Ragnarok - Payon

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infamous7
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I began by designing the characters first, building comprehensive reference sheets that showed them from multiple angles in a single image. That gave me a consistent visual anchor before moving into environment creation. Once the characters were locked, I developed the world and locations so I could later reuse them as stable references during generation. For each scene, I created a base master frame to establish geography, lighting, and mood. From there, I used Multi-Shot in Higgsfield to explore alternative angles and compositions, often discovering perspectives I would not have considered on my own. One of the biggest challenges was maintaining spatial continuity. I had to repeatedly reinforce spatial awareness in the prompts so that lens changes or camera repositioning would not accidentally shift the location, architecture, or lighting logic. Every generation required attention to small but critical details to keep the world cohesive and believable.

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