『Jack Vaughan Podcast』のカバーアート

Jack Vaughan Podcast

Jack Vaughan Podcast

著者: Jack Vaughan
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Conversations with heroes and colleagues in the world of Software, Design, and Motion.Jack Vaughan
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  • 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 Discussed
    • The 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.
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    48 分
  • 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


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    1 時間 18 分
  • Wes Cockx - Creative Director and 3D Artist: Microsoft, Deep Mind, Rendering, and Creative Experiments.
    2024/09/03

    Today on the podcast, I’m speaking with Wes Cockx (@wes_cream), creative director and 3D designer.

    Wes is one of my favorite 3D artists and has worked for Microsoft, Deepmind, Apple, Meta, Google, Github and more. We spoke about his early experiences in 3D, rendering, his creative process, experiments, working with different clients and much much more.

    Please reach out if you have comments, guest-suggestions, or feedback. And as always, thanks for listening.

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    1 時間 9 分
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