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Danny Noren
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Breaking Down the Process: AI-Driven Action Sequence

This project started with a simple idea: create a cinematic, grounded action sequence—set in real-world Chicago—featuring a fully AI-generated version of myself, a custom-designed mech suit, and a large-scale creature.

What made it interesting wasn’t just generating shots—it was building a pipeline that allowed for consistency across characters, environments, and motion.

Character Creation

1. Digital Double (Myself)

To create a consistent version of myself across shots, I trained a FLUX LoRa on a curated dataset of my face and body.

Using a custom ComfyUI setup, I generated controlled outputs:

  • Full body (multiple angles)

  • Head turnarounds

  • Expression variations

This gave me a reliable “actor” that could be dropped into any shot while maintaining identity and proportions.

2. Mech Suit + Creature Design

The mech suit and creature were developed in MidJourney through heavy iteration—pushing for:

  • Mechanical realism (for the suit)

  • Anatomical weight and texture (for the creature)

Once I landed on designs I liked, I ran those images through a custom NanoBanana + Weavy to generate:

  • Multiple angles

  • Pose variations

  • Structural consistency

From there, I assembled everything into 2048x2048 character sheets, which became the backbone of the entire pipeline.

These sheets were included in every Seedance 2.0 prompt to maintain:

  • Design consistency

  • Proportions

  • Material detail

Smaller elements like the watch transformation trigger and wrist-mounted weapon system were treated as their own assets—designed and referenced independently to ensure clarity during close-ups.

ec3fec510cbc.png k_03.png K_SHEET_02_v03.png MECH_SHEET_01_v03.png WATCH_01.png WR_01.png weave_02.jpg weave_01.jpg

Environment Creation (Chicago as a 3D Backlot)

Instead of relying on purely generated environments, I used Google Earth as a base.

The approach:

  1. Navigate to specific locations in downtown Chicago

  2. Frame exact camera angles for each shot

  3. Capture perspective-based images

Then in NanoBanana, I enhanced those images using:

  • High-end architectural photography references

  • Clean lighting and material refinement

The result was a workflow where I could effectively place a virtual camera anywhere in the city and generate a cinematic-quality plate.

MECH_ENV_01_01.png MECH_ENV_03_01.png MECH_ENV_02_03.png MECH_ENV_02_01.png 201324.jpg

Animation & Shot Generation

Shot generation was handled across a combination of Seedance 2.0, Veo3, and Kling, depending on what each moment required.

  • Seedance 2.0 was the primary tool for structured, cinematic shots where I needed tighter control over:

    • Camera movement

    • Character consistency

    • Framing and staging

  • Veo3 was mainly used as an iterative tool—when I needed to explore ideas through rapid trial and error. It allowed me to generate many variations quickly, helping dial in:

    • Motion ideas

    • Timing

    • General shot direction before refining elsewhere

  • Kling was used in select cases where it handled motion or temporal coherence better for certain types of movement.

Across all tools, I maintained consistency by:

  • Feeding in the same character sheets

  • Using environment references as anchors

  • Structuring prompts more like shot direction than simple descriptions

This process was less about “prompting” and more about direction—starting with a clear vision for each shot, then executing it using a combination of carefully chosen references.

Upscaling & Motion Refinement

Once the sequence was assembled:

Topaz Video AI

  • Upscaled footage (720 → 1080)

  • Reduced temporal artifacts / “choppiness”

  • Improved motion interpolation

Nuke (Final Polish)

Final compositing and polish were handled in Nuke, where I brought everything together and refined the sequence:

  • Color correction

  • Time remapping for pacing

For the final hit, I needed a clean projectile element. Instead of sourcing stock footage, I generated a custom missile element in Veo on a green screen. This gave me full control over:

  • Angle and perspective

  • Motion characteristics

  • Lighting consistency

I then:

  • Keyed the element in Nuke

  • Integrated it into the shot of the creature

  • Matched lighting, motion blur, and scale

  • Blended the impact so it felt physically grounded in the scene

This step helped sell the final moment—tying together the generated character, environment, and action into a cohesive shot.

Final Thoughts

This project wasn’t about a single tool—it was about building a pipeline where each tool handled a specific role:

  • FLUX LoRa + ComfyUI → Identity & performance

  • MidJourney + NanoBanana → Design & consistency

  • Google Earth + NanoBanana → Real-world environments

  • Seedance 2.0 → Shot creation

  • Topaz + Nuke → Final polish

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