We find the one thing that made readers keep scrolling, then build a tight 20 minute
episode around it. Everything else gets cut. We don't use LLMs for any of the
writing. It's bad writing every time we've tried.
Primary toolsWriters' room, no AI
Built forGen Z · Gen Alpha audiences
02
02 / 04
DirectingHuman
Directing
Every shot a painting
A beat sheet locks the action, the shot angle, and the pacing for every scene. Then
we use a cheap model to generate fast, rough draft clips just to see if the pacing
and emotion land before committing to anything.
Primary toolsBeat sheet · cheap draft generation
Decided by handCharacter look · shot pacing
03
03 / 04
Animation & FXAI
Animation & FX
This is where the anime actually gets shot.
Every shot gets regenerated in high quality, using character and environment
references to hold consistency. The hard part already happened in directing, so an
agent reruns the earlier prompts for us, and we only step in to redo a shot that
missed the draft.
Primary toolsCharacter refs · environment refs
Stage typeAI generated
04
04 / 04
Post ProductionHuman
Post Production
Where generated stops looking generated.
Footage gets upscaled and cleaned up frame by frame, fixing whatever AI still gets
wrong. Then dialogue, music, and sound effects come together into a final mix,
subtitled and checked before it ships.
Primary toolsTopaz · DaVinci · Reaper
Human passCurate · composite · grade · mix
The story is the most important part of an anime. Bad story-bad show that's it.
Why We Do This
Why not just hire real animators? Why skimp out on anything at all?
The core reason: Entertainment is
constrained financially, and that shapes creative decisions. When Hollywood underperforms,
we see more layoffs and in our view more generic shows. Our bet is that if we can make anime financially feasible, we can do two things.
One, fans here actually get to make anime in the US. Instead of needing to fly to Japan, speak
Japanese, and preferably be Japanese to break into the industry.
Two, pay the employees(artists) better. Look up the production
committee system in Japan and how it treats artists if you want the details.
But TLDR; anime studios are broke, the system isn't changing anytime soon, and it pushes
independent contractors into working for dirt poor wages.
We think a an AI studio fixes many problems in the industry. Smaller and faster means more financially feasible so
we can give better wages for artists and enable a new industry to thrive in the US.
1. Story Writing & Adaptation
When we choose a story, or write one ourselves, we always have to think about the
consumer. That usually means writing for
the standard anime watcher, typically Gen Z or Gen Alpha, around universal experiences like
high school and exams. Most stories we write target a younger audience, male leaning(we're dudes) and follows
similar problems and struggles we had when we were younger.
If there's an existing story, like a Korean comic, we have to figure out how to adapt it
into an anime. For us, it's quite a big of pre production work because there's just so much content and detail in a story, and
we have to bring it down to a 20 minute episode. Otherwise the pacing gets too slow and we
never get to the juicy scenes (the fight scenes, the first kiss,etc).
Before anything gets prompted or we start thinking about shots, someone reads the whole source straight through, or at least what
counts as one season. We're hunting for the one thing that made a reader keep scrolling at
2am. Why did they like this story? Good visuals? Good writing? Good character
relationships?
Whatever it is, that's the "meat" the adaptation gets built around. Everything else,
subplots, side characters, slower arcs, gets tested against it: does this scene serve the
meat, or is it just there because the original had room for it? If the latter, we cut that content. Less is more.
We often have to change pacing and density too. When you read or scroll through a comic,
you go at whatever pace suits you. We force everyone to go at a pace we decide due to the nature of the animation medium, and some
people are inevitably going to feel like a story is too slow or too fast either way. So we
try to protect the core story-that might mean cutting side characters or skipping
subplots entirely. In adapation work, it's an unavoidable part-budgets do not get to explore every single side story.
How we use LLMs here
We don't. It's really, really bad. Super mediocre, super generic. It's not even slop, it's
more like bad Hollywood writing combined with Chatgpt 3.
A screenshot of a beat sheet for our animated music video. You can't really beat google docs
2. The First Draft
Once we're happy with the story, we build something we call a "beat sheet." It's another
script, but this one details the action and the shot, instead of a broader story. Note that calling it a beat
sheet is technically wrong, but it stuck because we're naming the 'beats' of a story.
After the beat sheet, we get a first draft going. We figure out what the characters look
like, then use a cheap model to generate fast, rough clips just to see the pacing of
the animation.
Making the animation itself as a first draft lets us iterate quickly on the action and the feel of each
scene. Does it fit? Does the emotion land? Does it make sense for the character to do this?
And it allows us to get the visuals and styling of a episode. What does it look like. What mood do we want to evoke with the lighting, etc.
First draft is simple, we put clips, cut clips, and extend clips to match the vibe of a scene
3. Animation
AI Animation
Once we're happy with the first draft, we take every shot and regenerate it in 720
quality. For the animation, we use a variety of prompting techniques including character
references, environment references, extending videos, etc to get the same character and
environmental consistency.
The hard part, getting the draft right, is already done, so this ends up being the least
time consuming stage. We literally have an agent rerun all the earlier prompts for us, and
we only check in to rerun the occasional shot that didn't follow the draft.
4. Post Production
Raw generations get upscaled and cleaned up
Upscaling means making the resolution bettter. While we generate at 720p, most platforms
expect 1080p, so we bump up the resolution using DaVinci Resolve or Topaz Labs (now part of
Adobe).
Cleaning up is a newer task that AI animation studios specifically have to deal with. Pause
on almost any AI generated clip and you'll spot something off: colors morphing strangely,
lighting that doesn't stay consistent, mouths moving in ways that don't quite make sense.
Fixing that is our job, mostly done by opening photoshop/photo editor and fixing these AI artifacts.
There's also a handful of things we still have to handle(detailed below in post like sfx and voices)
The final draft looks scary on the video editor, but it's just audio tracks and and some extra video tracks. Trust me it's simpler than it looks
Voices
Dialogue gets recorded/prompted and tested against visuals that are now locked in. A human voice
actor records it in a session, or an AI voice generates the performance, depending on
the character, the budget, and the timeline. Either way, it has to feel emotionally
right. Two laughs from the same character shouldn't sound the same twice, and each one
has to carry the emotion underneath it.
Music
We use AI generated music. We're not musicians, and making good original music is an
enormous amount of work. We could license good music, but it's not worth the hassle for
something that plays for 10 to 15 seconds at most. In most anime, music shows up
in short segments just to evoke a specific feeling, and outside of the opening and ending
songs, few fans pay close attention to it, so it's not worth the investment for us right
now.
Down the line, once we're making a full length film, hiring a composer will make a lot
more sense, a longer runtime justifies a longer soundtrack, though from what we've
seen, a lot of shows just reuse the opening or ending theme instead.
SFX
Sound effects (footsteps, impacts, magic, ambient environment sound) are almost
entirely AI generated at this stage instead of pulled from a library. We can create
exactly the sound we need, and honestly, it's just easier for us.
Room tone for dialogue
A thin, consistent layer of ambient noise sits under every line of dialogue, so the dialogue doesn't feel empty.
We've found ElevenLabs works really well for this.
By the time editing is done, we've probably watched the content 100+ times. We hit export. Then do this over again
That's the whole process, from idea to final export. I've probably skimmed a few stuff, so if you have questions, feel free to reach out. I would love to yap