01

The problem I saw

I wanted to make a short film from generated scenes, but the protagonist and setting changed from shot to shot. A reel of unrelated images would hide that problem.

02

What I built

The public film is called If Life was GTA6. It turns travel into side quests and brings the final checkpoint back to Kota Kinabalu. I used a repeated HUD with objective text, map, health bars, and cash counter. My loop was generation, continuity check, selection, regeneration, then a conventional edit with sound.

03

What I learned

Generation produced options. Directing still meant choosing a premise, rejecting broken continuity, and deciding what the audience needed to see next.

PAIN POINTS

What the product addresses

  • Strong individual shots that do not cut together
  • A protagonist who changes between generations
  • Travel scenes with no shared story rule

DECISIONS

Decisions that shaped it

  • Use one game premise so very different locations still belong to the same film.
  • Keep the HUD visible across scenes as a stable visual grammar.
  • Cut or regenerate continuity breaks before the conventional edit.

LEFT OUT

What I deliberately did not build

  • A montage of the most spectacular clips with no story or return point.
  • Keeping every generated shot simply because it was expensive to make.

MEASURES

What I would measure

  • Whether a viewer understands the game premise without reading the description.
  • Where viewers leave between one side quest and the next.
  • How many shots survive the first continuity review.

EVIDENCE AND BOUNDARIES

What this note is based on

  • Visible in the public film: the public YouTube video shows the side-quest premise, Kota Kinabalu endpoint, repeated HUD, travel structure, and continuity changes.
  • Ian's account of the production process: my loop was generation, continuity check, selection, regeneration, then a conventional edit with sound. This process is not visible in the public film. Private prompts and generation history were not inspected.

RELATED WORK

Explore the work connected to this note.

Explore related work