PlayStation Controller AI Product Video
For this one, I used a slightly different workflow from the other videos. We generated the individual frames first and then edited the sequence a bit instead of relying only on one continuous AI video generation. That helped a lot because the reference moves through completely different environments: pedestal lighting, particle bursts, PlayStation symbols, blue fluid effects and the final inflated-material scene. I still went through multiple retries refining the controller angle, lighting, particle density and scene continuity, but generating the frames gave us more control over the exact compositions. After that, a bit of editing helped connect the shots and bring the pacing closer to the reference. This was the final workflow that gave me the result I wanted for this video.
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