AI animated series
Updated September 20, 2026

An animated series is not a different pipeline. It is the same one — script to episodes, characters and locations to reference art, shot lists to rendered segments — with the rendering medium set to a drawn style instead of a photographic one. That setting is one of four independent choices made once per project, and keeping them independent is what stops them fighting each other.
| Axis | Governs | Example of what belongs here |
|---|---|---|
| Visual style | The medium and its surface — how everything is drawn or rendered. | Flat cel shading; painted backgrounds with drawn figures; 3D with an illustrated finish. |
| Art direction | What the world is built out of: space, materials, colour discipline, how dense the dressing is. | Sparse interiors, cool concrete and glass, one accent colour. |
| Costume register | What people wear: period, cut, fabric, construction. | Contemporary tailoring; layered historical dress; institutional uniforms. |
| Content type | Structural rules — episode length ceiling, performance grammar, dialogue pacing. | Short drama, long-form series, or feature. |
Twenty-one visual styles, thirty-seven art directions and forty-six costume registers ship as presets; paid members can write their own. The practical consequence of the separation: you can put a drawn medium over a modern art direction and contemporary clothes, and nothing pulls the world back toward a default look.
Drawn styles are less forgiving than photographic ones about identity, because a stylised face has fewer distinguishing features to begin with. The mechanism is the same: each character is generated once as a reference sheet and that image is attached to every shot they appear in, with a couple of face-distinguishing notes pulled from their description to help when two characters share a silhouette. Shots never re-describe the outfit, for the same reason as in live-action style — it competes with the face.
One consequence worth planning for: the style axes are expanded at generation time, not snapshotted. If you change an art direction preset after generating half a season, regenerating a location plate later gives you a different world than the one you already have. Pick the axes before generating art.
Exactly what live-action style costs — the medium is not a surcharge. Analysis is 4 credits per thousand characters, per-episode shot lists 1 credit per hundred characters, reference images 7 credits each beyond the 15 free ones in your first project, and video from 10 credits per second of output. A 90-second episode is about 990 credits of video and assembly at the cheapest tier. Custom style text requires a paid tier; the presets do not. Rates on the pricing page.
Languages
Every series below was produced by the same pipeline with the cast speaking that language natively: the interface, the working documents and the spoken lines are all in one language, and nothing is dubbed. Open one to hear it.
A Carta de LisboaPortuguêsNative dialogue
윈터 프라미스한국어Native dialogue
El Secreto de CostaEspañolNative dialogue
浪人の誓い日本語Native dialogue
Ikrar JakartaBahasa IndonesiaNative dialogue
Зимняя коронаРусскийNative dialogue
L’Héritier du DéfiléFrançaisNative dialogue
Il Tavolo dell'OlivaItalianoNative dialogue
De Vuurtoren van de FjordNederlandsNative dialogue
العهد الصحراويالعربيةNative dialogue
Çantasındaki SözleşmeTürkçeNative dialogue
Die Istanbul-TäuschungDeutschNative dialogue
Останній сигналУкраїнськаNative dialogue
問劍青雲繁體中文Native dialogue
The Last EnvelopeEnglishIn your languageNo — it is the same pipeline with the visual style axis set to a drawn medium. Script analysis, episode breakdown, reference art, shot lists and rendering all work identically.
The same way as a photographic one: the character is generated once as a reference sheet and that image is sent with every shot they are in, along with a couple of face-distinguishing notes. Shots refer to the character rather than re-describing their look.
Yes, on a paid tier. Write it in cause terms — medium, surface, line, palette discipline — rather than as praise; words like “masterpiece” and “8K” are vocabulary from an older generation of models and do nothing now.
The presets describe mediums and techniques rather than studios, deliberately. Custom style text is yours to write, and what you put in it is your responsibility.
A character explicitly marked as non-humanoid uses a different base prompt — real anatomy, four legs on the ground, no human hands or clothing — instead of being drawn as a person in a costume.
Style presets are free; the first fifteen reference images are too.
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