You’ll hear how the creator's Unity plugin, Shader Forge, became a massive financial success, even funding their company, largely thanks to hitting the market at just the right time when Unity was growing rapidly and users desperately needed a node-based shader editor. Imagine the creator's surprise when they discovered that huge companies like Blizzard and Valve were actually using their indie tool – it really puts into perspective the unexpected reach your creations can have! You’ll get a candid look at the less glamorous side of maintaining a popular tool, like dealing with an immense amount of support tickets, many of which were related to general Unity issues rather than the plugin itself, ultimately leading to burnout. The creator shares the tough, yet ethical, decision they made to open-source Shader Forge, even though it was still generating significant income, because they felt it was the right thing to do rather than continuing to sell it without proper support. it was selling basically two full-time salaries. it did become a full-time job for a while Like especially when it when it was at its peak. financially it was a stupid decision to make it open source but morally i think it was the right thing to do. What was the approximate selling price per unit for Shader Forge? How many full-time salaries did Shader Forge sales cover on average? Which factor did the creator attribute to Shader Forge's initial success? What was a significant challenge for the creator while maintaining Shader Forge? What was the primary reason the creator decided to open-source Shader Forge? You’ll discover why the speaker believes common complaints about AI, like it looking bad or using too much energy, aren't the real issue, and why her core concern for art and creativity runs much deeper. You'll get a personal insight into how generative AI, for her, strips away the unique human story and passion from creation, resulting in 'soulless' content where the history is completely erased. You’ll hear her bold take on solutions, emphasizing the power of cultural pushback and even 'shaming' companies that use AI in creative work, seeing it as the strongest tool against the erosion of human artistry. You’ll also delve into the broader societal impact of AI on communication and misinformation, where she even proposes a controversial idea about identity verification on social media to help you distinguish real humans from bots. And so my argument against ai has a lot more to do with uh human communication and the purpose of art and creativity. um and so to me it is quite literally just removing humanity from art. What does the speaker identify as their core argument against generative AI, specifically in art and creativity? According to the speaker, why are common arguments against AI (like ugliness, energy use, copyright) insufficient to capture their main concern? What significant danger does the speaker highlight regarding generative AI's impact on human communication? What is the speaker's primary proposed solution for addressing the issues of generative AI in creative fields? For social media platforms, what specific measure does the speaker suggest to combat the negative effects of AI on human communication? You’ll quickly grasp why even popular 3D modeling tools often make game development feel like an uphill battle, as they weren't truly built with your needs in mind. Get ready to rethink 'more features are better' as you explore the idea of a 'Procreate for 3D modeling' — focusing on a superb user experience over just a long list of tools. You’ll completely understand why UV editors are such a major pain point in existing software, and how this new tool aims to fix those frustrating, often missing, basic features that game developers actually rely on. Imagine saying goodbye to models that import sideways! You’ll hear how this tool plans to seamlessly handle the messy world of different coordinate systems used by various game engines like Unity and Unreal. and it is designed to be a modern 3d editor in the sense that most 3d editors that people use today, like including maya, 3d max, blender, uh, these are huge pieces of software that have years of baggage and none of them are designed for game developers. i want to make the procreate of 3d modeling. What is the speaker's main criticism of existing 3D modeling software like Maya, 3D Max, and Blender? What is the speaker's vision for their new 3D modeling tool, Half-Edge? What specific common problem do game developers face when using standard 3D modeling tools that Half-Edge aims to solve with its coordinate system feature? According to the speaker, why are UV editors in existing 3D modeling software particularly problematic for game developers? What is the current development status of Half-Edge? You'll realize how the speaker differentiates between having a healthy 'eye for quality' and a 'toxic level of perfectionism' that can actually prevent you from releasing your best work. This clip offers a powerful insight into 'diminishing returns,' showing you how putting endless effort into tiny details often yields very little extra value, especially when your audience might not even notice. You'll hear about a fascinating experiment where the speaker intentionally released a video with 'awful footage' just to challenge his own perfectionism, and it turned out no one in the audience cared or even commented on it! This section might make you rethink your own creative process, as the speaker shares his new approach of animating only what's truly essential and engaging, reminding you that you're often your own harshest critic. perfectionism uh means that you are unwilling to let go of things until they are perfect in your mind. uh, and that unwillingness is just detrimental. there's nothing good that comes with that. when you push for quality, you you get such diminishing returns like once you hit like the top of the quality that you're you're about to make, like you you get so little value out of it for the amount of effort that you put into it. What does the speaker identify as a 'toxic level of perfectionism'? What was the speaker's key realization about the 'unwillingness to let go of things until they are perfect'? How did the speaker describe the audience's reaction to the 'laggy' and 'choppy' sections in her intentionally imperfect AI video? What is the speaker's new strategy for future video creation to combat perfectionism? What is the primary difference Freya notes between her self-judgment and her audience's judgment of her work? You’ll discover that burnout isn't just about hating your job; it's often a hidden trap when you push yourself too hard, especially when you're super passionate about what you do. Imagine trying to 'detox' from work when your work is your passion and hobbies — you'll see why the usual advice doesn't quite fit for everyone. You'll hear how prioritizing sleep became a powerful game-changer, revealing that not feeling tired doesn't mean your body isn't screaming for rest. This clip will make you rethink sleep entirely, showing how it's like your brain's essential 'filing system' and why skipping it can pile up mental 'junk.' usually burnout means that you are um putting a lot of pressure on yourself to always perform at a level that you're not actually capable of performing at. And then here i'm sitting, you know, having turned all of my hobbies into work and those are the projects that i'm doing. And so i'm like, well, this is the thing I'm doing for fun. What is a common misconception about burnout mentioned by the speaker? According to the speaker, what is the core issue leading to burnout? Why did the speaker find it difficult to notice they were stressed despite overworking on personal projects? What unique challenge did the speaker face at burnout rehab compared to most other participants? According to the speaker and the rehab program, what was the 'number one thing' or 'magic pill' for burnout recovery?