Alex Patrascu (@maxescu) header
Alex Patrascu (@maxescu) profile picture

Creative Technologist, vibe coder. AI film and ad visuals and workflows. Founder of Massive Studios @ai_massive DMs are open.

Joined March 2008
It's almost impossible to showcase HDR on X, but let's try! Top: Original SDR Bottom: LTX 2.5 Pro SDR to HDR (EXR) Same -4 stop pull on both: SDR whites go grey, the EXR still holds the sun and engine glow for the grade. Locally, on an HDR display, it looks spectacular:
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Build it into your own tools with the LTX API. Try it at app.ltx.io #LTX #VFX #PostProduction
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Settings: LTX-2.5 Pro, SDR to HDR, ACEScg output, Fast motion on (for action and fast camera moves; renders double frames, 136-frame max at 1080p). The 30 s clip ran as 8 jobs split on shot cuts. Output: a half-float EXR per frame plus an HLG preview.
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I can't stop generating with Seedance in 4K Absolutely gorgeous outputs!
🤖 Made with AI
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"AI video has no soul" This was only $28! Crazy good:
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Seedance 2.5 4K is now live! It's absolutely gorgeous. The details are unbelievable, so watch it in full screen at the highest resolution. Prompt below 👇
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Made in @higgsfield_ai PROMPT: [Generation Goal] Generate an exhilarating high-speed adventure sequence built from many fast hard cuts. The central subject is the rider [CHARACTER REFERENCE], and the primary event is his joyful full-throttle hoverbike ride across an alien violet desert at sunset. [Reference Material Roles] <<<image_1>>> defines the world, the hoverbike and the look: the violet desert floor, the towering rock spires, the low sun, the sleek dark hoverbike with cyan underglow, the plume of glowing magenta and gold dust, and the anamorphic lens character. It also defines the rider's outfit. [Subjects and Relationships] The rider is [CHARACTER REFERENCE]. His face, hair and build come only from that identity and stay identical in every shot. He wears the outfit from <<<image_1>>>: a plain white crew-neck t-shirt, dark jeans and plain smooth all-white sneakers, bare-headed. He is the only person in the film and appears exactly once per shot. He is overjoyed for the whole ride: a huge open smile, bright eyes, laughing and whooping, never speaking words. The hoverbike from <<<image_1>>> is the only vehicle; it floats about half a metre above the sand on cyan thrusters. [Event Script] [Stage 1] Opening state: the composition of <<<image_1>>>, the rider racing left to right across the violet desert, the sun low between the spires. Primary event: he opens the throttle and the bike surges, the dust plume doubling in size and filling with gold sparkles. Camera: a low side-on tracking shot flying level with the bike at its own speed, ground streaking into horizontal motion blur. <turbine whine climbing> <rushing wind> <hiss of sand spray> Hard cut. [Stage 2] Primary event: the bike rushes straight toward the lens and sweeps past it on the right, close enough that sparkling dust washes across the frame. Camera: a low front three-quarter view at the height of the handlebars, holding its ground as the bike fills the frame and passes. <fast doppler whoosh> <grit pattering> Hard cut. [Stage 3] Primary event: close-up of the rider's face, grinning wide, eyes narrowed against the wind, hair and t-shirt fluttering, gold sparkles streaking past his cheeks, the sun flaring behind his shoulder; he throws his head back and laughs. Camera: a tight front tracking close-up riding just ahead of the handlebars, rock spires whipping past as oval bokeh. <his delighted laugh> <wind roar> Hard cut. [Stage 4] Primary event: the bike threads at extreme speed through a narrow gap between two rock spires, walls flashing past on both sides, then bursts out onto open sand. Camera: a point-of-view shot over the handlebars, his hands on the grips in the lower frame, the horizon tilting with each lean. <echoing engine howl between the rocks> <a joyful whoop> Hard cut. [Stage 5] Primary event: the bike carves a long S-curve, the cyan underglow painting the sand, the plume behind it a towering ribbon of magenta dust and glittering particles lit by the sun. Camera: a rear chase shot two metres behind and slightly above the tail, dust and sparkles streaming toward the lens. <thruster roar> <sand hissing> Hard cut. [Stage 6] Primary event: seen from high above, the tiny bike draws a glowing curved trail across the vast violet desert between the shadows of the spires. Camera: a high aerial shot racing forward over the desert in the same direction as the bike, overtaking its dust trail. <distant engine whine> <high wind> Hard cut. [Stage 7] Primary event: the rider banks the bike to its limit around the base of a giant spire, the machine tilted far over, his inside knee near the sand, a huge fan of sparkling dust thrown outward, his smile enormous. Camera: a low wide shot on the inside of the turn, sweeping around with the bike so the spire wipes across the background. <engine straining> <sand fan blasting outward> <his laugh> Hard cut. [Stage 8] Primary event: the bike hits the crest of a dune and launches into the air, sailing in front of the setting sun, the rider standing on the pegs with one fist raised, dust trailing off the tail in a glittering arc. Camera: a side-on wide shot from the far slope, rising with the jump so the bike crosses the disc of the sun and a long blue-violet flare streak crosses the frame. <engine note rising in free air> <a long happy whoop> Hard cut. [Stage 9] Primary event: the bike lands, the thrusters flaring bright cyan as they catch it, a ring of sand and gold sparkles bursting outward, and it accelerates away without losing speed. Camera: a close low shot beside the thrusters at landing, sparkles spraying past the lens, then the bike pulls ahead out of frame. <heavy thump of the landing> <thrusters flaring> <sand raining down> Hard cut. [Stage 10] Primary event: the rider, still beaming, lets go with one hand and stretches his arm out into the wind, then leans forward and races straight toward the sun between the last two spires, the plume glowing gold behind him. Camera: starts as a side tracking medium shot of his smiling face and arm, then lets the bike pull ahead and settles into a wide shot behind it as it shrinks toward the sun. End state: the bike a small bright point in front of the sun, the dust trail hanging in the light. <his laugh carried off by the wind> <turbine whine fading into the distance> <settling sand> [Maintain Consistency] Keep the rider's identity, outfit and joyful expression identical in every shot. Keep the hoverbike design, the cyan underglow, the violet sand, the rock spires and the sunset light consistent with <<<image_1>>>. Motion is real-time and extremely fast throughout. No on-screen text. The visuals feature extreme photorealism with a strong anamorphic widescreen character: slight barrel distortion and stretched, smeared detail toward the frame edges, gentle edge falloff, oval bokeh, long horizontal blue-violet flare streaks from the sun, heavy directional motion blur on the ground and foreground, glittering dust sparkles catching the light, luminous saturated jewel tones, cyan and magenta highlights, violet and ultramarine shadows, fine 35mm grain, vintage grade, gentle bloom, subtle halation, prismatic highlights and controlled chromatic aberration.
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Who's got the mirror right? Seedream 5.5 Nano Banana 2.1 GPT Image 2.6 Prompt below:
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Create one finished 16:9 sports film still titled Before the Bell. Work from the attached character sheet as an identity reference for the lead. Take the face and recognizable identifying features from the sheet, then cast that character in this single new composition. Preserve adult age, face shape, hairline, eyes, and body scale. Follow the wardrobe and props described for the new scene. Render one continuous image with coherent perspective and lighting; the reference sheet's multi-angle layout belongs only to the input. An understated locker-room still, the lead in a black warmup shirt wraps white cotton tape around his left knuckles. Hold the foreground hand contact and show his recognizable profile in the left half; a wall mirror at right shows a geometrically possible reversed reflection of the same action. In the depth an exhausted adult boxer stows gear under a separate pool of light. Warm tungsten ceiling fixture, olive tile shadow, no modern LED look, 50 mm 35 mm negative style. No visible branding or captions. Let gesture and gaze follow the immediate action, with background people reacting to the space around them. Keep the leading subject and requested graphic elements readable at 2K.
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I built an entire 3D fantasy card game in Unity 6 by treating the Higgsfield CLI as an all-in-one asset studio: Five models, with automated Python workers: 4K boards & UI (GPT Image 2.6) 3D tabletop props (Tripo H3.1) Hero portraits (Seedance 2.5) Looping golden cards (Kling 4.0) 45+ sound effects & voices (Seed Audio 1.0) Here's how I made every piece work in-game👇
I vibe coded Hearthstone with Gemini 4 Carbon in Antigravity. Fully playable: 3 classes, hundreds of cards, original music, sound effects, 3D models, and more. Full stack of apps, AI models, tools & MCPs used below 👇
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7). Automating everything via CLI Because Higgsfield @higgsfield_ai runs from the command line, my scripts generated, trimmed, and verified hundreds of 2D, 3D, video, and audio assets in parallel batches. Save the cheat sheet below for your next game project!
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If you enjoyed this, let me know and drop a follow @maxescu I'm making generative AI workflows almost every day!
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Alex Patrascu retweeted
I vibe coded Hearthstone with Gemini 4 Carbon in Antigravity. Fully playable: 3 classes, hundreds of cards, original music, sound effects, 3D models, and more. Full stack of apps, AI models, tools & MCPs used below 👇
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I vibe coded Hearthstone with Gemini 4 Carbon in Antigravity. Fully playable: 3 classes, hundreds of cards, original music, sound effects, 3D models, and more. Full stack of apps, AI models, tools & MCPs used below 👇
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Thanks, @GoogleDeepMind, for the early access, it's been a blast! Full stack of apps, AI models, tools & MCPs used to build this 3D fantasy card game from scratch: Agent & Orchestration • Google Antigravity @antigravity (AI coding agent + parallel subagents) using Gemini 4 Carbon High Game Engine & Code • Unity 6 @unity + URP (Direct3D 12 & WebGL) • Pure C# deterministic rules engine & beam-search AI • Custom HLSL shaders, TextMeshPro, Addressables & NUnit Generative AI Pipeline • Higgsfield CLI @higgsfield_ai end-to-end asset generation: - GPT Image 2.5 (4K boards, UI frames & VFX sprites) - Kling 4.0 @Kling_ai (114 seamless looping Golden card animations) - Seedance 2.5 (living Hero & Legendary portraits) - Tripo @tripoai H3.1 (custom 3D PBR tabletop props) - Seed Audio 1.0 & Mirelo (SFX & tavern narrator VO) • Google Gemini API (Nano Banana card illustrations & Hero TTS) • Poly Haven (CC0 3D medieval tavern props) Music, SFX & Voiceover • ElevenMusic v2.5 @elevenmusic_io (Menu & 3 Class battle soundtracks) • Higgsfield Seed Audio 1.0 & Mirelo @MireloAI (all SFX, musical stings & tavern narrator VO) • Google Gemini TTS (Hero voice lines) MCP Servers • Gemini API Docs MCP (live SDK reference) Media, Scripting & Automated QA • Python (Pillow, NumPy, SciPy, Trimesh — atlas & PBR map baking) • FFmpeg (audio mastering & video frame pipelines) • Node.js + Playwright (automated 1080p browser playtesting & FPS checks) • PowerShell & Git (headless Unity builds & smoke tests)
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