What inspired me
I have been profoundly moved by a few works in my life. Very few films or series have ever made me cry, but Attack on Titan, Made in Abyss, and the game Expedition 33 did it without hesitation. Their ability to create emotional shock, wonder, despair, and beauty at the same time stayed with me for years.
These stories showed me that fiction can disturb you in the best possible way. It can leave you speechless, questioning everything, and still wanting more. I wanted to chase that feeling again. I wanted to create a world that leaves a mark. A world where the viewer feels awe, fear, mystery, and emotional weight.
This is where the idea of Voidborn was born.
What I wanted to build
My goal was not just to create an animation. I wanted to create a real epic. A universe with history, mysteries, rules, cities, cycles, energies, and characters who carry emotional scars.
Episode zero is the first step, a prologue that introduces the tone and the stakes. The entire story is already written, and future episodes will reveal the deeper layers of the Faille, the seven year cycle, the Abyssine, and the impossible return of Leïa from the seventh tier.
What I learned
Although I have experience with artificial intelligence and creative tools, I quickly realised that the hardest part was not building the story. I had already been working on the lore for months.
The real challenge was consistency.
Keeping the same characters across dozens of scenes. Keeping the same world, the same colors, the same proportions. Keeping the same voices, emotions, timings. Creating shots that feel cinematic and intentional.
AI generation can be incredibly powerful, but it is also unpredictable. Most generations are random or incomplete. Some scenes break continuity. Some prototypes look wrong. Some outputs make you rethink decisions.
I learned that the only way to succeed is through persistence and curation. You have to retry, adjust prompts, compare versions, refine details, and slowly shape each shot until it feels right.
How I built the project
I relied heavily on AI tools while maintaining strict artistic control.
I built scenes with visual generation models, iterating until I had a consistent look for the characters and environment. I used voice generation to craft emotional lines with natural pacing. I combined everything in a timeline, adjusted movement, added sound, and refined the editing until the episode felt coherent and professional.
There was no shortcut. Only iteration, refinement, and careful selection.
Challenges I faced
The temptation to try every new tool was constant. New AI models appear every week and each one promises to be superior. But switching tools too often destroys coherence. I learned to resist the noise and stay focused on what delivered stable results.
I also struggled with keeping the artistic identity intact. Many generations looked good individually but did not fit together. Creating a long form animation with AI means constantly rewriting, regenerating, and reorganising until the puzzle fits.
Another challenge was emotional fatigue. When you work for hours and see that a sequence still does not match what you envisioned, it is easy to lose momentum. What kept me going was the belief that the universe I was building was worth the effort.
This episode zero is a foundation. It is both a proof of concept and the beginning of something much larger. The world of Voidborn is ready, and my goal is to let viewers experience the same intense emotions I once felt with the works that inspired me.
If my story can touch even one person the way those touched me, then the journey is worth it.
Built With
- elevenlabs
- filmora
- higgsfield
- kling
- krotos
- nanobanana
- seedream
- suno


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