Generative AI — image and video R&D | Paul Sparks
PAUL SPARKS
Case study 07 — Generative AI
Generative AI — mechanical bloom portrait still
07 / Generative AI — ongoing

Generative tooling is an instrument, not an author.

Self-directed R&D into where generative image and video actually earn their place in an art direction pipeline — and where they still don't. The work is the method as much as the frames: references, prompt architecture, retouch standards, and the approval gates that keep a client's brand intact.

Role
Self-directed — direction and pipeline
Media
Still image · Video · Composite
Applied to
Pitch visuals · Moodwork · Campaign pre-viz
Status
Ongoing — 2024 to present
02 — The method

Direct it like a shoot, not a slot machine.

Every piece starts as a real brief — subject, lens, light, palette, what the frame is for. The generator replaces the camera, not the art direction, so the same decisions get made in the same order: reference board, then framing, then lighting, then a retouch pass that a client could sign off on.

What comes out of the model is a plate. It still gets graded, composited and typeset like anything else.

Reference board above the workstation — stills, notes and palette chips
Fig. 01 — The reference wall, where every brief starts
03 — Selected stills
Fig. 02

Beauty, decay, and a very specific kind of light.

A running series on ornament pushed to the edge of the body: a club portrait lit in red and teal, an orchid-and-beetle mask, a veiled figure half gilded skull, a metalhead built out of an engine block, a countess behind gold and thorns. Different subjects, same hand — hard key from one side, deep falloff, jewel palette held to four colors, and skin kept real enough that the strange parts read as strange. The test of a system is whether frames made a month apart still read as one body of work.

Selected still — nightclub portrait Selected still — orchid and beetle mask Selected still — veiled figure with gilded skull Selected still — engine-block metalhead with spark-plug collar Selected still — countess in a gilded cathedral of thorns
Fig. 02 — Ornament series, five frames
{{ stillCounter }}
04 — Motion

Video, where a board used to be enough.

Pre-viz is the honest use case: a client seeing the pace and cut of a spot before anyone books a crew. Generated motion gets you a believable 12 seconds of intent for the price of a storyboard.

Necrodyne pre-viz frame 01 Necrodyne pre-viz frame 02 Necrodyne pre-viz frame 03
Fig. 03 — Necrodyne pre-viz, three frames from the cut
{{ motCounter }}
05 — What it changes

The constraint moves from production to judgement.

When a frame costs minutes instead of a day, the scarce thing is knowing which frame is right. That's the part of the job this work is actually about — and the reason the pipeline I document for clients has approval gates in it, not just prompts.

4 wk
to build and document a client pipeline
3
approval gates before anything ships
100%
human-graded before delivery
← Back to all work
PAUL SPARKS — Fractional Art Director
© 2026
{{ lightboxCaption }}
{{ lightboxImg }}