Hypercinema Week 07 - AI midterm project WIP
- Oct 21, 2025
- 3 min read
This week I was working mostly on the style frame of the second world - and on the scenes that stems from this style frame. I have noticed that in my personal experience in this project the style framing is the most challenging and important stage - unlike a the traditional pipelines I am used to, the fact that the AI can generate such complex frames and enables one to test different visual options so quickly, makes the entire workflow becomes more fluid, and the storyboard itself can be affected by the enormous amount of compostion options AI provides (color, layout, lighting -sometimes by mistake). The production stage is so short comparing to the usual pipelines that you can move back and forth between storyboard and production with the style frames being the center of focus. It is confusing and liberating at the same time. I felt like I can work days on days to create the style and world building in one frame and from there duplicate the style using the storyboard and then generate videos in minutes especially when not struggling with the prompt.
I would say that a thing I wish I knew before working on the movie and coming up with the Ideas is that I am going to have so much artisitic freedom and productiveness capabilities. I would use to give up on ideas just because they didn't seem logisticly feasable.
My main focus this week was establishing the world of the city in the sky, visually but also sound wise. the other challenge was connecting visually the sewer world to the sky world. at the begining it was suppose to happen through the story, but then I realized I can make it through design, during the glitch that the sewer creature experience I added a video version of the glitch edited in Aleph were the aesthetics of the sky kigndom take over the sewer creature.

The main art though was setting up the city itself . I started designing it in maya so I can have quick blocks of composition I can actually control. I used some references of futuristic cities I liked.




here is the 3d blocking:

Then I took it to Gemini (mostly) to prompt the shading textures and lighting and play with the composition.
I started from big to small (like in the 3d modeling and shading process). I made sure the big blocks of shapes are have the basic materials I like and then I added details and effects. My idea for the city was of a society that belives that it is enlightened and superior, they are rich and celebrate their cultural furtune. The theme music I created in suno is digital baroque style and i tried to create the same visual style for the city (and characters). here is some of the evolution:








The next one are the look I was aiming for and I began expending the different views according to the style and adding effects. to create these frames I also used and imperfect version of it and composited the two in photoshop so it wouldn't look like to clean AI (similar to the process I know from 3d art).



For the music I asked Suno to create digital baroque tune that reflects the society in the sky that share a hive mind. I asked it to be influenced by a Blond Redhead album I like.
In the scene with multiple robots rolling I doubled their "voices" and created an offset between them to create a chaotic hive buzzing.
the characters had a similar process to the city. In the end they are supposed to reveal their true faces (which show that they are from the same origin as the sewer creatures).
Here is the final output for this week:


