teaser
AIFull case study

Four oversized egos. Two very unequal wheels.

An AI agentic workflow to create character design, interface prototyping and filmmaking concept.

Client
Penny Farthing Racers
Sector
Gaming
My role
Creative Director
Skills
  • AI Audio
  • AI Experiment
  • AI Concept Trailer
  • AI Image
  • AI Short Film
  • AI Video
  • AI Workflow
Background

Penny Farthing Racers is a fictional racing-game concept with four eccentric characters and a Victorian-inspired world. I developed it as a short concept film, supported by an interactive character selector and a narrated making-of.

What I did

I set the creative direction, shaped the cast and dialogue, and directed revisions to the imagery, motion and sound. Working with Codex, I developed the browser prototype and assembled the demo and walkthrough in DaVinci Resolve.

The challenge

Use one agentic workflow to make the imagined game feel coherent from the first character introduction to the race itself, carrying the same personalities and visual style across still images, generated performances and interface design.

04Unique, eccentric characters
01Agentic workflow
Key insight

Consistency needed more than a detailed prompt, it required character references, planned movement and editable interface layers each gave me control over a different part of the experience.

hero
The process

Keep control across the tools

Use one agentic tool (ChatGPT Codex Astra 6), to build a workflow that connected reference art, motion planning, generated performances and an editable interface. Each stage gave me something concrete to inspect and refine before the final edit.

A connected process, with review throughout.Penny Farthing Racers
Character design

Give the cast a backstory

I moved the art direction towards exaggerated silhouettes, expressive faces and oversized personalities. Alfred became the visual benchmark, with Beatrice, Archibald and Reginald developing distinct shapes, costumes and attitudes within the same world. I wanted to create a mini backstory to set the scene in the intro as to why the racers were even racing in the first place.

Alfred sets the visual benchmark.Penny Farthing Racers
Beatrice brings a different silhouette.Penny Farthing Racers
Archibald adds a restless energy.Penny Farthing Racers
Reginald completes the eccentric cast.Penny Farthing Racers
Construction references

Keep the riders and bicycles consistent

Using native OpenAI image generation, I built character turnarounds and mounted steering references. These gave subsequent shots a consistent starting point, including the unusually large front wheel that makes a penny-farthing recognisable.

The mounted sheets explored gentle left, straight and gentle right poses from a shared rear camera. These were visual references for generation, rather than mechanically validated character rigs.

Make the unusual bike explicit.Penny Farthing Racers
Keep identity consistent through steering.Penny Farthing Racers
Motion planning

Controlling the chaos

I used a Blender motion blockout to establish the race route, camera, overtakes and obstacles before generating footage with Seedance 2.0 via Fal. The blockout made the intended action visible instead of leaving every movement to a written description.

The comparisons show corresponding moments in the plan and generated result. The footage interpreted the reference, so exact timing and staging still needed review.

Guide the bend and movement.Penny Farthing Racers
Keep the chicken action readable.Penny Farthing Racers
The game interface

Bring the racers into the interface

The character selector was built in HTML, CSS and JavaScript with Codex. Generated emotes were keyed into the interface, alongside animated stats, changing colour palettes and manual selection controls. Race overlays followed the video timing, keeping the typography and cues editable.

Each racer had a distinct colour palette and selection state. The countdown and race HUD completed the illusion of a game, while remaining separate from the underlying footage.

Bring performances into the interface.Penny Farthing Racers
Alfred's finished character selection screen.Penny Farthing Racers
Beatrice has her own colour palette.Penny Farthing Racers
Archibald's finished character selection screen.Penny Farthing Racers
Reginald's finished character selection screen.Penny Farthing Racers
Hold the grid before launch.Penny Farthing Racers
Synchronise overlays with the race.Penny Farthing Racers
The finished film

Make the pieces feel like one world

The final edit in DaVinci Resolve brought together the opening film, character selection, countdown and race. Music generated with Lyria 3 Pro via Fal helped connect the sections, alongside character dialogue and effects.

The project highlights the importance of human critical thinking and iteration, the conventional-looking bicycles needed correcting, the intro needed more energy, and narration needed greater clarity. The accompanying walkthrough shows the references, prompts and production choices behind the finished demo.

Outcome

The finished work includes a one-minute concept demo, a three-and-a-half-minute walkthrough and the editable local prototype. It demonstrates the look and feel of an imagined game; the race is a film sequence, not playable gameplay. The experiment helped me determine the power of one single AI agentic workflow process with connected applications.