Field Test 2326
I was scrolling X, saw A.I. Warper running one of his tests, and thought: come on, let's try.
His test: Claude drives the images, the video and DaVinci Resolve to cut a trailer. I took his concept and used his prompt as a base, just to see what I would produce. Then I remixed it with my own spin: night, the future, a futuristic battleship, no old-school vibe. Pure Blade Runner style, with a Nero beat. Fog, orange laser, cold teal shadows, magnetic ships. The year is 2326.
The methodHow it works
I work with Claude as an agent. It has its hands on the tools: it generates the stills and the video through Magnific, upscales to 4K, then edits, grades and exports in DaVinci Resolve. I direct, it executes.
Then I watch the result, and some things are wrong. Boom, notes. That loop is the whole story, so here it is, step by step, with what each step cost (light, rounded).
Step 1The look
Before any motion, the look. About 50 stills from Luma Uni-1.1, in three tries: first a present-day navy, then a first 2326, then the night set I kept. Mirror-smooth black ships hovering on magnetic fields, a mechanical gunner under a hooded cape, one orange cannon seam, a colossal ship hidden in the fog. Five stills made the cut.
Cost: about $7.40 for the stills.
The hero still
For Luma Uni-1.1 (Magnific). The gunner at the bow, one of the five key visuals of the night set.
Result Kept as the look reference for the gunner and the cannon.
Photoreal live-action sci-fi film still, night, year 2326. Hero wide three-quarter view from slightly below: a lone entirely mechanical gunner in a dark hooded weatherproof cape over matte black armour, braced crouch at the bow of a hovering black mirror-smooth warship, a massive laser cannon on his right shoulder with thin orange glowing seams charging. Dense night fog, drizzle. The scene is almost black, lit only by the cyan hull lines of the ship, the orange glow of the cannon and a distant explosion flickering in the fog. Cold blue-teal palette with orange as the only warm note. Subtle film grain, grounded, monumental. No text.
Step 2One take, thirty seconds
One Seedance 2.5 generation, 30 seconds, 720p, with the five stills as references. The prompt follows the structure of A.I. Warper's prompt (goal, reference roles, subjects, style, a beat map with sound tags), with my own content inside. Then Topaz Video AI takes the 720p to 4K. The music comes from Lyria 3 Pro: Blade Runner meets Nero, with a beat that hits.
Cost: about $11.20 for the take, about $0.55 for the music.
The 30 second take
For Seedance 2.5 (Magnific), 30 s, 720p, the five stills as references. Built on the structure of A.I. Warper's prompt: goal, reference roles, subjects, style, timed beat map with sound tags, consistency.
Result The film starts from this single generation, upscaled to 4K with Topaz Video AI.
[Generation Goal] One continuous, heavily cut cinematic action sequence, year 2326, at night in dense sea fog. During a naval battle, a lone mechanical gunner walks to the bow of a hovering warship, his laser cannon charges, and at the climax he fires one colossal orange beam into an enemy ship of impossible scale hanging in the fog above the sea. Build with micro-detail cutaways intercut with battle B-roll, the big hit lands at about 17 seconds, the firing payoff lasts about ten seconds, then everything settles into darkness. [Reference Material Roles] @Image 1 through @Image 5 are key visuals, not keyframes. They define look, design and lighting. None is a first or last frame and none is held as a static shot. @Image 1 defines the friendly warships: seamless black mirror-smooth hulls with no rivets, hovering a metre above the waves on magnetic fields that press the sea into a smooth bowl, a faint blue-green field shimmer, thin cyan light lines along the hull, small red beacons. @Image 2 defines the gunner and the cannon: an entirely mechanical figure, no skin, no face, no mouth, in a dark hooded weatherproof cape over matte black armour, deep braced crouch at the bow; the massive laser cannon rests only on his right shoulder, with thin orange glowing seams; the deck glows with cyan light lines. @Image 3 defines the inside of the hood: an angular matte black faceplate in near-total darkness and a single thin horizontal slit of orange light, cyan rim light on wet edges. @Image 4 defines only the beam: a colossal straight orange laser with a white-hot core, turning the fog into a glowing orange tunnel and flash-boiling the sea into walls of steam. Do not reuse its framing as a fixed shot. @Image 5 defines the battle and the enemy: explosions blooming inside the fog as orange and white fireballs, cyan tracer lines, and the dark underside of a colossal enemy ship above, revealed only by flashes and thousands of tiny green and red lights. [Subjects and Relationships] Exactly one gunner and exactly one cannon throughout. The gunner never speaks. The cannon is three times his height and only rests on his right shoulder. The beam only leaves the cannon muzzle. The colossal enemy ship is the only enemy and always hangs in the fog ahead of the bow. Friendly ships always hover, never touch the water. [Visual Style] Photoreal live-action science fiction, practical costume, heavy real machinery. Night: the frame is almost black, lit only by the ships' cyan lines and red beacons, the orange cannon seams, explosions and the beam. Dense fog catches every light. Cold blue and teal palette with hints of green; orange is the only warm colour. Fine drizzle, subtle film grain, anamorphic feel, grounded and monumental. The beam is the only thing that ever blows out the frame; when it fires it throws hard orange-white light across every wet surface. [Beat Map and Cinematography] 0-3s: Extreme wide from low on a neighbouring ship's deck, a wet rail soft in the corner: hovering black warships in fog fire, orange flashes punch through the mist. Cut to a 24mm shot looking straight up: cyan tracers climb into the fog and a flash reveals the enemy ship's colossal underside with its tiny green and red lights. <distant heavy cannon booms> <rain hisses on metal> <deep sub-bass groan from above> 3-6s: Hard cut to a macro inches off the glowing deck: a mechanical boot slams down onto a cyan light line, water crowns up, the cape hem swings into frame. Cut to a mid-distance friendly ship hit: a fireball blooms inside the fog, its magnetic field flickers and the hull dips toward the water. <single heavy metal footstep> <splash> <muffled explosion across water> <electric field stutter> 6-10s: Low shot from knee height behind the gunner walking to the bow, soaked cape dragging, crew silhouettes at the rails turning to watch. Cut to a long lens from sea level: the enemy ship sinks lower out of the fog, lights multiplying. Cut to an 85mm extreme close-up in profile inside the hood as the orange slit flickers on. <heavy footsteps> <wind snaps the cape> <vast low drone> <small ignition tick> 10-12s: Tight shot as the cannon cradle slams onto his right shoulder, knocking water off the armour. Cut to a 200mm shot from far back: the gunner a black silhouette at the bow, the cannon reaching past it, the enemy looming in the fog. <crushing metal impact> <the hovering hull shudders> 12-15s: Power-up montage of shallow-focus macros that never show the whole cannon: orange seams ignite one after another toward the muzzle, raindrops flash into steam on contact, cables jolt, mechanical fingers clamp the grip, the magnetic field under the ship brightens and the sea bowl deepens. <rising electrical whine> <rain sizzling> <capacitor thunks> <escalating crackle> 15-17s: The held breath: a close shot along the glowing cannon, the drizzle frozen mid-air around the barrel. Near silence. Cut to a symmetrical head-on shot into the muzzle as it fills with blinding orange-white. <sound drops to a thin high ringing> <the whine peaks into a sharp charging inhale> 17-20s: The payoff. Hero wide three-quarter view from slightly below, matching @Image 2: a colossal orange beam far wider than the cannon erupts and runs out of frame, the deck flashes, recoil drives the gunner back, the cape rips backward, a shockwave ring blasts the rain and fog flat. Cut on the beat to the same instant three more times: over his right shoulder down the barrel as the beam tears toward the enemy; low at deck level as the boots skid back gouging the deck; extreme close-up of the hood as the slit flares. <colossal discharge thunderclap> <tearing energy roar> <metal shrieks> 20-24s: Extreme wide from a distant ship: the beam crosses the black frame from a tiny hovering ship up into the enemy's underside, turning the fog into an orange tunnel. Cut low skimming the sea beside the beam, matching @Image 4: the sea flash-boils into walls of orange-lit steam, a small ship heels in the violence. Cut to sea level: the beam punches deep into the enemy hull and a chain of explosions races across kilometres of it, debris the size of ships falling into black water, matching the fireballs of @Image 5. <continuous beam roar> <violent boiling hiss> <titanic impact rumble> <cascading detonations> 24-27s: A shockwave rolls across the sea toward camera, flattening waves and fog, and slams into the deck. Cut to the gunner still braced and firing, a black silhouette against solid orange light. <deep shockwave boom> <gale of spray> 27-30s: The beam cuts out. The seams fade, thick steam pours off the barrel into the returning drizzle, only cyan ship lines and red beacons remain. Far beyond, the enemy burns in the fog. Extreme close-up inside the hood, matching @Image 3, as the orange slit slowly dims to nothing and the frame settles into darkness. <beam cuts out> <cooling metal ticks> <steam hiss> <rain returns> <low power-down> <silence> [Audio] No music. Only the diegetic sound effects listed. No voices, no narration, no subtitles, no on-screen text. [Maintain Consistency] Exactly one gunner, one cannon, one enemy ship. Keep the hood, single orange slit, matte black armour, cape and cannon identical in every shot. Cannon always on his right shoulder, beam only from the muzzle. Friendly ships always hover on their magnetic fields. It stays night and foggy throughout; darkness returns whenever the beam and explosions are not lighting the frame.
Step 3The edit
Claude cuts it in DaVinci Resolve: story order, a grade, a touch of glow and film grain, and an end card that credits A.I. Warper with a QR code to his post. I refit the music myself, because some things are quicker with my own hands.
Step 4Round one: the cannon
The first take had the cannon pointing at the sky. Not the energy of a weapon, more a lighthouse. So: notes. A level barrel in the prompt, a new charge in four steps, a fire with a violent recoil. Five more Seedance takes later (6 s, 9 s, 8 s, then two of 4 s with a first and a last frame), the shot worked, and the fleet kept crashing inside the fog.
Cost: about $13.25 for those fixes.
Fixing the cannon, take 1
For Seedance 2.5, 6 s. The cannon pointed at the sky in the first take, so this one insists on a level barrel.
Result Level cannon, but no energy: only its bow shot was kept.
[Generation Goal] Three hard-cut shots of one continuous moment, year 2326, at night in dense sea fog on the deck of a hovering black warship. A lone mechanical gunner aims a massive laser cannon straight ahead and fires. The cannon is ALWAYS held perfectly horizontal, parallel to the deck, aimed at the horizon. It never tilts up toward the sky. [Reference Material Roles] @Image 1 is the first frame of shot 1 and defines the wide side view: the hooded gunner in a braced crouch at the bow, the cannon level and pointing right, the cyan light lines on the deck, the fog. @Image 2 is the first frame of shot 2 and defines the extreme close-up of the cannon barrel: dark wet metal, a glowing orange seam running horizontally, rain. @Image 3 is the first frame of shot 3 and defines the wide firing position, identical to shot 1, cannon level. [Beat Map] 0-2s, shot 1: matching @Image 1. Static camera, slight push in. The gunner holds still, cape stirring in the wind, the orange seams on the cannon flicker brighter. The cannon stays horizontal. <rain on metal> <low electrical hum> 2-4s, shot 2: hard cut to @Image 2. Shallow-focus macro along the level barrel: the orange seam ignites from left to right toward the muzzle, raindrops flash into steam on contact. The barrel stays horizontal. <rising electrical whine> <rain sizzling into steam> 4-6s, shot 3: hard cut to @Image 3. At 4.3s a colossal straight orange beam with a white-hot core erupts horizontally from the muzzle and runs out of frame to the right, parallel to the deck, lighting the fog orange; recoil drives the gunner back, the cape rips backward, a shockwave flattens the rain. <colossal discharge thunderclap> <tearing energy roar> [Visual Style] Photoreal live-action science fiction, night, almost black frame lit only by the cyan deck lines, the orange cannon seams and the beam. Cold blue-teal palette, orange the only warm colour. Fine drizzle, subtle film grain, grounded and monumental. [Audio] No music, no voices. Only the sound effects listed. [Maintain Consistency] Exactly one gunner and one cannon, identical across the three shots. The cannon rests on his right shoulder and stays perfectly horizontal in every frame; the beam leaves the muzzle horizontally.
Fixing the cannon, take 2
For Seedance 2.5, 9 s. The charge in four steps, the fire with a violent recoil, the fleet dying in the fog.
Result Kept in the edit.
[Generation Goal] Four hard-cut shots, year 2326, night, dense sea fog. A lone mechanical gunner charges a massive laser cannon, fires with a violent recoil, the beam tears across the sea, and the enemy fleet dies inside the fog. Intense, heavy, physical. The cannon is held level, parallel to the deck. [Reference Material Roles] @Image 1 is the first frame of shot 1: extreme close-up of the level cannon barrel, uncharged, only a dim ember at the left end of the seam. @Image 2 shows the same close-up once the seam is lit: the base glow of the charged state. @Image 3 is the first frame of shot 2: wide side view, hooded gunner in a braced crouch, cannon level, glowing seams, cyan deck lines, not yet fired. @Image 4 is the first frame of shot 3: the orange beam skimming the black sea, orange steam walls, no ship in the sky. @Image 5 is the first frame of shot 4: the enemy fleet sinking inside thick layered fog, the colossal ship broken in two, muffled orange glows, tiny hull lights. [Beat Map] 0-2s, shot 1, starts on @Image 1. The ember flares and the orange seam ignites along the whole barrel into the base glow of @Image 2. Then the charge climbs in four blocks: the seam is divided into four segments, and each segment slams on one after another from left to right as a much brighter, almost white-hot block, each block a step more intense than the last, 0.3 s apart. Raindrops explode into steam on contact, sparks spit from the seams, the barrel vibrates, the camera shakes harder with every block. On the fourth block the whole cannon is saturated with energy. <deep electrical hum> <four rising heavy power clunks, one per block> <whine climbing to a scream> <rain sizzling into steam> 2-4s, shot 2, hard cut to @Image 3. At 2.25s the cannon fires: a colossal straight orange beam with a white-hot core, much wider than the barrel, erupts horizontally and runs out of frame right. The recoil is enormous: it throws the gunner back a full step, his boots skid and gouge the deck plates with a shower of sparks, his body jolts, the cape rips straight back, a shockwave ring blasts the rain flat and the fog away, the camera is shaken hard. <colossal discharge thunderclap> <tearing energy roar> <metal screeching as boots skid> 4-5.5s, shot 3, hard cut to @Image 4. Low over the sea, the beam roars past, the water flash-boils into walls of orange steam racing along it. <continuous beam roar> <violent boiling hiss> 5.5-9s, shot 4, hard cut to @Image 5. Slow push in. Deep inside the layered fog the broken colossal ship sinks, its two halves sagging into the sea, its attack ships going down around it; muffled orange explosions bloom one after another inside the fog, only their glow reaching the camera, small hull lights going out one by one, steam rising. Everything stays veiled and mysterious, read only through silhouettes and glows. <distant deep rumbling detonations muffled by fog> <groaning metal> <sea rushing> [Visual Style] Photoreal live-action science fiction, night, almost black, cold blue-teal palette, orange the only warm colour, heavy atmospheric fog, subtle film grain, grounded and monumental. [Audio] No music, no voices. Only the sound effects listed. [Maintain Consistency] One gunner, one cannon, identical to the references; the cannon stays level and the beam leaves the muzzle horizontally.
Step 5Round two: the gunner from behind
The last shot of the action: the gunner from behind after the beam stops. First version: the cannon dropped like a brick (oops). It swung out to the side and the whole thing looked like a bad stunt. My notes: the ship must already be exploding while the beam hits, the cannon comes down only after he stops firing, slowly, and ends against his body, smoking.
Four takes of that one shot, and the last frame is a Nano Banana 2 edit I validated before launching the video. Then the marks on the deck, where he slid back under the recoil. I asked an image model for them four times: far too heavy, then thin rails, then heavy again, then the fourth try with the depth of field and the grade written into the prompt. That one I cut out of the image and composited behind him.
To keep the cannon in front of the marks I needed a clean matte of the gunner and his weapon. A hand roto came out too wide. LTX Alpha, a model that runs on my own machine, gave a precise silhouette, even keeping the cannon smoke as soft grey.
Cost: about $9.10 for that single shot, marks included.
Topaz Video AI, LTX Alpha and DaVinci Resolve ran locally and cost nothing extra.
The cannon comes down: last frame
For Nano Banana 2 (Magnific). The last frame of the gunner shot from behind: cannon lowered against his hip, smoking.
Result Validated by Mr. Pinoux.
Edit the first image (hooded gunner seen from behind on a ship deck, night, fog, burning enemy ship in the distance). Change ONLY his pose and the cannon: he has finished firing and the cannon now hangs lowered right against his body, held close along his right leg and hip, barrel pointing down toward the deck, its rear block near his hip, almost hidden behind his cloak and body, seen from behind, not sticking out to the side. Thin grey smoke rises from the cannon muzzle and body. The cannon is the same heavy dark rectangular slab design as in the second image, with a dull matte finish and a small dim orange glow slit. Keep the exact same camera, framing, deck, crew in the distance, cold teal fog and the enemy ship burning orange in the fog, same lighting. No gouges on the deck.
The cannon comes down: the take
For Seedance 2.5, 4 s, first and last frame. The ship is already exploding under the beam, the cannon sinks slowly only after the beam stops.
Result The take used in the final film.
Locked camera behind a hooded gunner on a ship deck at night, thick teal fog, rain. He is firing his heavy cannon: the orange beam is already cutting into the distant enemy ship, which is exploding and burning where the beam hits. The beam keeps doing damage while he holds the trigger: the fireballs grow, new explosions burst along the hull, sparks and debris fly, black smoke rises. All explosions stay veiled by the thick fog: soft, diffused, glowing orange blooms inside the mist, never crisp, never lighting the whole deck, the ship stays distant and half hidden. After about one second the gunner releases the trigger and the beam stops. Only then the gunner slowly relaxes and the heavy cannon sinks down very slowly and smoothly, with real weight, in one continuous gentle motion, until it hangs against his right hip and leg, close to his body, barrel pointing down. He stays almost still, the cloak settles, thin grey smoke rises from the cannon, while the enemy ship keeps burning in the fog. Slow, heavy, mysterious, dark, no sudden movement, no camera move. No gouges on the deck.
Deck marks, round 1: heavy trenches
For Nano Banana 2. Trenches filled with rubble.
Result Rejected: far too powerful for the scale of the shot.
Edit this image. Keep everything exactly the same (gunner, cannon, smoke, fog, crew, lighting, camera). Change ONLY the deck floor right in front of his boots: add two narrow parallel trenches cut into the metal deck plating, starting exactly at the toes of his boots and running forward and away from the camera toward the upper right, about 3 meters long. Each trench has straight clean edges, peeled and torn deck plates, and is filled with dark crushed metal rubble, small broken chips and gravel. Dull matte dark grey metal, low contrast, no chrome, no bright shine, no orange, no sparks. Absolutely nothing behind his feet or to the left of his boots, the deck behind him stays untouched.
Deck marks, round 2: thin grooves
For Nano Banana 2. Two thin shallow grooves.
Result Rejected: they read as rails.
Edit this image. Keep everything exactly the same (gunner, cannon, smoke, fog, crew, lighting, camera). Change ONLY the deck floor right in front of his boots: add two very thin shallow grooves scratched into the metal deck, each only about 10 centimeters wide and about 2 meters long, running side by side from the toes of his boots forward and away from the camera toward the upper right. Subtle: slightly scraped lighter bare metal inside the groove, a few tiny curled metal burrs and a little fine dust, no big rubble, no raised edges, no deep trench, no torn plates. Dull matte dark grey, very low contrast, no chrome, no orange, no sparks. Small and understated compared to his boots. Nothing behind his feet or to the left of his boots, the deck behind him stays untouched.
Deck marks, round 3: medium
For Nano Banana 2. Rough gouges, in between.
Result Rejected: heavy again.
Edit this image. Keep everything exactly the same (gunner, cannon, smoke, fog, crew, lighting, camera). Change ONLY the deck floor right in front of his boots: add two short, rough, shallow gouges torn into the metal deck, each about 25 centimeters wide and about 3 meters long, side by side, starting at the toes of his boots and running forward and away from the camera toward the upper right. They look like the deck plating was scraped and ripped up by his boots sliding: irregular ragged edges, a bit of crushed dark metal rubble and small chips inside, a few curled metal shavings, not straight like rails, not a deep trench. Dull matte dark grey, low contrast, no chrome, no orange, no sparks. Moderate and believable, clearly smaller than the first heavy trench version but rougher than thin scratches. Nothing behind his feet or to the left of his boots.
Deck marks, round 4: integrated
For Luma Uni-1.1 (Magnific). Same idea, with the depth of field and the colour grade written into the prompt.
Result Kept. Cut out, re-colored from the video deck and composited behind the gunner.
Edit this image, keep everything identical: the gunner, cannon, smoke, fog, crew, lighting, framing and camera. Change ONLY the deck floor in front of his boots: add two shallow gouges scraped into the metal deck, each about 15 to 20 centimeters wide and about 3 meters long, side by side, starting exactly at the toes of his boots and running forward and away from the camera toward the upper right. Modest and believable, as if his boots slid and scraped the plating: slightly ragged edges, a little crushed dark metal and a few small chips, no big rubble, no curled shavings, not a deep trench, not thin straight rails. The gouges must be fully integrated into the photograph: same cold teal color grade as the rest of the deck, same low contrast and dull matte finish, lit only by the existing cold light, the existing fog haze and a slight atmospheric fade making the far end fainter and bluer, the same depth of field and focus falloff as the deck around them (soft and slightly blurred in the distance, sharper near his boots), same film grain, the same wet reflections as the surrounding plates. No chrome, no orange, no sparks. Nothing behind his feet or to the left of his boots.
The loopNotes, a new version, more notes
What I loved is the fluidity, the sheer ease of it. It feels like a studio: notes, a new version, more notes. Each round takes a minute and a little money, and each one is a creative decision, not a technical chore. That is where the ideas show up.
Ten Seedance generations in all, about $41.50 for the whole film. Credit to A.I. Warper for the test that started it.
And you, do you try this kind of thing too? Go on, share yours.
Written by Mr. Pinoux, October 2026. The film, the stills and the prompts are the real ones, as sent. Costs are rounded from the studio's Magnific spend, local tools excluded.