The production problem
A character may look convincing in one image and drift in the next. Face, clothing, shoes and small accessories are especially vulnerable when references are recreated from memory or prompts.
How do you keep an AI-generated character recognisable from one shot to the next?
I designed a locally runnable character-reference tool that turns a loosely defined production problem into a structured, reviewable workflow. A user defines or uploads a character, approves a visual reference, and builds a reusable package for subsequent CGI and AI-assisted shots.
See the application demoA short walkthrough of the working interface, from character setup to reviewing a completed reference board.
A character may look convincing in one image and drift in the next. Face, clothing, shoes and small accessories are especially vulnerable when references are recreated from memory or prompts.
How can a creative team create, inspect and preserve one agreed character identity without depending on a fragile sequence of individual prompts?
A guided character specification, visible checkpoints, approved image references and a consistent export format. The human decides what is acceptable; the system manages the stages.
Set the character's appearance, wardrobe, equipment and project context. Generate a preview only when the user chooses to proceed.
Upload and crop a real reference. A full-body image can serve as the preview directly; a partial image may first need a generated full-body preview.
A person reviews the preview, checks face and clothing details, and explicitly approves or rejects it. The approved asset and specification are preserved for subsequent steps. The completed board is reviewed again before acceptance.
11 original character sheets, presented as a continuous sequence. Each reference stays on screen for two seconds; pause or use the arrows to inspect individual boards.
The application is designed to export an assembled character board and a structured character package, keeping references and metadata available for downstream production.
Editable character attributes, project metadata, garments and equipment, with an alternate photo-upload and crop route.
Preview review, explicit approval or rejection, revision handling and a second acceptance checkpoint for the completed board.
Separate preview, face/reference and body-turnaround stages. Saved outputs and approval state determine what can happen next.
Paid-call confirmations, per-character attempt limits, cancellation, saved-stage resume and no automatic chargeable retry after an uncertain failure.
Fixed 4K composition, adjustable panel crops, programme-set labels and colours sampled from source images, without an extra generation step.
Local records, named revisions, source files, model metadata and portable exports designed to support continuity between production shots.
I approached the tool as a production system: minimise repeated decisions, make expensive actions intentional, and keep usable outputs even when a generation stage fails.
Three adapters are implemented and mock-tested. A character stays linked to its chosen route once production begins.
Character metadata is stored in SQLite; images are kept as files, not dependent on a third-party image library.
Reservations and confirmations reduce accidental duplicate generation. They do not guarantee the provider's final invoice.
The supplied Windows v1.5.1 package reports 53 automated tests passed, zero failures, covering workflows, persistence, exports, safety checks and mock provider transport. The application builds locally and includes a launcher and test fixtures, which are deliberately excluded from this portfolio gallery.
Not yet verified in this build: live paid image generation, production image quality or identity consistency across outputs, browser interaction QA, and live company Google sign-in / Drive integration. The supplied screen recording and original character sheets show the interface and reference outputs. They do not establish a company-wide deployment or independently verified generation performance.
What began as a recurring visual-production frustration became a tool with a user journey, approval gates, technical boundaries and a tangible output. For me, creative technology means using visual judgement and prototyping to make a difficult task easier for someone else to perform.