Cost and workflow brief

From AI shorts to a feature film

Nexus is an original fantasy universe told through AI-made short films. It is produced by Genre.ai, a commercial studio run by director PJ Accetturo (PJ Ace) that makes AI ads and branded content for clients. The shorts are made on Dreamina, the AI video app from ByteDance, the company behind TikTok and CapCut; Dreamina gives access to ByteDance's own video model, Seedance, and sponsors the series. The goal is to build an audience and a world, then pitch Nexus as a feature film.

Seven episodes have come out since 06/05/2026, each 2½ to 6½ minutes long. This brief looks at what they cost and how they are made, using episode 7, Dino Demolition Squad, as the case study.

Case study: episode 7, Dino Demolition Squad 3 min 27 s

Genre.ai, directed by Chris Capel. Released 10/30/2026. Original post on X Watch on YouTube

What it cost and what the numbers mean

The creator published a cost for each episode except the first. None is audited. Some figures cover the whole production; two cover only credits, the prepaid units Dreamina charges for each AI generation (the creators' own word for that spending). The first three figures below are the creator's own; the fourth is our arithmetic.

$28,775Episode 7, whole production. X post and Reddit, 10/30/2026.
~$7,000Seedance credits, approximate.
~$19,000Labor, approximate, "probably more"; their own in-house team isn't counted.
$2,775Gap between $28,775 and the rounded $26,000. Not explained.

Split from the creator's Reddit comment, 10/30/2026.

The sponsor and the credits

Dreamina is not a separate company from the model maker. It is ByteDance's own app for Seedance, much as Higgsfield is an app for many AI models, except that Dreamina belongs to the company that makes the model. So the sponsorship comes straight from the model's owner. Episodes 4 to 7 are billed as a "Dreamina Original Series".

The sponsor plainly supplies credits. Episode 2's description thanks CapCut (ByteDance's video editor, which also sells Seedance) for "giving us lots of credits", and for episode 6 the creator said its roughly $5k of credits were "offset by our sponsor". For episode 7, how much of the ~$7k the sponsor covered isn't stated.

Could the tries be estimated? Roughly. At Basic-plan prices (below), $7,000 of credits buys about 20,000 seconds of Seedance 2.5 video, or about 2,000 ten-second clips. The finished film has roughly 60 to 90 shots (our automatic count), so that is something like 25 generations for every shot that made the cut, more if credits were bought on bigger plans. A rough figure: sponsored credits may be valued differently, and long coverage passes count too.

Where the money goes

  • Thrown-away generations. On episode 6 the creator says outputs they couldn't control had them spending "$2,000 per DAY on generations for WEEKS". They fixed it by staging scenes in 3D software (Blender, run by Claude) and feeding still storyboard frames to Seedance instead of hoping prompts alone would land. How that works
  • Pictures instead of video as references. The creator says still-image references cost less than uploading a reference video.
  • Two passes per scene. Episode 7 runs a long test pass to find the camera angles, then regenerates each shot until the acting lands. Every retry costs credits.
  • Experienced people. "we're all advertising filmmakers that have been working for 10+ years" (creator, episode 2).
  • Resolution. On episode 3 the creator said 4K output is "really credit intensive".

Episode by episode

Select an episode title to watch it on YouTube. Figures in plain type are the creator's. Figures in italics are our estimates: cost from the average cost per finished minute of the four episodes with a whole-production figure ($5,165), and days from the average days per finished minute of the four episodes that gave days (2.07). Episodes differ in complexity, team and sponsor support, so estimates are rough.

EpisodeProduction costCreditsDaysRuntime
7 Dino Demolition Squad
10/30/2026
$28,775~$7,000~73:27
6 The Last Whales of Caldera
10/21/2026
$26,500~$5,000 (sponsor)~94:21
5 Monkey Death Games
09/30/2026
$22,195Not stated136:22
4 Squid Heist
09/16/2026
$29,575Not stated106:33
3 Last Blood of the Dragon Shrine
07/31/2026
~$25,700$5,500~104:58
2 Pup Racing
07/01/2026
~$13,000$6,00062:31
1 Wet Markets of Kafar
06/05/2026
~$27,500~500K Dreamina credits145:19
All 7~$173,200Incomplete~7033:31

Total cost is $107,045 reported plus about $66,200 estimated; total days are 43 reported plus about 26 estimated.

Where these figures come from

Costs. Episode 7: creator comment. Episode 6: creator comment. Episodes 5, 4, 3 and 2: Reddit post titles (5, 4, 3, 2). Episode 1: creator comment (credits, 3 artists, 2 weeks), which no dollar figure accompanies.

Days. Episodes 5 and 4 from their Reddit titles, episode 2 ("6 days") and episode 1 ("3 people in 2 weeks") from the creator's YouTube descriptions. Days are calendar days, not hours of work. Episodes 7, 6 and 3 never gave a number.

Runtimes. Episodes 7 and 6 measured from the downloaded films; the rest from the creator's YouTube uploads, read 10/31/2026. YouTube titles The Last Whales of Caldera "Ep 5" and Monkey Death Games "Ep 5 … Trailer"; we follow X and Reddit, which call them 6 and 5.

Does Nexus make money?

  • On episode 6 the creator wrote: "We don't really make money on these episodes but the views and learnings are huge for prepping for turning this series into a full feature film next year." comment
  • The series is sponsored by Dreamina. How much cash, if any, comes with the credits isn't public.
  • The creator reports 62,479,089 views across Nexus episodes (10/30/2026).
  • No Patreon, memberships or paid viewing: none of the seven YouTube descriptions mention one; they link only the creator's free newsletter and Dreamina.
  • Genre.ai's client work pays the studio's way; nothing shows how much of that, if any, funds Nexus.

The feature film

  • 06/05/2026: with episode 1, the creator announced a "multi-million dollar greenlight" for a hybrid feature (AI plus live action, "shot hybrid on a volume"). comment
  • 07/01/2026: "private investment offers", with plans to take it to studios once stars and script are set.
  • 10/26/2026: AI Primer reports it is still being written and packaged, with several offers and the team keeping its rights. The creator's own update it cites could not be opened.

Who makes Nexus

PJ Accetturo (PJ Ace)

CEO of Genre.ai and creator of Nexus, per his Linktree. Executive producer of every episode and co-writer with Dan Weller from episode 2 on. A longtime commercial director. Posts as @PJaccetturo on X and u/NightsRadiant on Reddit.

Chris Capel

Directed, animated and edited episode 7, per its credits. He also wrote the episode 7 production notes this brief draws on (the director's notes).

Dan Weller

Co-writer with PJ Ace on episodes 2 to 7; thanked on episode 1.

Genre.ai

genre.ai makes AI ads, social campaigns, branded films and episodic work. Clients include Kalshi, Popeyes and IM8 (ads for all three are on the creator's YouTube). A report also credits cofounder Tawny Holguin with running production. Each episode has its own director and artists.

How an episode is made

Most of what follows comes from the director's notes: Behind the Scenes: Directing AI Video, a five-page write-up by episode 7's director, Chris Capel, shared in the release thread. Their core idea, "direct it, don't roll the dice": split the work the way a crew does. Someone finds the frame, someone stages the scene, someone gets the performance. Each pass locks one win as an image or reference before the next one starts, so a good result is never thrown away while another problem is chased.

Read the director's notes (Google Doc) or the same text on X.

  1. AStory & lookScript, creature and character designs, reference sheets.
  2. CGraybox (when staging is hard)Maya blockout still or move, for layout and camera only.
  3. D1Coverage passOne 20–30 s prompt with every angle; judge only angles and order.
  4. D2Harvest framesOne clean frame per shot, upscaled.
  5. D3 · E · FPerformanceEach shot from its frame until the acting lands; voice reference where used.
  6. BRepair branchPaint the wrong part white, refill it with references.
  7. GEdit, sound, finishNot documented.

Order is our reading of the notes, not a stated sequence. Not every shot goes through every stage, and the three posted examples are multi-shot generations, not single-shot refinements.

Stage by stage

Each stage lists what goes in, the decision, the operation, what comes out, and a check. Checks marked "suggested" are ours; the director's notes don't describe their quality control.

A · Story and look development

Input
A premise from PJ Ace and Dan Weller ("a Tropic Thunder-like character with tiny minions"), handed to director Chris Capel.
Decision
Which creature design direction. Chris pitched a first set of "Bobos", then a more photoreal v2, which won.
Operation
Script; character sheets (front, side, back, face); location and prop images.
Output
Reusable references with one job each: identity, costume, location, creature, prop.
Check
Suggested: Every recurring character has a clean sheet and one large face image before animation starts.

The script page reads DINO DEMOLITION SQUAD: EPISODE 1_V3 with a target runtime of 3:00–4:00. That is an internal draft label and a target length, not production time or Nexus episode numbering. The finished film runs 3:27.

Names vary across sources: the script says Captain FECK, the director's notes say Fec, the puppet prompt says Fek. Prompts below keep their original spelling.

Not stated: which image model or settings made the stills. A reply asking "What image model did you use for these?" got no visible answer. (For episode 3 the creator named a mix of Seedream 5.0 Pro, "GPT-2" and MJ; that is a different production.)

Script excerpt, target 3:00–4:00. post
Bobo look development: first pitch (left) and photoreal v2 (right). post
Finished-look still. Not shown to be an uploaded reference.
Thump among the Bobos. Finished-look still.

B · Paint it out, let Seedance fill it back in

Input
A generated frame with the right camera angle and composition but something wrong inside it (in the notes' example, soldiers running the wrong way and too big).
Decision
Keep the frame instead of regenerating the whole shot.
Operation
In an image editor, paint the wrong elements solid white, covering the whole area and overlapping a little. Attach the result as the start frame, add reference images for what fills the gap, each with its role ("appearance only, never composition"), describe the new action physically, and state that the white shapes are placeholder masks that are never rendered.
Output
A new generation that keeps the light, lens and environment and fills the white area with the new action.
Check
Suggested: Keep the original frame, compare the repaired shot against it, and reject drift in the parts you meant to keep.
What this is not. The notes say the rest of the picture "stays untouched", but nothing here shows a protected-pixel inpainting mask. The white area is a placeholder the model reads as a gap; unpainted texture, faces and detail can still change. The notes also warn that without the placeholder line, white can show up as white blobs. No upscale step is documented for this branch; upscaling belongs to stage D.

The eight images below come from the notes' Drive folder. Their filenames are not descriptions and their sizes differ (1280×720, 2560×1440, 2752×1536, 1376×768). They are grouped by what they show; the before, painted and after order is not documented, and framing differs, so there is no aligned slider. A filename containing "magnific enhance" hints at an export name only.

Officer frame group

Related frame with soldiers behind the officer. dsdfsdsfsdf.png · 1280×720
Provided painted example: background around the officer whited out. sddfssdffsd.png · 2560×1440
Related frame, soldiers absent. magnific__enhance__44996.png · 2560×1440
Related closer frame; no white patch. paint out 1.png · 1280×720

Valley frame group

Related frame with the creature. paintout 2.png · 1280×720
Provided painted example: creature-shaped white region. wide destruction EDITED.png · 2752×1536
Related frame, creature absent. fddfsdsfdsfsdf.png · 2752×1536
Location image. Super_Shorts_-_October_Aerial_View… · 1376×768

C · Graybox to lock composition and camera

Input
A shot whose staging or camera move is too complex for a prompt alone.
Decision
Use a still (composition) or a rendered move (camera movement).
Operation
Build plain shapes for characters, creatures and landmarks plus a camera in Maya. Render a still from the chosen camera as a staging-only reference, or render the move and attach it as a video reference "explicitly for camera and staging, never for appearance". Keep shapes simple and distinct (tall box for the creature, small boxes for soldiers), one flat color per character, simple moves.
Output
Layout, scale and camera path the model can follow; final looks come from character references.
Check
Suggested: No gray shapes, stiff gliding or blocky proportions survive into the generated shot.

The notes say motion carries over from a video reference much better than from text, and that the blockout "takes minutes".

Not published: any episode 7 graybox scene, render or prompt. The notes don't say why Maya. Blender does the same job; episode 6 used it through Claude. Nothing says a switch is required either way.

Keep layout separate from motion and appearance: episode 6's team found that graybox video could pass on stiff motion, and moved to storyboard stills. See Earlier episodes.

D · Blast the whole scene, then harvest the angles

Input
A dialogue scene and its references.
Decision
Pass 1 judges only whether angles and shot order are right; performances are ignored.
Operation
Write one long prompt, 20–30 s, covering the scene with wide, over-the-shoulder, singles and close-ups. Run it repeatedly. From the run with the right coverage, grab one clean frame per shot and upscale it. Generate each shot from its frame until the acting lands.
Output
Short shots that match because they come from one coverage pass, cut together into the scene.
Check
Suggested: Lighting, wardrobe and set match across adjacent cuts; each retry changes only the performance.

Why it works, per the notes: angles and acting are decided separately; shots from different runs match; short generations hold a performance better than long ones.

This is editing shots into a sequence. It does not say actors were generated separately and composited into one frame.

The three posted examples ask for 10 s, 6.5 s and 5.8 s with several hard cuts each. They are not the 20–30 s scouting pass and not single-shot refinements, so multi-cut generations are clearly part of the process too.

Not stated: which upscaler and settings, how many coverage runs, which editing software.

E · Acting and camera direction

Write the prompt the way you would brief an actor and a camera operator. Three layers stack in one prompt:

  • Camera: name the move and give it a physical cause. "An operator walking forward on foot, bobbing about two or three times a second and bumped by passing soldiers" beats "very shaky".
  • Blocking: who stands where, facing which way, moving which way, in screen left and right, with times ("first word at about 0.5s").
  • Performance: the feeling and its physical signs. Give each beat a time window and an end time; a beat with no end tends to get cut off.

Feed a good take back in as a performance reference and describe only what continues or changes. Change one thing per iteration.

Case study, Fec watching explosions: early versions read as sarcastic. Rewording the nod as "a single flat head movement with a completely blank face" got the laugh. That shot's prompt was not published.

The notes versus their own prompts

Positive direction. The notes say to describe what the face and body do, not what they don't. The posted prompts still carry many negative locks ("never front-on", "mouth never open", "No gore"). Read it as concrete positive action plus explicit locks, not a ban on negatives.

Spelling. The notes say stretched spellings confuse the model, yet the puppet prompt has Fek say "BIG EXPLOOOOODE!". Nothing tells us which came first or which worked better.

Length. The notes say "a few thousand characters is plenty" for a four-second shot; the posted prompts run about 4,900 to 9,600 characters for 6–10 s.

Reference count. The notes say Seedance caps references at 12 files per the Dreamina FAQ. Dreamina's FAQ, checked 10/31/2026 by the researchers, lists 12 for Seedance 2.0 and up to 50 multimodal inputs for 2.5. A dated product note, not production history.

F · Voice references

Two posted prompts attach a video as a voice reference.

  • Cheering: "@Video1: Thump's voice. Use it for the sound, tone and character of his voice in every line." The screenshot shows one 00:04 video thumbnail.
  • Puppet: "@Video1: AUDIO ONLY, Fek's voice and the audio cue for shot 1 and the start of shot 2. Use only its sound, never any picture from it."

Not stated: where those voice files came from, whether a person performed them, whether voices were replaced later, and how the final audio was mixed. A result that contains a voice does not show where the voice came from, and reusing a reference does not guarantee identical voices across shots. The notes' performance-reference habit ("feed that video back in as a reference for the shot and the voice") suggests earlier generated takes can serve as voice references, but the posted prompts don't say what their @Video1 files were.

G · Finish and review

What the film shows (our viewing). A cut multi-scene edit with music in places, title card, Dreamina and genre logos, and end credits. The delivered file is 1920×1080 at 24 fps; the posted example clips are 1280×720 at 60 fps. Those are X delivery copies and say nothing certain about generation settings, upscaling or frame-rate conversion.

The cheering prompt asks for no music; the finished film carries music elsewhere. So music, if any, was added outside these generations.

Not documented: edit software, color, sound design and mix, music source, upscaling of final shots, frame-rate handling, delivery specs, review process.

Suggested steps if you build your own: assemble in an editor at your delivery frame rate; match color across shots from different runs; replace or sweeten sound; upscale finals consistently; watch the full cut for identity and scale drift (one Reddit viewer noted the dinosaur's size seems to change between shots).

Exact prompt, inputs and result

Three prompts posted in the thread, each paired with its result video. Prompts are complete and unedited; only the archive's header lines were removed. Reference mappings are by visible resemblance, not job metadata.

1 · Thump cheering: five close-ups in ten seconds

Original post

Purpose: five hard-cut face close-ups of Thump losing his mind with joy, each from a very different angle, with his voice taken from a 4-second video reference.

Screenshot shows Dreamina Seedance 2.5 · Omni reference · 16:9 · 720P · 10s · All (7), Images (6), Videos (1), video thumbnail 00:04. Settings for this example only.
RefControlsFile here
@Image1Location: misty valley, soft background onlySupplied (-4, visual match)
@Image2Identity & costume: grid of Thump frames; never copy composition or render the gridSupplied (-2, see note)
@Image3Creature: the Thunderkin, glimpsed at frame edgeMissing (thumbnail only)
@Image4Background extras: Imperial soldiers, blurredMissing (thumbnail only)
@Image5Background location: Imperial camp, distantMissing (thumbnail only)
@Image6Face detail only; never composition, angle, pose or expressionSupplied (-1, visual match)
@Video1Voice: Thump's voice in every lineMissing
≈ @Image1
≈ @Image2
≈ @Image6

Note: the posted @Image2 file shows three stacked frames and a "2/7" viewer counter at the bottom, while the prompt describes six frames. It may be a crop or a different version; we don't invent the missing panels.

Full original prompt 8,325 characters · X post 2116160701400289449
SCENE CONTEXT: A dark-comedy medieval fantasy battle in a misty mountain
valley. Thump, a huge red-skinned rebel riding his Thunderkin, watches
his trap unfold and loses his mind with joy, screaming and cheering
with bloodlust in his eyes. Five fast close-ups of his face from very
different angles. Photoreal, cinematic, energetic handheld. 5 shots
joined by HARD CUTS.
OUTPUT: 16:9, 10 seconds, 5 shots, 2 seconds each, hard cuts between
every shot. Real-time motion, 24fps.
ABSOLUTELY NO MUSIC: no score, no soundtrack, no background music, no
musical tones or beats of any kind. No subtitles.
ACTIVE REFERENCES:
@Image1: environment reference: misty alpine valley, grassy meadow,
giant ancient trees, forested mountains, waterfall, blue haze. Use for
the soft, out-of-focus background behind him.
@Image2: a grid of six reference frames of Thump in the misty valley:
face close-ups, a low-angle profile, a torso and fist view, and low-
angle full-body views. A huge, broad, red-skinned rebel with deep
wrinkles, wide pale eyes behind thick round brown cracked-leather
goggles with a strap, a bulbous red nose, a small white tusk at the
corner of the upper lip, a full dark beard strung with wooden and red
beads, dark braided hair with feathers, bone toggles in his earlobes, a
thick brown fur mantle over his shoulders, a riveted leather chest plate
over a rough cloth shirt, a bone-and-claw necklace, leather bracers and
braided wrist cords. Use it for his face, skin, beard, goggles and
costume, and for the soft hazy backlit look of the light on him. Never
copy a frame's composition, and never render the grid or the panel
borders.
@Image3: Thump's mount, the Thunderkin. A heavy gray-brown beast with a
domed head pitted with round holes, a hooked beak and long hollow
tentacle tubes hanging from its chin. Only glimpsed at the frame edge.
@Image4: the Imperial soldiers. Armored knights in polished silver plate
with closed helmets and cream tabards with gold star emblems. Only seen
as soft blurred shapes streaking past far behind him.
@Image5: the Imperial camp. Cream canvas pavilions with gold trim and a
tall lantern tower, small, distant and blurred in the haze.
@Image6: a close-up of Thump's face, STRICTLY a FACE REFERENCE ONLY. It
must NOT be used for composition, framing, camera angle, camera
position, lens, pose, head turn or expression of any kind. Use it ONLY
for the detail of his face: the deeply wrinkled, weathered red skin,
the pale wide eye magnified behind the thick round lens, the stitched,
cracked dark-brown leather goggle frames and black strap, the bulbous
red nose with pale dusty flecks, the small white tusk at the corner of
the upper lip, the uneven yellowed teeth, the coarse dark beard going
lighter and frizzy at the edges, the wooden and red beads strung
through it, and the pale bone toggle in his earlobe.
@Video1: Thump's voice. Use it for the sound, tone and character of
his voice in every line.
THE CAMERA: a third-person cinematic camera, never a POV. Energetic
shoulder-mounted handheld in every shot: lively shake, small jolts and
reframes, always alive, but with clear, readable framing of his face.
Every shot is a THREE-QUARTER CLOSE-UP or tighter, never front-on and
never wider than his head and shoulders. Each shot uses a very
different angle. Each shot HARD CUTS to the next.
THE PERFORMANCE: Thump is CRAZED with joy and bloodlust from the first
frame of Shot 1 to the last frame of Shot 5, with no calm moment. Eyes
wide, gleaming and blazing with glee and rage behind the goggle
lenses, brows hiked high, nostrils flared, lips peeled back from his
yellowed teeth in a huge deranged grin through the dark beard, veins
standing out in his neck and temple, spit flying, beard and beads
shaking, his whole face trembling with manic intensity. He bounces in
the saddle and shakes his clenched fists at the edges of frame.
THE LINE: he screams, over and over, in the voice from @Video1: "Yes!
Yes! More! More! More! Release! Release!" Every word is a loud,
ragged, gleeful, bloodthirsty scream, pronounced as plain English
words.
SHOT 1 (0:00 to 0:02)
OPTICS: 35mm look, shallow depth of field, hazy valley soft behind.
CAMERA: THREE-QUARTER CLOSE-UP from his LEFT side, slightly LOW and
tilted up, his face angled a little away so we see more of his left
cheek and ear. A fast, punchy push-in toward his face.
ACTION: he throws his head forward and screams, a clenched fist
shaking at the bottom-left edge of frame.
TIMING: 0-1.0s: "Yes!" 1.0-2.0s: "Yes!", louder.
AUDIO: Thump's two screams of "Yes!", wind, a distant rumble of boots.
LOCK: three-quarter, never front-on.
SHOT 2 (0:02 to 0:04)
OPTICS: 50mm look, shallow depth of field.
CAMERA: THREE-QUARTER EXTREME CLOSE-UP from his RIGHT side and slightly
ABOVE, looking down across his goggles, nose and gaping mouth, the
beads in his beard swinging in the foreground. A quick arc around his
face toward the front.
ACTION: he bounces in the saddle with each word, head jerking forward,
spit flying from his mouth.
TIMING: 0-0.6s: "More!" 0.6-1.2s: "More!" 1.2-2.0s: "MORE!", the
loudest.
AUDIO: Thump's three screams of "More!", building, plus wind.
LOCK: three-quarter, from his right and above.
SHOT 3 (0:04 to 0:06)
OPTICS: 85mm look, very shallow depth of field.
CAMERA: a near-PROFILE THREE-QUARTER EXTREME CLOSE-UP from low on his
LEFT, tight on his mouth, tusk, beard and jaw, the goggle lens edge
at the top of frame. A slow push in toward his mouth.
ACTION: his mouth stretches open as far as it goes, the tusk and
yellowed teeth bared, the beard and beads shaking violently with the
force of the screams, the veins in his neck standing out.
TIMING: 0-1.0s: "Release!" 1.0-2.0s: "Release!", held long and ragged.
AUDIO: Thump's two screams of "Release!", plus wind.
LOCK: tight on the mouth and beard, three-quarter from the left.
SHOT 4 (0:06 to 0:08)
OPTICS: MACRO look, razor-thin depth of field.
CAMERA: an almost MACRO EXTREME CLOSE-UP of ONE EYE, seen at a
three-quarter angle through the thick round goggle lens: the cracked
leather rim, the scratched glass, the pale wide eye magnified behind
it, deep wrinkles and red skin around it. A small, slow drift in
toward the eye, with fine handheld tremble.
ACTION: the eye FLARES wide open with glee and rage, the pupil fixed,
gleaming wet, bloodshot veins standing out in the white, the brow
above it hiking up and trembling, the lids twitching, the skin around
it creasing with the force of his scream off screen.
TIMING: 0-0.7s: "Yes!" 0.7-1.3s: "Yes!" 1.3-2.0s: "More!", all heard
off screen.
AUDIO: Thump's screams of "Yes! Yes! More!", close and raw, plus his
ragged breathing between them.
LOCK: only the eye, the lens and the skin around it fill the frame.
SHOT 5 (0:08 to 0:10)
OPTICS: 24mm look, shallow depth of field, hazy sky behind.
CAMERA: THREE-QUARTER CLOSE-UP from LOW on his RIGHT, tilted up at
him, his head and raised fist against the misty sky, blurred soldiers'
helmets (@Image4) streaking past far below at the bottom edge. A fast
push up toward his face.
ACTION: he throws his head back and screams up at the sky, one fist
thrust high and shaking, then snaps his head forward for the last
word.
TIMING: 0-0.5s: "More!" 0.5-1.0s: "More!" 1.0-1.5s: "Release!"
1.5-2.0s: "RELEASE!", the biggest scream of all.
AUDIO: Thump's screams of "More! More! Release! RELEASE!", wind,
pounding boots and clanking armor below.
LOCK: three-quarter from low right, never front-on.
GLOBAL LOCK: five 2-second shots, joined by HARD CUTS only. Every shot
is a three-quarter close-up or tighter from a different angle, never
front-on, never a wide shot, never a POV. Thump is crazed with joy and
bloodlust in every frame. His only words are "Yes", "More" and
"Release", screamed in the order given, in the voice from @Video1.
Never render the six-panel grid of @Image2 or any panel borders.
@Image6 is a face-detail reference only and never sets the
composition, camera angle, head angle, pose or expression. NO MUSIC AT
ALL: no score, no soundtrack, no background music, no musical tones or
beats of any kind, only his voice, breath, wind, boots and armor.
LIGHTING: Soft, diffuse daylight through valley mist, cool gray-green
ambient with a faint warm rim from the sun on his skin, beard, goggles
and the wet gleam of his eyes and teeth.
PropertyRequestedDelivered file (our check)
Duration10 s10.126 s
Shots5 × 2 s, hard cuts5 shots; cuts at ≈1.80, 3.67, 5.55, 7.97 s
Aspect / size16:9 · 720P (screenshot)1280×720
Frame rate24fps (prompt text)60 fps
AudioVoice from @Video1, wind, boots; no musicStereo AAC 44.1 kHz present; words not transcribed by us

Can conclude: the result follows the five-angle plan in order: low left three-quarter, right and above, low profile on the mouth, macro eye through the goggle lens, low right with a raised fist.

Cannot conclude: how many attempts it took, the seed, why the file is 60 fps, or whether the voice matches other shots. Shot 5 frames his torso and raised fist, wider than the prompt's "never wider than his head and shoulders" lock. Shot lengths run about 1.8–2.4 s rather than exactly 2 s.

2 · Forest duel: terror, annoyance, explosion

Original post

Purpose: four hard-cut shots of a Rebel and an Imperial knight locking blades, the Rebel's realistic terror, the knight's dry annoyance, and falling pustules that blow everything up. No dialogue.

PropertyRequestedDelivered file (our check)
Duration6.5 s (1.5 + 1.5 + 1.5 + 2.0)7.118 s
Shots4, hard cuts4 shots; cuts at ≈2.88, 4.17, 5.30 s
Aspect / size16:91280×720
Frame rateNot specified60 fps
AudioBattle sound, no music, no wordsStereo AAC 44.1 kHz present; not reviewed by ear
RefControlsFile here
Image1Identity: Rebel lineup, one bearded warrior; ignore blank white face circlesMissing
Image2Identity: Imperial lineup, one knight, visor raisedMissing
Image3Location & color: forest marsh, no people from itMissing
Image4Prop / effect: pustulesMissing
Image5–9Background fighters onlyMissing

Can conclude: the opening tilt from the mud, the locked blades, a three-quarter knight close-up, the Rebel's reverse, pustules visible in shot 4 from about 5.5 s and a white-out flash near 6.5 s all appear.

Cannot conclude: the actual reference images (none posted), attempts, or why shot 1 runs about 2.9 s instead of 1.5 s. The Rebel lineup's "blank white face circles" points to the same face-whiteout practice as the campfire example.

Full original prompt 4,921 characters · X post 2116160703480705396
SCENE CONTEXT
Four hard-cut shots, 6.5s, one brutal duel inside a huge forest-marsh
battle. A Rebel and an Imperial knight crash together and lock blades
while many other Rebels and Imperials fight all around. The Rebel looks
up in genuine terror. The knight, full of rage a second ago, turns dry
and annoyed while red pustules fall behind him and everything explodes.
Nobody speaks.
REFERENCES
Image1: Rebel lineup, for the Rebel's look only: rust-red fur mantle,
red scale armor, bone trinkets, bearded. Pick one bearded warrior,
identical in every shot. Ignore the blank white face circles; use the
face close-ups. Other warriors are background Rebels only.
Image2: Imperial lineup, for the knight's look only: silver plate, gold
sunburst trim, dirty cream tabard, helm with visor raised, face fully
visible, sweaty, short beard. One knight, identical in every shot.
Image3: environment: misty green forest marsh, shallow pools, crystal
spires, haze. Setting and color only, no people from it.
Image4: pustules: glistening dark-red wrinkled clumps trailing goo. Not
bullets or fire.
Image5-9: Imperial soldiers for background fighters only, never the main
knight.
Rebel: big curved serrated bone sword, two hands. Imperial: heavy steel
broadsword, two hands.
OUTPUT: 4 shots, 6.5s, 16:9, hard cuts. No subtitles, no music.
SHOT 1 (1.5s)
Start: camera TILTED DOWN at trampled mud and pools, lens near the
ground.
Camera: very handheld and CHAOTIC the entire shot, as if sprinting into
battle: violent shake, jolts, lurches, never steady. 0-0.3s tilted down;
0.3-0.7s a very FAST tilt UP whip across the packed battlefield, landing
on the two fighters slightly off-center and NOT in perfect side profile
(20-30 degrees off), Rebel screen-left, Imperial screen-right; 0.7-1.5s
keeps lurching toward them.
Action: Many Rebels and Imperials clash everywhere. The two charge in
roaring, smash blades together at chest height with sparks and mud, then
lock, blades crossed, straining, snarling, boots sliding.
SHOT 2 (1.5s)
Extreme close-up of the Imperial's face, THREE-QUARTER view (not
profile), both eyes visible, eyes on the Rebel at screen-left. 85mm,
shallow focus, slight handheld push in. He is furious: teeth bared,
veins bulging, sweat and mud, eyes burning, face shaking with effort.
SHOT 3 (1.5s)
Reverse over the Imperial's shoulder, medium close-up of the Rebel,
50mm, handheld. 0-0.5s he strains, eyes on the Imperial. 0.5-0.9s his
eyes flick to a point just above and behind the Imperial's head, only
slightly upward, not straight up. 0.9-1.5s GENUINE, REALISTIC TERROR,
never cartoonish, mostly in the EYES and EYEBROWS: eyes wide, fixed,
unblinking, inner brows pinched up. His mouth stays closed or barely
parted, never dropping open. His body goes still and rigid. His eyes
never close.
SHOT 4 (2.0s)
Over the Rebel's shoulder (his shoulder soft in foreground), the
Imperial sharp, 50mm, background in creamy blur. Camera handheld, slow
push in, then violent shake from 1.2s.
0-0.5s: Imperial locked in, enraged. 0.5-1.1s: fury drops into dry, flat
ANNOYANCE, a man sick of this: eyes OPEN and narrowed, brows lowered,
lips pressed, shoulders slumped, one short flat exhale through the nose.
Not afraid. No words, no groan.
From 0:00 in the far blurred background, basketball-sized dark-red
pustules drop and EXPLODE across the battlefield, demolishing many
Imperials and Rebels alike, landing closer to him every half-second.
Each falls extremely FAST, nearly straight down, visible only 2-3 frames
as a dark-red streak before impact.
1.1-1.4s: pustules slam down around and onto him. 1.4-2.0s: EVERYTHING
EXPLODES: huge fire, goo, mud and debris engulf both men, white-out
flash, shockwave, violent camera shake. HARD CUT at 2.0s.
PHYSICS: heavy steel-on-bone grinding, boots sliding in mud, mud flying.
Pustules are EXACTLY basketball-sized. Explosions are fire, goo, mud and
smoke only. No gore.
LIGHTING: dim green misty light as in Image3; in shot 4 a hot orange-red
flash.
AUDIO: constant roaring battle. Shot 1: boots, two war cries, a huge
CLANG. Shot 2: ragged breathing, grinding steel. Shot 3: grunting, then
a sharp scared inhale. Shot 4: a short dry nose exhale, distant
explosions growing closer, whistling, then a deafening boom. No music,
no words.
LOCK: Two main fighters, the same two men in every shot, Rebel
screen-left and Imperial screen-right in shots 1-2, flipping naturally
in reverse shots 3-4. Many other soldiers fight in the background of
every shot; every Imperial fights a Rebel, never another Imperial; none
touch the two. NO pustules or explosions visible in shots 1-3. Shot 1
chaotic handheld, never perfect profile. Shot 2 three-quarter. Rebel's
terror realistic, mouth never open. Neither man speaks or groans;
neither man's eyes close. Nothing emerges from explosions except fire,
smoke, mud, goo, debris, never new pustules. No tiny stand-in people.
Hard cuts only.

3 · Campfire puppet show: Fek, two dolls and a thief

Original post

Purpose: three shots of slapstick timing. Fek performs for "very slow little children", a Bobo steals the white doll, Fek snaps "Hey!", and the Bobo smacks the doll on a rock. Note the long "doll map" spelling out left and right.

PropertyRequestedDelivered file (our check)
Duration5.8 s (0–2.1, 2.1–3.3, 3.3–5.8)6.126 s
Shots3, hard cuts3 shots; cuts at ≈2.58, 3.42 s
Aspect / size16:91280×720
Frame rateNot specified60 fps
AudioFek's voice from @Video1, campfire, whacks, no musicStereo AAC 44.1 kHz present; words not transcribed by us
RefControlsFile here
@Image1Composition of shot 1 once smoke clearsSupplied (-3, visual match)
@Image2Framing of shot 3 (end pose) and Bobo identitySupplied (-2, visual match)
@Image3Identity & costume: Fek character sheetSupplied (-1, visual match)
@Video1Voice and audio cue only, never picturesMissing
≈ @Image1, face whited out
≈ @Image2
≈ @Image3, sheet with whited-out face on the body
Why white out a face? A reader asked; a third-party reply (not PJ Ace or Chris Capel) answered that it pushes Seedance to take the face from the higher-fidelity close-up instead of the small face on the body image, and said blocking it "basically guarantees" that. A plausible explanation, not a confirmed or tested one.
Full original prompt 9,590 characters · X post 2116160706387362235
SCENE CONTEXT: A funny, lighthearted puppet-show scene around a campfire
in a blue misty forest at dusk. Fek is putting on a puppet show as if
for a crowd of very slow little children, wildly overdoing it. The dolls
are fake stuffed cloth toy puppets, it is all pretend and played for
slapstick comedy.
OUTPUT: 16:9, 5.8 seconds, 3 shots, hard cut between shots.
ACTIVE REFERENCES:
@Image1: the composition of shot 1 once the smoke clears at 0.5s. Fek, a
thin Imperial officer in a silver cuirass over a cream coat with gold
embroidery, sits on a stool facing the camera, holding up the two toy
dolls: the WHITE toy knight doll on the LEFT side of the frame and the
RED-HAIRED toy doll on the RIGHT side of the frame. Thump's giant bare
toes are in the foreground, a small goggled Bobo sits at the right edge.
@Image2: the framing reference for shot 3, and the Bobo reference. The
small goggled Bobo with a topknot and a cigarette crouched behind a
mossy rock with the white doll. This is the Bobo who runs in during shot
1. In shot 3 this pose is where he ENDS UP, not where he starts. Never
use it for shots 1 or 2.
@Image3: character sheet of Fek. Use for his face, slicked dark hair,
mustache, silver cuirass, cream coat with gold embroidery and black
gloves, in every shot he appears.
@Video1: AUDIO ONLY, Fek's voice and the audio cue for shot 1 and the
start of shot 2. Use only its sound, never any picture from it.
THE DOLLS: Fake toy puppets. The WHITE doll (gold star, X face, tan
scarf) is in shots 1 and 3 (in shot 3 the Bobo has it). The RED-HAIRED
doll is in shots 1 and 2.
DOLL MAP, READ THIS CAREFULLY: picture the frame split down the middle
into a LEFT HALF and a RIGHT HALF. The WHITE doll is ALWAYS in the LEFT
HALF of the frame. The RED-HAIRED doll is ALWAYS in the RIGHT HALF of
the frame. Fek faces the camera, so the hand on the LEFT of the frame is
his own RIGHT hand, and the hand on the RIGHT of the frame is his own
LEFT hand: his own RIGHT hand, on the LEFT of the frame, holds the WHITE
doll; his own LEFT hand, on the RIGHT of the frame, holds the RED-HAIRED
doll. The red-haired doll is on the SAME side of the frame as the seated
Bobo at the right edge. The white doll is on the SAME side of the frame
the running Bobo comes in from, the LEFT. The dolls NEVER swap sides and
never change hands.
SHOT 1 (0:00 to 0:02.1)
FIRST FRAME: the whole screen is COVERED in thick, drifting gray-white
campfire SMOKE, with only Fek's dim shape faintly glimpsed inside it,
and he is ALREADY SPEAKING his line in the very first frame, his mouth
moving and his voice audible from frame one. 0-0.5s: the camera PUSHES
IN THROUGH the smoke and it DISSIPATES fast, thinning and swirling away
to the edges of the frame; from the very first frame Fek is SAYING HIS
LINE, his shape and moving mouth growing clearer through the thinning
smoke; by 0.5s the smoke is completely gone, revealing exactly the
composition of @Image1, the WHITE doll on the LEFT of the frame and the
RED-HAIRED doll on the RIGHT.
OPTICS: 24mm look, low angle, shallow depth of field.
CAMERA: a SLOW PUSH-IN. The camera physically DOLLIES IN toward Fek the
whole shot, steady and continuous, subtly handheld, starting by pushing
through the smoke. It is a real dolly move, not a digital zoom.
ACTION: Fek is LEANED FORWARD on the stool the whole shot, bending
toward his audience like a children's puppeteer, posed as in @Image1,
holding the WHITE doll high on the LEFT side of the frame and the RED-
HAIRED doll on the RIGHT side of the frame, bouncing and wiggling both
dolls like a puppet show. 0-1.7s: from the very first frame, while he is
still hidden in the thick smoke and carrying on as it clears, Fek says
"BIG EXPLOOOOODE!" His performance is WILDLY OVERDONE and PANDERING, a
puppet show for a crowd of very stupid little kids: a huge, sugary,
sing-song kiddie voice, slow and painfully over-enunciated, his eyebrows
shooting way up, his eyes huge and bulging with fake excitement, his
mouth stretching into exaggerated shapes, his head bobbing and tilting
side to side, a giant, beaming, falsely sweet grin, utterly
condescending, as if explaining it to toddlers or cavemen, the last word
stretched long and huge, wildly shaking the RED-HAIRED doll on the RIGHT
side of the frame. At 1.4s the Bobo from @Image2 RUSHES INTO FRAME FROM
THE LEFT, darting in low and fast, LEAPS UP, and grabs ONLY the WHITE
doll on the LEFT side of the frame, yanking it free at 2.0s. THE INSTANT
the doll is yanked away, Fek is JOLTED out of his performance: his line
snaps off mid-word and his whole body flinches back, shoulders jerking,
head whipping around to follow the Bobo, his giant grin vanishing in a
single frame into a jarring flash of alarm and freak-out. His eyes snap
wide and track the Bobo, his brows crash together, and his mouth does
NOT hang open or go slack, it snaps tight and into the shape of the word
"Hey" with no pause at all. 2.0-2.1s: the Bobo is already streaking away
to the RIGHT with the white doll while Fek's now-empty hand on the LEFT
of the frame jerks after it, the "Hey" on the verge of bursting out. THE
SHOT ENDS HERE, mid-motion, on the cut. Fek keeps the RED-HAIRED doll on
the RIGHT side of the frame.
AUDIO: Fek's voice from @Video1, sugary, over-the-top, sing-song kiddie
delivery, starting on the very first frame, crackling campfire, the soft
hiss of drifting smoke at the start, the quick patter of small feet.
LOCK: the shot opens fully covered in smoke, which clears completely
within 0.5s as the camera pushes in through it, revealing @Image1; Fek
starts "BIG EXPLOOOOODE!", his only line before the "Hey", on the very
first frame, already speaking from inside the smoke. The WHITE doll is
on the LEFT of the frame and the RED-HAIRED doll is on the RIGHT of the
frame, never the other way around. The Bobo takes only the WHITE doll
from the LEFT. The RED-HAIRED doll stays on the RIGHT side of the frame.
The shot cuts to the close-up right on the grab, mid-motion. Fek's
performance is hugely overdone and pandering until the grab. His
reaction is a fast, sharp jolt and flinch. He never freezes, never
stares blankly and never lets his jaw drop slack.
CUT TO:
SHOT 2 (0:02.1 to 0:03.3)
A HARD CUT, landing right on the Bobo's grab, that punches in to a
CLOSE-UP of Fek on his stool, head and shoulders filling the frame, the
RED-HAIRED doll in the hand on the RIGHT side of the frame, at the right
edge of frame. This is a plain cut to a tighter shot, not a zoom or push
of any kind.
OPTICS: 35mm look, shallow depth of field.
CAMERA: handheld and very active, shaky and alive.
ACTION: This continues the jolt from shot 1 with NO pause: Fek is
already mid-flinch and rattled, and the word comes out at once. Fek's
eyes and head are angled DOWN AND TO THE RIGHT of frame the whole shot,
because the Bobo is tiny and on the ground below him. 0-0.4s: Fek shouts
"Hey!" the instant the shot begins, sharp, loud and freaked out, wide
eyes locked on the Bobo, brows up, his body still recoiling. 0.4-1.2s:
alarm curdles into outrage and frustration, his jaw clenching, still
looking down and to the right after the Bobo, still holding the RED-
HAIRED doll on the RIGHT side of the frame.
AUDIO: Fek's voice from @Video1, the "Hey!" starting right on the cut,
campfire crackle.
LOCK: Fek's mouth is never slack or hanging open before the word. The
RED-HAIRED doll stays on the RIGHT side of the frame. No white doll in
this shot.
CUT TO:
SHOT 3 (0:03.3 to 0:05.8)
FRAMING: the composition of @Image2: a mossy rock in the middle, Fek's
boot at the left edge, Thump's feet at the right edge, a dark wagon
blurred behind. The Bobo is NOT crouched at the rock yet when the shot
begins. He is still mid-run, finishing the action from shot 1.
OPTICS: 28mm look, shallow depth of field.
CAMERA: very handheld and very active, shaky and energetic.
ACTION: 0-0.9s: the Bobo from @Image2 SCURRIES INTO FRAME FROM THE LEFT
and runs LEFT TO RIGHT, low and fast, the white doll clutched in his
hands, still carrying the momentum of his leap and grab. He skids to a
stop crouched behind the mossy rock beside the fire, landing in the pose
of @Image2. 0.9-1.1s: he hoists the fake white toy puppet fully up over
his head. 1.1s: he SMACKS the toy puppet's head down on the mossy rock
EXTREMELY HARD, a big cartoon slapstick whack. 1.1-2.5s: he keeps going,
raising the puppet FULLY OVER HIS HEAD every time and bringing it ALL
THE WAY DOWN onto the rock, over and over, as hard as he possibly can,
with ALL HIS MIGHT, wild, gleeful and relentless, cigarette still in his
mouth, shrieking a squeaky gremlin laugh. The soft puppet flops and
bounces off the rock each time, silly and limp.
AUDIO: loud cartoon whacks and thumps of the stuffed puppet on the rock,
a squeaky gremlin shriek-laugh, campfire crackle. No music.
LOCK: the Bobo is in motion from the first frame, running left to right,
and arrives at the rock. He is not already standing there. The white
doll is a fake stuffed cloth puppet, the whole thing is pretend and
played for laughs. The white doll is the one he carries, from the LEFT.
GLOBAL LOCK: Fek matches @Image3 in every shot. Keep Fek, the Bobo,
Thump, the dolls and the campfire clothing and colors identical to the
start frames. In shots 1 and 2 the WHITE doll is on the LEFT of the
frame and the RED-HAIRED doll on the RIGHT. No white, blue or green
placeholder shapes or markers rendered. No subtitles, no text, no logos.
Fek never makes sniffing or inhaling sounds.
LIGHTING: blue dusk mist, warm orange firelight from the campfire on
faces and rock.

Can conclude: the shot opens inside smoke, the white doll is on frame left and the red-haired doll on frame right, the grab lands around 2 s, the close-up shows Fek with the red-haired doll at right, and shot 3 ends with the Bobo and white doll at the rock.

Cannot conclude: whether he says the exact words, the voice source, attempts, or why the first cut lands near 2.6 s instead of 2.1 s.

If you want to try this yourself

Documented steps come from the director's notes and the posted prompts. Suggested steps are ours. Nothing here guarantees a matching result.

Documented

  • One reference per job, each with its role named: appearance only, composition only, staging only, voice only.
  • A large, clean face reference; white out low-detail faces on body sheets and lineups.
  • Output line first: aspect, duration, shot count, cut type.
  • Per shot: optics, camera with a physical cause, action, timing windows in seconds, audio, a lock line.
  • Screen-left and screen-right for every subject; say which hand holds what.
  • A global lock at the end restating what must never change.
  • "No music" and "No subtitles" written out when you don't want them.
  • Name placeholders (white paint, gray shapes) as never rendered.
  • Dialogue: a 20–30 s coverage pass, then one upscaled frame per shot, then per-shot performance.
  • Change one thing per iteration on the latest working version.

Suggested, and what you'll have to decide

  • Log every generation: prompt version, references, settings, cost, keep or reject.
  • Check your tool's current reference limit and credit price; record the date.
  • Keep the unrepaired frame next to every paint-out repair.
  • Pick your upscaler and test it on harvested frames before committing.
  • Decide where voices come from and get them as clean audio references.
  • Decide edit frame rate and conform everything to it.
  • Plan music and sound outside the generations if prompts say "no music".
  • Watch the full cut for creature scale, wardrobe and prop continuity.
  • Budget retries explicitly; the creators' own figures show they are the expensive part.

Where every claim comes from

Retrieved 10/30–10/31/2026 from public pages without sign-in. Coverage is partial: the main thread's 13 author posts and some replies (X advertised 196 replies; sign-in hid most), and bounded Reddit comment sets with deleted and removed comments unavailable. This is not a full archive of anyone's accounts or comments.

SectionSourceType
Film, cost headline, viewsX thread head, 10/30/2026Creator post
Cost splitReddit comment 19rvvjmfnny3lCreator comment
Other episode costsReddit posts 1xclika, 1wu8p5a, 1whyquy, 1vbvorg, 1ukmq3x and creator comments (linked in Cost)Creator posts/comments
RuntimesDownloaded X delivery files (ffprobe); creator's YouTube uploads metadata, 10/31/2026Measured / metadata
Story, look dev, creditsX posts 2116160697449284049, 2116160697847693674, 2116160698346885425; film end creditsCreator posts; film
Workflow techniquesDirector's notes; X long post 2116160709180723486; their imagesDirector's write-up
Settings screenshot, referencesX post 2116160698699108523, 2116160703942041678Creator images
Worked promptsX long posts 2116160701400289449, 2116160703480705396, 2116160706387362235Creator prompts
Face whiteout explanationreply by bschen04Third-party reply
Episode 6X thread 2112899203701547153; Blender guide; Reddit 1xclikaCreator posts and guide
Episode 3 workflowX thread 2083244298959798629Creator posts
People and IPLinktree, genre.ai, Reddit 1txpkvn, AI Primer 10/26/2026Creator pages; secondary report
Product limitsDreamina reference inputs FAQ (checked 10/31/2026)Vendor documentation, current only

Still unknown

  • Hours actually worked, and days for episodes 7, 6 and 3 (estimated above).
  • How much of the credits the sponsor covered, in-house labor cost, and what the $2,775 gap is.
  • Seeds, attempt counts and settings for every shot except the one cheering screenshot.
  • Most reference originals: the Thunderkin, soldier lineup, camp, all nine duel images, both @Video1 voice files.
  • Where the voices came from, whether people performed them, and the final audio pipeline.
  • Why the requested 24fps example is delivered at 60 fps.
  • Upscaler, edit software, color and sound work.
  • Episode 7 graybox scenes and the Fec explosion-reaction prompt.
  • Episode 6 board page 5 and its full unclipped prompt.
  • Current feature status; the creator's latest X update could not be read.
  • Any Nexus-specific income.

Conflicts kept as found

  • $28,775 headline versus ~$26k of stated components.
  • FECK / Fec / Fek spellings.
  • The notes favor positive direction and normal spelling; the prompts use negative locks and "EXPLOOOOODE".
  • The notes' 12-reference limit versus the screenshot's Seedance 2.5 and the FAQ's 50 inputs for 2.5.
  • The notes' "stays untouched" versus no demonstrated pixel protection.
  • Requested durations, shot lengths and 24fps versus the delivered files.
  • The Blender guide's previz video versus episode 6's storyboard stills.
  • YouTube's "Ep 5" titles for both episode 5 and episode 6.
  • June "greenlight" versus October "still packaging".
  • Episode 3 prompt's six shots versus its request for "a lot more shots".