エピソード

  • 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
  • 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

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    37 分
  • Hayley Akins | Motion Hatch & Marketing for Creatives
    2024/12/03

    Hayley Akins is the founder of Motion Hatch, a school that helps motion designers and creatives grow their business.

    Hayley is one of the originals in this space. She's been active since 2017 and has helped many people in the industry. I wanted to bring her on to discuss marketing, how it's evolving for creatives, and how to effectively connect with prospects online and on social media. We also talked about how her business has grown, the journey of motion designers, and the importance of alignment and authenticity online, among other topics.

    As always, if you want to support the show, you can leave a rating on Spotify or wherever you listen, or share it with a friend.

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    30 分
  • 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

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    58 分
  • 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


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    1 時間 44 分
  • 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


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    51 分