Storyboarding and video generation

Take an idea from a single line to a finished cut, the way a production does it.

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.

Mara as live action: Sc. 14A, EXT. GRANITE RIDGE - DAY
Sc. 14AEXT. GRANITE RIDGE - DAY
Mara as live action: Sc. 22C, INT. FIELD TENT - NIGHT
Sc. 22CINT. FIELD TENT - NIGHT
Mara as live action: Sc. 31B, EXT. HARBOUR - NIGHT
Sc. 31BEXT. HARBOUR - NIGHT
Mara as live action: Sc. 52A, EXT. BOUNDARY FENCE - DUSK
Sc. 52AEXT. BOUNDARY FENCE - DUSK

Photoreal cinematography, graded like a feature. One approved character sheet, four setups. Change the medium and she survives it.

Continuity

One character. Six setups. Same person.

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.

Identity sheet for Mara Oyelaran
Mara OyelaranField surveyor
Identity sheet, approved
Wide shot, EXT. GRANITE RIDGE - DAY
14A · EXT. GRANITE RIDGE - DAY
Medium shot, INT. FIELD TENT - NIGHT
22C · INT. FIELD TENT - NIGHT
Close shot, EXT. HARBOUR - NIGHT
31B · EXT. HARBOUR - NIGHT
Over-shoulder shot, INT. SURVEY OFFICE - DAY
07A · INT. SURVEY OFFICE - DAY
Low angle shot, INT. SERVICE CORRIDOR - NIGHT
45D · INT. SERVICE CORRIDOR - NIGHT
Profile shot, EXT. BOUNDARY FENCE - DUSK
52A · EXT. BOUNDARY FENCE - DUSK
shaved line above the templescar through the browrust corduroy collarbrass compass

The production pipeline

Sixteen checkpoints, in production order.

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.

  1. 01Project setupConfirm media type and length.review

    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.

    You give it
    A media type, a length, an aspect ratio, and a cinematography preset.
    It produces
    A project with a creative direction attached to every later prompt.
    You approve
    The setup. It stays editable from project settings afterwards.
  2. 02Subject & sourceConfirm script/topic interpretation.script

    Give it the raw material: a topic in a line, or a script you already have.

    You give it
    A topic, a premise, or a pasted script.
    It produces
    A stored subject the story brief pre-fills from.
    You approve
    That it read your source the way you meant it.
  3. 03Rough-order storyReview the high-level outline.script

    A rough-order story: the beats in sequence, before anyone thinks about shots.

    You give it
    The subject, plus the project's tone.
    It produces
    An editable outline of beats you can reorder, add to and delete.
    You approve
    The outline, which unlocks refinement.
  4. 04Story refinementApprove the story.script

    Tighten the outline until the story actually works. Nothing visual has been committed yet, so changes here are free.

    You give it
    Your edits and notes on the outline.
    It produces
    An approved story.
    You approve
    The story. This is the last cheap place to change your mind.
  5. 05Scene breakdownReview each scene.script

    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.

    You give it
    The approved story.
    It produces
    An ordered, reorderable scene list with timings that sum against your target.
    You approve
    Each scene, its direction and its duration.
  6. 06Character profilesReview each profile.script

    Draft the cast from the story and scenes. Who is in this, what they want, how they speak.

    You give it
    The story, the scenes and the tone.
    It produces
    A profile per character, editable, with roles.
    You approve
    Each profile before it becomes a face.
    Character reference portrait of a fictional reactor technician
    A profile becomes a face only after you approve the words.
  7. 07Character visualizationApprove character sheets and variations.image

    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.

    You give it
    The approved profile, plus a reference image if you have one.
    It produces
    Front, side, top and back views, plus outfit and transitional variations.
    You approve
    The sheet. Any view can be regenerated or edited in place with a mask.
    Multi-view character turnaround sheet
    The multi-view sheet: approved once, reused everywhere.
  8. 08Character voicesApprove each voice.voice

    Give each character a voice and hear it before it is used. The voice is pinned to the character the way the sheet is.

    You give it
    The character profile.
    It produces
    An assigned voice with a playable sample.
    You approve
    Each voice.
  9. 09Objects & productsApprove each object sheet; assign objects to scenes.image

    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.

    You give it
    An object description, or a reference photograph of the real product.
    It produces
    An object sheet with views, plus per-scene assignment so the render prompt knows the object is in frame.
    You approve
    Each object sheet, and which scenes it appears in.
    Macro detail of a fictional product held as the story's subject
    One product, held identical from hero shot to macro detail.
  10. 10EnvironmentsApprove each location and its place-variations.image

    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.

    You give it
    A location description, or a reference image.
    It produces
    An environment sheet plus its variations, reusable across every scene set there.
    You approve
    The location and each of its states.
    A lighthouse headland in a violent storm
    Same headland, same camera, act two.
  11. 11Ratings & rightsAcknowledge rating; pass likeness clearance.script

    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.

    You give it
    Your rating choice and any likeness declarations.
    It produces
    A cleared project, or a blocked one with the reason.
    You approve
    The rating, and clearance on any likeness.
  12. 12Consistency passReview issues or correction log; approve.script

    A review of the whole story before anything expensive renders: characters, objects, environments and continuity checked against each other.

    You give it
    Everything approved so far.
    It produces
    An issue list or a correction log.
    You approve
    The corrections. This is the last checkpoint before spend.
  13. 13Scene generationReview each generated scene.video

    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.

    You give it
    Approved scenes, sheets, objects and environments.
    It produces
    A clip per scene, reviewable and individually regenerable.
    You approve
    Each generated scene.
    A generated scene: a field tent at night lit by a lantern
    A rendered scene, with its character sheet holding.
  14. 14Assembly & revisionAssemble and approve the cut.video

    Assemble the approved clips into a cut, with narration and captions, and revise until it plays.

    You give it
    The approved scene renders.
    It produces
    A downloadable finished cut.
    You approve
    The cut.
  15. 15FeedbackGive per-video and platform feedback.review

    Say what worked and what did not, per video and on the platform itself.

    You give it
    Your notes.
    It produces
    Recorded feedback.
    You approve
    Nothing to approve; this one is you talking to us.
  16. 16SharingChoose to share (opt-in, watermarked).review

    Sharing is opt-in. Anything you share carries an ownership watermark, and your project content is never used to train models.

    You give it
    Your decision to share.
    It produces
    A shareable, watermarked video.
    You approve
    That you actually want it public.

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.

  1. +Hook & CTAConfirm the opening hook and closing call-to-action.script

    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.

    You give it
    The story and the intent.
    It produces
    A drafted hook and call-to-action.
    You approve
    Both.
  2. +ChapteringGroup scenes into acts/chapters for a long-form structure.script

    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.

    You give it
    The scene list.
    It produces
    Chaptered scenes.
    You approve
    The chapter breaks.
  3. +Style lockLock the animation/anime style reference reused across every shot.image

    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.

    You give it
    A style reference.
    It produces
    A locked style applied across the run.
    You approve
    The locked style.

What stays consistent

Not just faces.

Characters

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.

Objects and products

The same prop, the same product, the same label - held across every shot it appears in.

Environments

A place and its variations. The village, the village burning, the village the morning after - one location, three states, same geometry.

Casting

A cast, not a house style.

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.

Bo HalloranHarbourmaster, 60sWhite beard, wire glasses pushed up, a chipped enamel badge at the shoulder.
Junie ParkThe kid, 11Blunt fringe, a chipped front tooth, a yellow slicker two sizes too big.
Priya RaghunathanReactor technician, 40sSteel hair clip, a burn scar across the hand, laminated ID at the chest.
Desmond KiteApprentice, 20sCopper-bleached tips, a gold hoop, a denim jacket loaded with pins.
Marisol VegaFabricator, 30sBuzzed hair, a swallow tattooed at the neck, old spark burns on the forearms.

Beyond the photographable

Nothing here could have been cast.

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.

Identity sheet for Sera Idrisdottir, a fictional marchwarden, high fantasy
Sera IdrisdottirMarchwarden, high fantasy
Identity sheet, approved

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.

Sc. 06A — EXT. RIDGE ROAD - DAWN
Sc. 19B — INT. LONGHALL - NIGHT
Sc. 27C — EXT. RIVER FORD - DAY
Sc. 41A — EXT. SIEGE LINE - DUSK
Identity sheet for Ilyas Vetch, a fictional oracle-engineer, science fantasy
Ilyas VetchOracle-engineer, science fantasy
Identity sheet, approved

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.

Sc. 04B — INT. ORBITAL SHRINE - DAY
Sc. 15A — INT. RELAY SPINE - NIGHT
Sc. 22D — EXT. ASH FLATS - DAY
Sc. 33C — INT. THE ARCHIVE - NIGHT

Locations

A place. Whatever the story does to it.

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.

Clear — The location as written.
Storm — Act two. The lamp is the only thing left working.
Fog — Same headland, visibility gone.
Winter — Months later. The path is under snow.
Aftermath — The morning after. The roof is open to the sky.

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.

Trading day — The street as written.
Dawn — Before anyone is up. Shutters down, channel running.
Rain — Awnings loaded, cobbles reflecting.
Cordoned — Something happened here. Tape across the top of the street.
Festival — Night, strung lights, the same clock above it all.

For marketing teams

Or make the product the character.

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.

Hero — The object, stated plainly.
In use — Same bottle, on the ridge at sunrise.
Detail — The copper ring, held at macro.
At rest — The quiet shot the cut ends on.

One product, every cut

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 face and a voice that stay put

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.

Late changes that cost one 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.

Cutdowns and other languages

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

The pipeline branches to what you are making.

Movie — Long-form, chaptered into acts.
Short film — A single arc, start to finish.
Advertisement — Hook and call-to-action stages added.
Educational — Structured to explain, not to sell.

How it stays honest

Reproducible, metered, and gated.

Reproducibility

Model, version and settings are pinned per generation, so a shot you liked can be made again.

Metering you can see

The credit cost of a generation is shown before you spend it. Video costs the most; a text refinement the least.

Targeted edits

Change one element without disturbing the rest. Edits are masked and non-destructive.

Rights checked on the server

Content ratings, real-person likeness verification and forced variation run before anything generates. Safety is a gate, not a suggestion.

What the safety gate actually does

The rating is checked against your account

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.

A real person is never generated explicitly

No plan, rating, age verification or likeness clearance overrides that. It is a hard block in code with no path around it.

The clearance is a record, not a checkbox

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

The short answers.

Is it free to try?

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.

Do I own what I make?

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.

Can I base a character on a real person?

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.

What can I make?

Movies, short films, advertisements, and educational videos - each with cinematography style presets tuned to the format, plus per-scene control for finer direction.

How do credits work?

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.

Do I need my own AI keys?

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.