

Jack Vaughan Podcast
Jack Vaughan
Conversations with heroes and colleagues in the world of Software, Design, and Motion.
Episodes
Mentioned books

Feb 27, 2026 • 48min
Tyler Williams | FrameRate, Motion Array, and Building a Creator-First Video Platform
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.

Feb 14, 2026 • 56min
Ben Fryc | 3D Artist and Designer at Framer and Creator of Knob Keyboard
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.--Chapters00:00 Introduction to Ben Fryc and His Work01:43 Joining Framer: A Year in Review04:24 The Creative Team at Framer07:31 The Role of 3D in Framer's Brand10:30 Creative Process and Collaboration at Framer13:32 Experimentation and Learning in Design16:24 Tools of the Trade: 3D Design Software19:13 Challenges in 3D Design and Production22:16 The Intersection of Speed and Craft in Design30:12 Navigating Project Timelines and Client Work31:13 The Challenges of Scoping Projects32:31 Pre-Production: Aligning Teams and Feedback33:46 Rendering Techniques and Tools34:11 Exploring Plasticity and the Knob Series35:29 The Role of Sound Design in Visual Projects38:16 From Concept to Creation: Designing a Keyboard43:09 The Power of Willing Ideas into Existence49:11 AI's Role in Motion Design and 3D Work54:58 Looking Ahead: Future Projects at Framer

Jan 28, 2026 • 1h 18min
Justin Taylor | Hyper Brew, Bolt, Open Source and Adobe Plugin Development
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 WeavyChapters00:00 Introduction to Justin Taylor and Hyperbrew01:44 The Journey to Tool Development06:42 The Evolution of ProIO and Its Impact12:26 Building a Community and Networking15:15 Understanding Pipeline Management in Large Agencies23:37 The Role of Technical Directors24:54 Transitioning to Full-Time with Hyperbrew26:49 The Evolution of Business Taglines29:27 Understanding Adobe Partnerships33:03 Custom Tool Projects and Automation37:18 Navigating API Limitations in Video Tools41:28 The Importance of Extensibility in Software43:54 The Adobe Plugin Landscape Explained48:59 The Development of Bolt and Open Source Contributions55:35 The Evolution of Open Source Projects58:51 The Benefits of Open Source Development01:01:12 Custom vs. Off-the-Shelf Tools01:01:13 AI in Custom Tool Development01:04:32 The Future of Video Tools and AI01:15:37 HyperBrew's Vision and Future Projects

Sep 2, 2025 • 1h 39min
Danny Perry | Plugin Play, AI Development, Agentic Motion & a New Motion Marketplace
Learn more about Danny at https://www.dannyperry.me Learn more about the podcast at https://jackvaughan.comToday 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 communityBy 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 Development07:29 Transforming Daily Operations with AI13:24 Agentic Editing and the Need for Project Files19:17 Integrating AI with Editing Software25:24 The Journey of a Motion Graphics Entrepreneur38:49 Building Proprietary Platforms and Tools43:57 Transforming Long-Form Content into Short-Form49:10 Transitioning to UXP: A New Development Framework55:56 UI Design and User Experience in Motion Graphics01:09:46 The Power of Real-Time Feedback in Motion Design01:16:06 AI and Automation in Video Editing01:23:39 The Role of Plugin Play in a Crowded Market01:29:23 The Evolution of Software Development and Human Oversight

Aug 21, 2025 • 37min
Antonino Iacona | Apple, Google Creative Lab, Motion with Intent & Studio Santo
Antonino Iacona, a motion designer and co-founder of Studio Santo, shares his creative journey from Apple to Google Creative Lab. He highlights how Apple’s detail-oriented design philosophy shaped his craft. At Google, he fostered an experimental mindset where ideas take precedence over tools. Iacona discusses the importance of 'motion with intent,' urging a synergy of expressive and functional designs. He also explores Studio Santo's unique approach to delivering collaborative motion systems rather than simple outputs, emphasizing adaptability and client engagement.

7 snips
Jun 17, 2025 • 58min
Justin Poore | Lead Producer of Cleo Abram's Huge if True
In this conversation with Justin Poore, lead producer and animator of Cleo Abram's Huge If True, he reveals the story behind their creative partnership. They discuss unique approaches to script editing, the value of engagement on social media, and how shorts have fueled their growth. Justin also dives into their production strategies, including the importance of locking scripts before animation and the innovative use of field shoots. Plus, he shares insights on balancing design and animation for high-quality content!

May 29, 2025 • 1h 44min
Grant Shaddick | Tella, Editing Agents, Video in the Cloud, Design Constraints, and Screencasting
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 onThe 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 Goals04:59 Harnessing AI for Enhanced Video Production08:08 The Future of Editing: Auto Layout and Beyond11:14 Navigating Terminology: AI, Agents, and Collective Intelligence14:05 The Role of Design in User Experience16:54 Understanding Customer Needs and Constraints20:06 The Importance of Focused Use Cases23:16 Comparing with Competitors: Descript and Others26:08 Creating a Seamless Recording Experience29:07 The Design Process: From Chaos to Structure32:12 Balancing Features and Simplicity in Editing41:34 Streamlining Video Creation Processes44:22 Enhancing User Experience in Video Recording47:54 The Future of Video Editing with AI50:57 Building Trust in Video Creation54:00 The Impact of Video Tools on Knowledge Sharing56:55 The Role of AI in Video Planning58:49 Navigating the Ethics of AI in Content Creation01:02:42 Ensuring Authenticity in Video Content01:04:01 Balancing Complexity and Usability in Design01:12:52 Optimizing Video Recording and Uploading01:15:55 Understanding Video Storage and Upload Challenges01:18:34 The Infrastructure Behind Video Storage01:21:45 Enhancing Video Editing Features01:25:42 Streamlining Video Sharing and Publishing01:32:41 The Future of Video Automation and AI IntegrationSummary (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.

May 27, 2025 • 1h 44min
Audrey Havey | Riot Games, Visual Communication, Esports, Art Direction & Experiments
Learn more about Audrey at https://www.audreyhavey.comLearn more about the podcast at https://jackvaughan.comToday 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 Creativity05:03 Childhood Inspirations and Early Experiences12:37 Education and the Advertising Degree24:07 Skills Acquired and Professional Development26:46 The Importance of Personality in Creative Work29:01 Navigating Early Career Experiences31:50 The Impact of Freelancing on Personal Growth35:18 Finding Fulfillment in Creative Roles38:21 Leveraging YouTube for Networking and Growth44:08 The Evolution of Communication Skills45:59 Understanding Style and Personal Identity in Art54:00 Navigating Creative Pivots54:31 Exploring Notable Projects01:02:29 The Journey to Riot Games01:06:28 The Love for Gaming and Art01:17:16 Vandal: A COVID Passion Project01:18:25 The Genesis of a Creative Organization01:22:32 Building a Team in Esports01:22:56 Understanding Riot Games and Team Fight Tactics01:29:10 The Art of Marketing in Gaming01:36:06 The Art of Marketing in Gaming01:37:45 Navigating Large Organizations and Communication01:39:38 Personal Growth and Future Aspirations

May 9, 2025 • 38min
Mengh-Hsueh Lin | Motion, Anime, Instructional Design, and a New Chapter
Today I’m speaking with Meng-Hsueh Lin, an animator and motion designer. He’s worked with studios likeOrdinary Folk, Coat of Arms, Awesome Incas 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 moreSummary (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 Design04:05 Discovering Passion for Animation07:00 Transitioning to Professional Motion Design10:06 Freelancing Challenges and Networking13:07 Collaborations and Studio Experiences16:19 Working with Ordinary Folk19:11 Design Bootcamp Experience21:58 Technical Problem Solving in Animation25:13 2D and 3D Workflow Integration26:39 Character Animation Insights29:19 Tools of the Trade30:58 Navigating Challenges in Animation34:41 Sound Design in Motion36:32 Teaching and Learning in Animation38:41 Finding Passion and Direction46:48 Reflections on Career Path and Future Goals50:51 New Chapter

Apr 30, 2025 • 1h 3min
Twisha Patni | Buck, Multidisciplinary Design, Process, Illustration Systems and Google Gemini
Learn more about Twisha at https://www.twishapatni.comLearn more about the podcast at https://jackvaughan.comToday, 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 Roles03:31 Curiosity and the Journey of Learning06:25 The Balance of Yes and No09:20 Identity and the Illustrator’s Journey12:25 The Art of Storytelling in Design14:46 Play and Experimentation in Craft18:02 Finding Inspiration Beyond the Canvas20:43 Mentorship and Growth in Design23:51 Transitioning to Art Direction27:03 Navigating Styles and Techniques30:05 Creative Strategy and Conceptual Depth31:21 Dreams of Podcasting31:49 Creative Direction in Big Projects35:34 Collaboration with Microsoft37:25 Understanding Client Briefs40:18 The Balance of Resources41:07 Career Journey and Internships44:01 Branding and Design Execution44:51 Creative Strategy vs. Art Direction47:11 Surprise and Delight in Design48:42 Teaching Creative Thinking55:00 Working on Gemini Project01:01:15 Future Aspirations


