Process

How I use AI without letting AI use me.

Fifteen years of hands-on craft set my bar. AI changes how much ground I can cover at that bar, more directions explored, more frames tested, more worlds built, and changes nothing about who decides. Here is the actual pipeline, not the pitch.

Character brief, written and locked before generation
Character brief, written and locked before generation
01

The brief comes first

Every AI-assisted project starts the way every project starts: a written brief. For the PLUM cast that meant twenty briefs, one per character, locking species, silhouette, material, palette, and personality before a single image was generated. AI without a brief produces options. A brief produces a direction.

A reference pack: locked angles, expressions, material studies
A reference pack: locked angles, expressions, material studies
02

Reference conditions the machine

Generation runs against curated reference packs, the same way a photographer works from a treatment. Locked turnaround angles, material studies, and style boards keep every batch pointed at the same world, so consistency is designed in, not hoped for.

One round of industrial design R&D for ODE: one kept, eight killed
One round of industrial design R&D for ODE: one kept, eight killed
03

Generate wide, kill hard

Batches are generated wide on purpose, then judged like dailies from a shoot. Most frames die. What survives is whatever holds the brief: on model, on palette, on personality. The kill rate is the craft. Taste is the filter the machine does not have.

The same frame: Cinema 4D blocking on the left, final Redshift render on the right
The same frame: Cinema 4D blocking on the left, final Redshift render on the right
04

Traditional tools direct it, then finish it

Cinema 4D and After Effects are not cleanup, they are where the shot gets directed. I block camera moves in C4D and animate primitives in After Effects to show a model exactly how something should move before it generates a frame. Surviving material then comes back into the same pipeline as any other footage: Photoshop for surgery, C4D when the shot needs real 3D, After Effects and Resolve for edit, comp, and grade. The finish is held to the same bar as fully hand-built work, because it ships next to it.

Where the line is

AI never chooses the idea, the type, the layout, the cut, or the final grade. It has no taste and no stake. It generates raw material at a volume no team could, and everything it makes passes through the same judgment as a frame I built by hand. When something is off model, it dies, no matter how pretty it is.

The receipts

Proven at production scale.

I also build the tools

I designed and built Coveboard ↗, AI-integrated pre-production and editing software: boards, generation, look development, animatics, and delivery on one canvas. Every animatic in my case studies is timed in it. When the workflow I wanted did not exist, I shipped it.

Working set: Midjourney, Adobe Firefly, Nano Banana, Seedance, Kling, Google Veo for generation. Photoshop, Cinema 4D, Redshift, After Effects, DaVinci Resolve for everything that matters after.