Storyboarding and video generation
Sixteen checkpoints. Story before scenes, characters before frames, a consistency pass before you render. Nothing generates until you approve the storyboard.
Scene 1 — start here
Storyboarding is free on every plan. You only spend credits when you generate media.
Any subject, any medium
Pick a subject, then pick the medium. Same four setups every time.




Photoreal cinematography, graded like a feature. One approved character sheet, four setups. Change the medium and she survives it.
Continuity
A reference image can keep a jacket the right colour. It cannot keep a person the right height — that needs a number. Characters, props and locations here carry real measurements, and every scene sharing one is checked against them, not just the scene next door. Check the scar, the collar, the compass.







The production pipeline
Colour-coded the way a production colour-codes its revisions. Open any page to see what happens at that checkpoint: what you give it, what it produces, and what you approve before it moves on.
Set what you are making before anything else, because the pipeline branches on it. Media type filters the cinematography presets, and the preset sets the default look.
Give it the raw material: a topic in a line, or a script you already have.
A rough-order story: the beats in sequence, before anyone thinks about shots.
Tighten the outline until the story actually works. Nothing visual has been committed yet, so changes here are free.
Break the story into scenes, each with a setting, a purpose and a duration. Per-scene direction (shot size, angle, movement, lighting, mood) can be set by hand or drafted for you.
Draft the cast from the story and scenes. Who is in this, what they want, how they speak.

Turn each approved profile into an identity-anchored multi-view sheet. This sheet is the anchor every later shot of that character is generated against, which is what keeps them the same person.

Give each character a voice and hear it before it is used. The voice is pinned to the character the way the sheet is.
Props and products are consistent entities too, with their own sheets and variations. For an advertisement, this is where the product itself becomes the subject the story is built around, and it holds its exact form across every shot.

Locations are entities as well, with place-variations: the same geometry under different weather, times of day, or story events. The village before the fire and after it are the same location in two states, not two unrelated images.

The safety gate. Content rating, real-person likeness verification, and forced variation to separate a character from a persona. Enforced on the server before any generation runs.
A review of the whole story before anything expensive renders: characters, objects, environments and continuity checked against each other.
Render the scenes. Each generation is pinned to a model, a version and its settings, so a shot you liked can be made again. Cost is shown before you spend it.

Assemble the approved clips into a cut, with narration and captions, and revise until it plays.
Say what worked and what did not, per video and on the platform itself.
Sharing is opt-in. Anything you share carries an ownership watermark, and your project content is never used to train models.
Inserted by content type
The pipeline branches. These are added automatically to the run when the project calls for them, in production order alongside the checkpoints above.
Added for short-form projects, after Scene breakdown.
Short-form and ads live or die on the first seconds and the last. This sets the opening hook and the closing call-to-action explicitly.
Added for long-form projects, after Scene breakdown.
Group the scenes into acts or chapters so a long piece has a structure a viewer can follow.
Added for animation and anime projects, after Story refinement.
Lock one visual style reference and reuse it on every shot, so an animated or anime project does not drift frame to frame.
What stays consistent
A profile, an identity-anchored multi-view sheet, a reference image you upload, and a voice. Outfits and transitional looks change deliberately, never by accident.
The same prop, the same product, the same label - held across every shot it appears in.
A place and its variations. The village, the village burning, the village the morning after - one location, three states, same geometry.
Casting
Characters are built from a written profile, so they come out looking like people rather than like each other. Each of these got the same treatment: a profile, an identity-anchored sheet, a voice. Open any card to read the face at full size.
Beyond the photographable
Consistency is easy to believe when the subject is a person in a coat. So here it is on subjects that have no reference in the world: a sheet is approved, and the invented details hold across every setup. Each of these is rendered in a different medium, and there is a third — the Ashwold — in the switcher at the top of this page, in all five.

Rendered as 3D animationSplit-scale pauldron on the right shoulder only, a hooked-star sigil at the throat, three rings in the braid, a burn across the bowstring fingers.

Rendered as animeA chrome jaw-plate on the lower left jaw, gold seams across the forehead, a ring that hangs unattached behind the head, one amber eye and one pale blue.
Locations
A location is an entity with states, so act two can wreck it without inventing a different place. Two of them here, with nothing in common but the mechanism — one coastal, one urban. Click any frame to open it larger.
EXT. HEADLAND - THE LIGHTHOUSEWeather and story events change the place without changing the place: same headland, same cottage, same camera.
EXT. KESTREL STREET - THE MARKETA different place entirely, held the same way. The iron clock, the striped awnings, the drainage channel and the blue-tiled corner are the same in all five.
For marketing teams
An object is a consistent entity, exactly like a person. Give it a description or a photograph of the real thing, approve its sheet, and it holds its exact form from the hero shot to the macro detail — which is the entire job in an ad. Switch the subject at the top of this page to see the same bottle survive every medium.
Approve the object once, from a description or a photograph of the real thing. It holds its exact form and its emblem from the hero shot to the macro detail, in every scene you assign it to.
A spokesperson is a character: one approved sheet, one approved voice, reused across the campaign and across every cutdown. Not a fresh roll of the dice per shot.
Paint over the part you want changed and describe the change. Outside the painted region the frame is untouched, so a note on the packaging does not mean re-rendering the campaign.
Captions export as WebVTT or SRT and can be translated, and short-form projects add explicit hook and call-to-action checkpoints to the pipeline.
A fictional product, invented for this page.
Media types
How it stays honest
Model, version and settings are pinned per generation, so a shot you liked can be made again.
The credit cost of a generation is shown before you spend it. Video costs the most; a text refinement the least.
Change one element without disturbing the rest. Edits are masked and non-destructive.
Content ratings, real-person likeness verification and forced variation run before anything generates. Safety is a gate, not a suggestion.
Not in the browser. An image, voice or video generation will not spend a credit without a clearance issued by the server-side gate, and the clearance names the account it was issued to.
No plan, rating, age verification or likeness clearance overrides that. It is a hard block in code with no path around it.
Verdict, sources, the forced variation applied and the reasons behind it are kept for every character - appended, never overwritten, including when you withdraw a likeness. If it is ever questioned, there is something to produce.
Frequently asked
Yes. Storyboarding - developing the story and breaking it into scenes - is free on every plan. The media-generating steps (character images, voices, and video) need a paid plan and credits.
Your projects and the media you generate are yours. Videos you share carry an ownership watermark, and your project content is never used to train models.
Real-person likeness is verified and a forced variation is applied so the result is legally separated from the persona. Content ratings and rights are checked on the server before anything generates.
Movies, short films, advertisements, and educational videos - each with cinematography style presets tuned to the format, plus per-scene control for finer direction.
Each generation uses credits by its real cost - video costs the most, a text refinement the least. Plans include a monthly pool with a daily cap, and add-on packs top you up mid-cycle.
No. Generation runs through the platform's models, matched to each task - language for scripting, image for character sheets, voice, and video for scenes.
More in the help guide.
Start a project
Scene 1 — start here
Storyboarding is free on every plan. You only spend credits when you generate media.
Imagery on this page is illustrative sample output authored to design it, not footage rendered by the StoryBoard OS pipeline. Every character, location and product shown is fictional.