Jim Thacker
Jim Thacker tracks the tools and workflows behind contemporary games, animation and visual effects, focusing on detailed coverage of CG software releases and how they change production work. He is editor at CG Channel, where he writes the site’s news stories and interview features on digital content creation, rendering and pipeline technology. His copy foregrounds concrete features, version changes and real-world use cases rather than high-level announcements, making his coverage a reference point for artists and technical directors.
CG software and rendering releases
A core strand of Thacker’s work is systematic coverage of major CG and rendering software updates across the industry. Recent headlines at CG Channel include release stories for tools such as Arnold, Blender, Photoshop, Redshift and MotionBuilder, each framed around the specific version number and what is new in that build. In pieces like “Autodesk releases Arnold 7.5.3”, “Blender 5.2 LTS is here: discover its 5 key features” and “Maxon releases Redshift 2026.8”, he breaks down new features and improvements in plain language, often organising the story around a handful of key capabilities rather than a long changelog. His release coverage consistently notes practical details such as compatibility and platform support, so that production teams can quickly judge whether and how to adopt an update. The tone is measured and factual, aimed at readers who already work with these tools and need a clear, concise summary of what has changed.
Environment and terrain tools for games and VFX
Thacker pays particular attention to software used to build environments and landscapes, a critical part of game and visual effects pipelines. In “Unity releases SpeedTree 10”, he covers vegetation and environment creation inside a game engine, emphasising how the update fits into broader workflows for realtime projects.
His article “QuadSpinner releases Gaea 2.3” focuses on a terrain design tool, highlighting the introduction of a macro system for packaging node graphs, support for 16K baking, and new nodes like ColorThreshold and a simplified Lake mode. He notes that the release had previously received little coverage and explains that he picked it up while researching another story, underlining his habit of seeking out under-reported tools that matter to production artists.
Across this strand of work, he writes for technically literate readers, explaining specific nodes, resolution limits and workflow changes in enough detail for teams working on large-scale game or cinematic worlds.
Modeling, rigging and workflow tools
Alongside headline releases, Thacker covers tools and learning resources that shape day-to-day asset and character work.
His coverage of “Armature is a free AI-assisted standalone character rigging tool” introduces a rigging and skinning application aimed at games, animation and VFX, with attention to how AI assistance is applied inside an artist’s workflow. In “Free tutorial: Blender Hard-Surface Modeling Techniques”, he points to practical training content for Blender users, signalling an interest in hands-on modeling approaches rather than purely conceptual discussions.
Articles in this area often describe not just that a tool or tutorial exists, but what kinds of projects it suits and which parts of the production process it addresses, from character setup to hard-surface asset creation. This mix of tools and tutorials positions his coverage at the intersection of software news and craft-focused guidance for artists working in game and cinematic production.
Editorial perspective and industry connections
Thacker’s current role at CG Channel is grounded in a long-running focus on computer graphics and digital content creation. He serves as editor of the masthead and writes its news stories and interview features, shaping the editorial agenda around practical, tool-centric coverage.
Previously he was editor of 3D World magazine, giving him long-term familiarity with the needs of professional CG artists and studios. Beyond editorial work, he has written for companies including AMD, Autodesk, Blender Institute, Foundry and Maxon, and has edited books for publishers such as Focal Press and Design Studio Press.
This combination of newsroom experience and direct collaboration with software vendors and publishers informs his approach: he writes clearly and economically, centres feature-level detail, and selects stories that reflect the working concerns of people building games, animations and visual effects.
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