual Depth
31:21 Dreams of Podcasting
31:49 Creative Direction in Big Projects
35:34 Collaboration with Microsoft
37:25 Understanding Client Briefs
40:18 The Balance of Resources
41:07 Career Journey and Internships
44:01 Branding and Design Execution
44:51 Creative Strategy vs. Art Direction
47:11 Surprise and Delight in Design
48:42 Teaching Creative Thinking
55:00 Working on Gemini Project
01:01:15 Future Aspirations
Tom Parkes | Web & Brand, Design as Art, Communication, Sensitivity & Receptivity
2025/04/24
Learn more about Tom at https://www.tparkes.com
Learn more about the podcast at https://jackvaughan.com
Today I’m speaking with Tom Parkes - a Web+Brand designer.
Tom’s worked at both agencies such as Instrument, Justified Studio, MetaLab, and freelanced for companies such as Airbnb, Microsoft and he’s now at Glide - where I work - leading web & brand.
We talked about many things like:
The activity and craft of designSensitivity and receptivity to design and art.Design in agencies versus in-house.The difference between art and designhow design is merging with motionAnd of course, much, much more.
Summary (AI Generated)
In this conversation, Jack Vaughan speaks with Tom Parkes, a web and brand designer, about his journey in design, the evolution from graphic design to visual communication, and the importance of sensitivity and emotional connection in the design process. They discuss the role of typography, the impact of university experiences, and the balance between trends and timelessness in design. Tom shares insights on the significance of communication in design and how it shapes the designer’s approach to their work. In this conversation, Tom discusses the intricacies of branding and design, emphasizing the importance of presentation, critique, and the separation of personal identity from work. He introduces his ‘Holy Trinity’ of design process, which includes context, empathy, and execution. The dialogue explores the balance between art and design, the evolution of digital design, and the significance of brand strategy. Tom reflects on the challenges and opportunities presented by AI in design, advocating for a thoughtful approach to integrating new technologies while maintaining the essence of creativity.
Chapters (AI Generated)
00:00 The Evolution of Design Terminology
05:44 Navigating Design Education and Personal Growth
13:45 The Emotional Connection to Design
19:42 Sensitivity and Vulnerability in Creativity
29:38 Staying Relevant in Design Trends
37:12 The Essence of Timeless Design
39:49 The Evolution of Branding
43:26 The Art of Communication in Design
54:23 Tom’s Holy Trinity of Design Process
58:02 The Intersection of Art and Design
01:06:38 Navigating the Balance of Web and Brand Design
01:07:13 The Evolution of Brand Strategy in Design
01:11:59 The Intersection of Design and Development
01:16:24 Reflections on Product Design vs. Brand Design
01:19:13 Creating Synchronicity Between Brand and Product
01:22:10 Systems Thinking in Design
01:25:59 The Importance of Brand Strategy in Design
01:30:44 The Future of Design in the Age of AI
01:39:13 New Chapter
Chris Spags | JetBoost, Software Development, Webflow, Scaling and Selling a Business
2025/04/08
Find out more about Chris → https://cspags.com/
Find out more about the podcast here → https://jackvaughan.com
Today, I’m speaking with Chris Spags, a software developer and the founder of JetBoost. I was involved in a project with Chris a few years back and recently found out that he's just sold JetBoost, a very popular suite of tools in the Webflow ecosystem.
So I thought it'd be really interesting and a great time to get him on to talk about his journey with that company and what it's like building within an established ecosystem and how Webflow has grown over the years.
We also spoke about the process of selling a software business, which is something I know very little about, and what it's like now, after a successful sale and the kind of journey of finding a new direction.
As always, if you appreciate the show, leave a rating wherever you're listening or share it with someone. And now I hope you enjoy this interview with Chris Spags.
Summary & Chapters (AI Generated)
In this conversation, Chris Spags shares his journey as a software developer and entrepreneur, detailing his experience building JetBoost within the Webflow ecosystem. He discusses the evolution of Webflow, the origin and growth of JetBoost, the challenges of scaling a business, and the process of selling it. Chris reflects on personal growth during this journey, the importance of solving real problems for users, and his aspirations for the future as he navigates life after the sale.
00:00 Overview of Webflow Today
04:42 The Early Days of JetBoost
09:35 JetBoost's Evolution and Features
14:27 Building on a Platform: Risks and Relationships
19:35 Scaling JetBoost and the Decision to Sell
25:30 Navigating the Sale of JetBoost
31:17 The Journey of a Software Developer
38:47 Reflections on Fulfillment and Growth
47:08 Transitioning to New Beginnings
Chase Goulet | Product Design, Minecraft, Architecture, The Art of Learning, AI and Creativity
2025/03/27
Today I'm speaking with Chase Goulet, a product designer and former professional Minecraft builder.
Find out more about Chase → https://chasegoulet.com/
Find out more about the podcast here → https://jackvaughan.com
We talked about:
- Failure, mindset, and the art of learning
- Minecraft, architecture, and his road to product design
- His college startup
- Design as trust
- The ever-encroaching wave of AI on our creativity and how we contribute
- And much, much more
Summary & Chapters (AI-Generated)
In this conversation, Jack Vaughan speaks with Chase Goulet, a product designer and former professional Minecraft builder. They explore Chase's journey from his early creative experiences with Minecraft to his transition into product design. The discussion covers themes of creativity, the impact of AI on design, the importance of self-education, and the role of mentorship in career development.
Chase shares insights on the learning process, emphasizing the balance between theory and practice, and reflects on how gaming has influenced his approach to design. Jack and Chase explore the themes of learning through failure, the significance of college experiences, the evolving role of designers in the age of AI, and the future of design.
They discuss the importance of iteration in learning, the impact of college on personal and professional growth, and the challenges and opportunities presented by AI in the design field. The conversation emphasizes the need for creativity, abstract reasoning, and the human touch in design, even as technology advances.
00:00 Chase's Journey into Minecraft Building
03:42 Working with BlockWorks and Educational Projects
06:46 The Process of Translating Real-World Architecture into Minecraft
09:54 AI and Technology in Minecraft Building
12:27 The Role of Creativity in Game Design
15:28 Personal Projects and Passion for Building
18:36 The Impact of Minecraft on Understanding Architecture
21:27 Transitioning from Architecture to Product Design
24:44 The Transition from Engineering to Design
29:21 Learning Through Experience and Mentorship
33:59 The Art of Self-Education
38:26 Embracing Failure and Self-Criticism
40:15 College Experiences and Startup Ventures
47:00 The Role of Design in Building Trust
51:56 Building Trust Through Professional Branding
55:02 The Balance of Design and Trust
57:59 Navigating Career Growth and Skill Development
57:59 The Role of AI in Design and Creativity
01:08:41 The Future of Design in an AI-Driven World
Greg Stewart | Ordinary Folk, The Bible Project, Technical Animation, Motion Design, Art Direction, Cavalry
2025/03/17
Find out more about Greg → https://www.jdgstewart.co/
Find out more about the podcast here → https://jackvaughan.com
Today, I’m speaking with Greg Stewart—one of the founding members of Ordinary Folk and now Lead Animator at the Bible Project.
I’ve known about Greg for a long time, as Ordinary Folk are without doubt my favourite motion design studio. I remember first watching Greg from a Holdframe workshop and have since really connected with his way of thinking.
We spoke about
His early career and fast liftoffHistory and origin story of OFHis time there, working with Jorge and his eventual move awayA lot of detail on workflows, process, and working with teamsLevels of detail in motion - ways of seeingTechnical side of motion, rigging, systemsBut also the balance and integration of that with art direction, creative directionAnd, towards the end, a deep dive into how he’s using Cavalry
As always, if you appreciate the show, share it or leave a rating wherever you're listening. And I hope you enjoy this interview with Greg Stewart.
Summary & Chapters (AI Generated)
In this conversation, Greg Stewart, lead animator at The Bible Project, shares his journey from studying theology to becoming a prominent figure in motion design. He discusses his experiences at Ordinary Folk, the importance of collaboration, and the balance between technical skills and creative direction. Greg reflects on the significance of storytelling in animation and how his personal goals have evolved over time, emphasizing the value of faith and artistry in his work. In this conversation, Greg shares his journey in animation and collaboration, detailing his experiences working with a creative team and the growth he experienced through collaboration. He discusses the importance of art direction, team dynamics, and the processes that contribute to successful projects. Greg also explores the integration of new tools like Cavalry into his workflow, emphasizing the benefits of dynamic rendering and Google Sheets for efficient project management. He concludes with reflections on the future of motion design tools and the joy of problem-solving in the creative process.
00:00 Journey to The Bible Project
04:24 The Transition from Ordinary Folk to The Bible Project0
7:28 The Excitement of Working on Bible Project
10:13 Balancing Art and Technical Skills
13:36 The Importance of Conceptual Thinking in Motion Design
16:20 Navigating Complexity and Simplicity in Motion Design
38:01 Building a World Through Animation
41:17 The Importance of Pre-Visualization
44:13 Navigating Early Career Decisions
47:59 The Freelance Journey Begins
52:45 Shifting Goals and Personal Growth
57:53 The Dynamics of Teamwork at Ordinary Folk
01:10:32 Exploring Animation Techniques and Intentions
01:13:24 Balancing Creative Integrity and Technical Execution
01:16:09 The Dynamics of Team Collaboration in Animation
01:17:07 Establishing Effective Processes in Animation Projects
01:20:18 Incorporating Freelancers and Diverse Styles
01:23:05 The Importance of Pacing and Quality in Animation
01:25:50 Transitioning to New Tools: Cavalry in Animation
01:33:13 Integrating Cavalry into Workflows
01:44:47 Dynamic Rendering and Google Sheets Integration
01:58:29 The Joy of Problem Solving in Motion Design
Abdoulaye Barry | LinkedIn, Dubai, Marketing, Motion Tools, Freelancing
2025/03/06
Find out more about Abdoulaye → https://barrymotion.com/work
Find out more about the podcast here → https://jackvaughan.com
Today, I’m speaking with Abdoulaye Barry, a Motion Designer and Teacher. I've been aware of Abdoulaye’s work for a little while now and wanted to get him on to catch up about his work, his approach to marketing in the motion world, his recent move to Dubai, and his future vision for his work there.
We talked about LinkedIn, the UAE, motion tools, marketing and outreach as a freelancer, and much more. Thanks to those of you who sent in questions, particularly Abdoulaye’s friend, Pol O’Callaghan. As always, if you appreciate the show, share it or rate it wherever you're listening.
Summary & Chapters (AI Generated)
In this conversation, Jack Vaughan speaks with Abdoulaye Barry, a motion designer who recently moved to Dubai. They discuss Abdoulaye's journey, the creative landscape in Dubai, and the cultural references that influence design in the region. Abdoulaye shares his experiences transitioning from freelance work to a full-time position, the expectations within the motion design industry, and the importance of educating clients about the process. They also compare opportunities in France and Dubai, explore strategies for client outreach, and delve into Abdoulaye's exploration of 3D tools and techniques. Finally, they discuss Abdoulaye's future aspirations, including the potential to create a studio with his wife.
00:00 Abdoulaye's Journey to Dubai
02:50 The Creative Landscape in Dubai
06:25 Cultural Shifts and Design Evolution
11:20 Freelancing vs Full-Time Employment
13:54 Expectations in the Motion Design Industry
16:36 Educating Clients on Motion Design
19:15 Comparing Opportunities: France vs Dubai
22:45 Building Connections and Client Relationships
28:10 The Journey of Learning and Teaching Motion Design
31:17 Building a Presence on LinkedIn
33:01 Creating Opportunities in Motion Design
36:07 Engaging Clients with Visuals
38:58 Targeting the Right Audience
41:12 Branding Yourself in Motion Design
41:43 Transitioning to 3D and New Technologies
47:02 Future Aspirations and Collaborations
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