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Blueprint visual scripting, Sequencer, Lumen, and other core Unreal Engine features helped French indie ZDT Studio create cinematic 2.5D platformer ‘Darwin’s Paradox!’ You're an abducted Octopus named Darwin whose mission is to return to the sea through puzzles, platforming and Hollywood-quality cinematic sequences. Get an Ink-ling for how the...

17,415 görüntüleme • 5 ay önce •via X (Twitter)

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Let this chocolate brown Countach heal your algorithm! This commercial started as nothing more than an idea. I wanted to create something that felt timeless a chocolate brown Lamborghini Countach, an old-money atmosphere, a powerful woman, a luxury mansion party, natural daylight, authentic human interactions, and a commercial so realistic it wouldn't feel AI-generated at all. So I sat down with ChatGPT and explained the vision in detail. First, we built the story. I described the world, the mood, the characters, the setting, and the feeling I wanted viewers to experience. From there, ChatGPT helped transform that vision into a complete narrative, turning scattered ideas into a cinematic concept. Next came the planning stage. The story was broken down into a professional commercial timeline, scene by scene, shot by shot, exactly how a luxury automotive campaign would be storyboarded by a creative director and videographer. Then we went even deeper. Every scene was translated into detailed prompts, camera directions, movement instructions, lighting setups, slow-motion sequences, environmental details, character positioning, and luxury automotive close-ups. Once the sequence felt perfect, those ideas were converted into structured JSON prompts to maintain consistency throughout the project. After that, I generated individual storyboard images for every scene. Each image became a visual reference frame representing a specific moment of the commercial the mansion, the audience, the old-money styling, the Countach hero shots, the interior reveals, the scissor doors, and the final cinematic departure. Those reference images were then brought into Yapper where I used Seedance 2.0 to generate the actual video sequences. Multiple generations. Multiple revisions. Multiple refinements. Frame by frame, the vision started becoming reality. Finally, I edited both video sequences together, refined the pacing, synchronized the transitions, selected the music, and shaped everything into one seamless luxury automotive commercial. What you're watching isn't just an AI video. It's the result of storytelling, creative direction, prompt engineering, shot planning, storyboard creation, image generation, video generation, editing, and countless creative decisions. A chocolate brown Lamborghini Countach. An old-money lifestyle. A cinematic luxury fantasy brought to life from a single idea. Built through imagination. Designed through collaboration. Created frame by frame.

Julia Clark

26,529 görüntüleme • 3 ay önce

I ditched Unreal for AI. Kaiju Engine is a completely AI written replacement. To prove it was ready for production, I tested it by recreating and porting my old game, Firefall, into Kaiju, purely from the Steam download, no source. And it worked. Real game code is messy, full of difficult details and compromises. If our engine could handle a commercially released game, it proves you can ship a game with it. We're developing 2 orders of magnitude faster (93x) by lines of code and features. We have fewer bugs, and iteration is super fast. Build times have gone from 30 mins (Unreal) to 36 seconds. Feature rate is through the roof, days instead of months. Our original engine for Firefall took 2-3 years and cost over 5M to build (adjusted). Our new engine was written in 5 months for a couple grand. We built only what we needed, with none of the Unreal bloat. And we added some features: - Modern meshlet based rendering with PBR. - Vis Buffer/Forward+ with clustered lighting. - Id Tech 5 style megatexture streaming. - Planetary sized renderer (entire solar systems possible). - Seamless flight from ground to orbit and space. - No loading screens. - Procedural planet generation with plate simulation. - Client/Server at all times. - Ozz for animation. Jolt for Physics. - Companion Blender plug-in for AI directed asset exports. - 140fps currently, 200-300 projected after optimizations. You can see Firefall's assets and levels ported over into our engine in the video. Texture resolution and pop-in are limitations of the original game (high rez CDN based textures were lost when game went offline, fog hid the original's pop-in). Our meshlet renderer will be able to do much better with LOD and already supports high rez textures. I used Grok/Codex/Claude to tag team the code. This is not just a boon for indie games, it's a real game changer for game preservation. The reaction to seeing this 10 year old discontinued game revived is very emotional for Firefall fans. But we're not just preserving Firefall, we're going beyond, creating an original game that is the spiritual successor, Em-8ER. Gliding, jumpjets... it's all coming back. Moving past Unreal let us move much faster, without the bloat, and with better performance. If you want to signup to follow news on the game, sign up is free at

Grummz

354,331 görüntüleme • 20 gün önce

if you want to create an AI channel with guaranteed views do this: this is the 2nd channel i see in less than a week that has done the same thing🚨 1. identify a channel that is already successful 2. take screenshots and send them to Gemini, 3. ask it “for a prompt that imitates that visual style” 4. use it every time you generate an image 5. Veo 3.1 or Kling 2.1/2.5 turbo for image to video 6. basic editing for example, this is the visual style i would use at Calliopelabs: { "channel_visual_style": { "aesthetic": "High-End 3D CGI Documentary", "tone": "Dark Tech, Investigative, Cinematic, Mystery", "render_style": "Octane Render, Ultra-realistic textures, 8k, Ray-tracing", "core_elements": { "characters": { "type": "Featureless Mannequins", "material": "Polished gray-white metal, smooth, reflective, seamless", "features": "No face, no eyes, no mouth, abstract representation of humans" }, "environment": { "style": "Minimalist 3D stages, clean abstract voids", "background": "Slightly blurred (Bokeh), uncluttered, focus on subject" }, "lighting": { "mood": "Cinematic & Dramatic", "palette": "Cool tones (Deep Blues, Cyans, Emerald Greens), Neon accents, High Contrast", "technique": "Volumetric lighting, Rim lights, Studio setup" }, "camera": { "style": "Macro photography feel, shallow depth of field, cinematic angles", "movement": "Slow, deliberate, floating, dolly-in" } } } } paste it into the Visual Style, create a template (voice over, music, effects etc..) and automate video the generation download the video and review it, create a thumbnail with Nano Banana Pro imitating that channel mercilessly - upload the video - get views - repeat until one channel explodes if you want me to better explain how to do this with my tool ask for it in a comment and i’ll write you ⬇️

Sergio Gil

50,733 görüntüleme • 7 ay önce