AI Creative Tools · Development & Pipeline

Seventeen years making the image.
Now I build the tools that multiply it.

Lighting, look development and rendering since 2009 — stills and film, for advertising, cinema and games. Today, Staff on the R&D team at Wildlife Studios, where I build the generative-AI tools the User Acquisition team uses to create and adapt ad creatives — the interfaces, the pipelines behind them and the cost tracking that management asks for. I build them knowing how the work is actually done, because I have done it.

At Wildlife Studios since 2018 · AI in the production pipeline for over a year · the suite in weekly use by the team since launch

AI Tools & Pipeline

One suite, three tools, in weekly use by the team since launch.

Wildlife Studios · R&D · built for the UA creative team

A generative-AI suite that does the patient part of ad production — and leaves the judgment to the artist.

Every asset becomes a model sheet on upload, so characters and places stay themselves from shot to shot and from tool to tool. Everything is worked shot by shot, approved one at a time, then assembled. The cost of each generation is on screen before the click.

  • Recut — reads a winning ad and cuts the shorter versions that still tell the story. Minutes instead of an afternoon in Premiere.
  • Reskin — keeps the motion and the edit, changes the world: sun to snow, one character for another, 3D to anime.
  • Series — proven story structures as presets, replayed on new assets; free mode turns a new sequence into a preset.

Underneath: a usage ledger per step and per person, a dashboard of where people get stuck, job state that survives every deploy. Python · React · AWS · Seedance, Kling, MiniMax, gpt-image-2, Gemini, Whisper, ElevenLabs via fal.ai & OpenRouter · built with Claude Code

Internal tools built at Wildlife Studios — product, game art and data © Wildlife Studios, all rights reserved. Described here as evidence of my work.