DEV TEAM
Founder & Producer/Director
Zackery Oleson
Zackery Oleson is the founder of Insight Interactive, an independent publishing and production effort focused on ambitious online games built through clean production, trusted partnerships, and community driven development.
His role is to organize the vision, manage the production path, build partnerships, and connect the creative, technical, and community pieces needed to move projects forward.
Zackery founded Insight Interactive around Heroes & Generals, a clean Unreal Engine rebuild of the original experience built from the ground up with new code, new assets, and a long term production vision. Rather than presenting Insight as a large internal studio, the project is structured around collaboration with Unreal Engine specialists, independent developers, artists, and experienced development partners.
Insight’s leadership philosophy is simple: define the vision clearly, validate the foundation honestly, work with the right people, and build trust through transparent progress. The goal is not to build alone. The goal is to organize the right people, the right process, and the right community around a shared vision.


Vishal Deshmukh
Unreal Gameplay Programmer
Vishal Deshmukh supports Insight Interactive’s Unreal Engine prototyping and gameplay validation work. His role includes building and testing prototype systems in Unreal, comparing new movement and weapon animation behavior against original Heroes & Generals reference footage, counting frames for timing accuracy, and helping validate movement, animation, and overall gameplay feel for the Heroes & Generals rebuild.

VinodKumar Prabhakaran
TPS Weapon Animator
VinodKumar Prabhakaran supports Insight Interactive’s first person weapon animation testing for the Heroes & Generals rebuild. His work focuses on creating prototype weapon animations in Blender, including reloads, firing, aiming down sights, recoil, and weapon handling transitions for weapons planned for the vertical slice. His animations help validate timing, hand placement, weapon movement, first person feel, and how weapon animation data can be prepared for integration into Unreal Engine.