
Hosted by Nick Grant
80 Level Podcast is an episodic show for game developers, digital artists, animators, video game enthusiasts, CGI and VFX specialists. Join us to learn about new workflows, discuss new tools and share your work.
83 episodes · publishes fortnightly · latest 2024-02-14 · ~40 min/episode
Rank
#3139
Substance
61.0
/ 100
Breakdown
Scored 2026-07
Updated monthly
Across the index
#3139 of 6182
Substance
Top 51%
outscores 49% of the index
80 Level Podcast ranks #3139 on The B2B Podcast Index with a substance score of 61.0 out of 100, scored across 1 recent episode. It scores highest on guest caliber and specificity & evidence. Ian is a genuine practitioner - 12 years as CG Supervisor at a working studio, hands-on lead for a SideFX flagship technical demo - but he operates in the science/planetarium space rather than AAA games, limiting direct relevance to most B2B game-dev operators.
Averaged across 1 recently scored episode, with cited evidence.
There are a handful of useful practitioner insights - procedural erosion data driving asset placement, small-team scale advantages - but the episode is heavily padded with the host's long-winded preambles and the guest rarely goes deeper than surface-level explanation of well-known Houdini capabilities.
“we can kind of use the kind of erosion and the debris kind of fields that it generated to place rocks um, in these areas or um, kind of spawn um, particular types of trees kind of higher on slopes and then different kind of trees lower down in the valleys”
“we had to create a large environment in a very short space of time”
The episode recycles broadly known talking points about procedural generation and non-destructive workflows without introducing any contrarian, first-principles, or counterintuitive arguments; comparisons to Ubisoft Far Cry and Guerrilla's Horizon are name-drops rather than novel analysis.
“because you can keep everything so non destructive and procedural”
“the expectation from the audience is the same, right? They still want an open world to often explore”
Ian is a genuine practitioner - 12 years as CG Supervisor at a working studio, hands-on lead for a SideFX flagship technical demo - but he operates in the science/planetarium space rather than AAA games, limiting direct relevance to most B2B game-dev operators.
“my kind of day job is a CG supervisor at an animation studio here in the uk uh based in Leicester”
“I was on the project for about eight months”
A handful of concrete details exist - 4km island, team of four, 3 - 4 months on the environment, ~one month to prototype the Flora tool, named colleagues George Hume and Fiker - but the episode lacks hard performance metrics, cost comparisons, or quantified productivity gains that would make the claims actionable.
“basically block out this island, this 4 kilometer island”
“our team, we were kind of only four of us, right, trying to create this very large environment”
The host's questions are extremely long and self-referential, often answering themselves before the guest can respond; there is no meaningful pushback, challenge, or follow-up drilling into specifics, making the dialogue feel like a promotional chat rather than a substantive interview.
“I'm wondering if you could. Because it's a different mindset. You know, it's a different way to approach problem, uh, solving. Um, can you talk a little bit about uh. What's. What's good about Houdini in general”
“Um, yeah.”
2024-02-14
First period on the Index - history builds from here.
1 scored on substance · 60 tracked in total.
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