SUMMONED

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wecalm
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━━━━━━━━━━━━━━━━━━━━━━━━━ SUMMONED ━━━━━━━━━━━━━━━━━━━━━━━━━ When a classified deep-space team investigates an alien megastructure, they trigger something that was waiting for them. The survivors escape — but they don't come back alone. Now the fleet is here. And nothing we have can stop them. ⚠️ Fiction. Entirely AI-generated. ━━━━━━━━━━━━━━━━━━━━━━━━━ 📐 PROJECT NOTE Designed as a condensed trailer, not a traditional short. 5-minute constraint meant compressing a feature-length arc into trailer pacing — each sequence a story beat, not a scene. Escalation: first contact → discovery → escape → invasion. Proof of concept for a bigger vision. ━━━━━━━━━━━━━━━━━━━━━━━━━ 🛠 PRODUCTION ▸ Tile upscaling + frame interpolation — tiled rendering for detail, interpolation for temporal smoothness ▸ Inpainting via masked latent compositing — isolating faces, HUDs, environments for targeted regeneration at varying denoise strengths ▸ Sound design in Final Cut Pro + ElevenLabs voice gen + SFX libraries ━━━━━━━━━━━━━━━━━━━━━━━━━ ⚙️ CHALLENGES Biggest bottleneck: batch size during interpolation. RTX 5090 still hits VRAM ceilings on high frame-count batches. A 128GB RAM stack would've pushed the pipeline further — larger batch windows, fewer seams, cleaner transitions. Every frame was a negotiation between quality and hardware. ━━━━━━━━━━━━━━━━━━━━━━━━━

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