Sora, ImageGen, and Codex: The Next Wave of Creative Production
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Sora, ImageGen, and Codex: The Next Wave of Creative Production

OpenAI 08.10.2025 39 254 просмотров 878 лайков

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AI is changing how quickly creative ideas can become reality. In this session, we’ll walk through how we built a custom creative tool for film, media, and brand campaign workflows. We’ll share lessons from rapid prototyping with modern tools, and offer a look at how developers can shape the future of creative production.

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Segment 1 (00:00 - 05:00)

Great to have you here. Hi everyone. I'm Chad Nelson. I'm a creative director here at OpenAI. Stop. Stop. We'll keep it casual, but no, this is going to be a fun talk. Uh so in my career I've made a lot of content, films, video games, television shows and in all my experiences there's been one common kind of through line which is how am I going to make it? this stuff ultimately like what are my creative workflows that I need? What are the tools I'm going to use? And so what happens you start a project and you basically look at the tool landscape that's out there and you say okay what are the tools I can use? Hopefully, they're not too generalized or worse, too complicated for my project's needs. And it also doesn't help that in kind of the landscape today, these AI tools, I mean, literally new tools are coming out every single month. But kind of made us ask a question. What if you could actually develop a tool that was perfect for your individual project, your creative workflow, and not have it take months to develop? So that's something we've been thinking about here at OpenAI and we found a project that actually helped us test this theory. Now a few months ago or I should say actually it was two weeks ago uh Native Foreign and Vertigo Films out of the UK announced a feature film called Critters. It's an animated film and their team in London they basically wanted to power or partner their artists if you will with our latest open AI models. And what was interesting about this, they came to us and said, 'Well, we want everything to make sure that it's humanled. Like, we want our artists to be driving the AI tools itself and not have them kind of work the other way around, if you will. So, their goals were simple. Let's start with storyboarding. Now, storyboarding is this pro process where you sketch out each scene of the film to ultimately visualize the entire movie. And when we sat down with their team in the beginning, they said, "Well, this process can typically take about a year. " Uh and the one of the issues with that is it takes so long that you really only have a few chances or iterations to kind of get it right. And so we thought about that and we said hm that'd be interesting. What if we could design a tool for this very specific to storyboarding? So we took chat GPT5 and codeex and we said okay let's design a tool that was very focused on storyboarding which would allow you go from sketches to something that's more of a highfidelity render and then potentially even to final frame and we internally dubbed this project storyboard and to demonstrate how it works I'd like to introduce to you my colleague Olivia Hi everyone. My name is Olivia Morgan and I'm a solutions engineer here at OpenAI. Now, I want to use Critters as kind of the backdrop to show you this storyboard application that we built. And what I hope you all take away from this today is not just that we're able to use codecs to accelerate the build of a truly custom tool, but that by thoughtfully exposing the parameters in our image APIs and our video APIs, um you could really unlock a lot of creative freedom. So I'm going to show you a demo of storyboard and I'm going to use the persona of a storyboard artist, but you can imagine any creative field, right? somebody in design, somebody in marketing trying to generate an initial concept. So when I land on the storyboard page, you see this concept of projects. Now to start a new project, I'm going to go to the upper right hand corner and we'll call this project today dev day. And for the sake of the demo, I'm going to duplicate from an existing project. Now, all this is going to do is duplicate my project setup. And I'll explain more about the project setup in a little bit. Uh but that's essentially what's given me this population of characters, locations, and props. But you can kind of see the framework that we're starting with. On the lefth hand side, we bring in sk um some sketches and some prompts. Then we have a list of controls. Um now these are images that are fed into our edit endpoint on GPT image one. Um and helps us control uh the fidelity of those final outputs. Now you'll notice here that I can generate in two different presets. So I have kind of a turbo preset in the project setup. We have this set to generate in black and white sketches. And then we have a high fidelity preset. And so the this gives us really our final renderings if you will. So let's walk you through an example. So in the upper leftand corner I'm going to upload some frames and we'll go to

Segment 2 (05:00 - 10:00)

our swimming critter, our volcano critter, and our waving critter. And you'll see when those hit the storyboard, they're here on the lefth hand side. Now, I have this critter swimming with a yellow fish here. And we need to add a prompt to describe the sketch. So, I'm going to jump into my notepad. And I'm just going to grab some of these prompts that I have. And we'll describe this one as a white furry critter swimming underwater as she's surrounded by bubbles floating up around her. A yellow and white fish with scales approaches. Now I want to select the controls, right? I want that fidelity in my final output of what I want my critter to look like. So here I have a list of characters. I'm going to select uh this critter actually for our character. But if I had a rendering where I wanted to use Grandpa Critter, I could select him, too. And then we move on to locations. So this critter is underwater. Um and this is just an image we took with an iPhone. So, we'll select that underwater location, but we could also play with a desert or a forest location or bring more locations in our project setup. Um, then we have this concept of props. So, if I wanted this critter to be wearing sunglasses, I'll show you this in a later generation. We could bring that in, too. Now, let's kick off these generations, and I'll move on to these last two images. So, here we've got some critters in front of a volcano. And I'll grab that prompt to describe this sketch. We've got two furry critters looking at a distant volcano uh on the other side of a lake. There are berry bushes on the sides, and this is going to be early morning light. So, again, I'm going to use that initial critter. For the location, I don't need to bring in an asset. We described it in our prompt, and we'll kick off those generations as well. And then for this last guy, I'm actually going to show you an example of bringing in a prompt, a prop. And we'll describe this sketch as a white furry critter waving hello wearing sunglasses. So you'll see in the image he's not, but we'll bring in that prop for it. So here's our first critter, and we'll bring in those props, uh, those crystal sunglasses as a prop. So this will be what he's wearing in the final generation. All right. Now, before we look at these generations, I want to take you through the project setup. Um, so this is what was duplicated when I initially spun up the project. And when we were working with the creative team in London, they mentioned that this part of the image generation was really important, the ability to set an overall style in their storyboard. So, you'll notice up here at the top, we have that style guide where we can kind of set the aesthetic description that's applied to every generation. In our case, we want the sketch uh to uh we want to turn the sketch of a storyboard frame into a detailed scene. And we want to maintain the position and the composition of the initial sketch. Now, for the turbo generation prompt, uh we just want a storyboard style black and white marker and ink rendering, no color. And then for that highfidelity generation prompt, this is a full color highly realistic movie scene, 35mm photography. Now, speaking of controls or assets, um, down here at the bottom is where we can manage our locations, our characters, and our props. Now, for each image that we bring in, we can add a description. Um, for the characters, we actually added the ability for GPT5 to generate the description for us. We were kind of playing around with these controls. So, I'll show you an example. We'll bring in our yellow critter. And you'll notice uh very quickly it's fed into GPT5 and we get a short description, a small fluffy bright yellow critter with a round chubby body covered in software. Now again, these are all fed into the prompt for that final image generation. So both the text and those images. Um and this is important because that GPT image one model that we have has a um high input fidelity parameter that you can turn on and you'll kind of see how this comes to play here in a second. Now, the last thing I want to touch on is this history tab. Um, when working with the creative team in London, they mentioned that having this concept of a history tab was important. They wanted to be able to see the initial sketch, the generated images, whether or not we were referencing certain characters, props or locations, and then which prompt went with the image that was generated. And we gave them on the righthand corner the ability to export this all in a CSV so that they have full auditability on all of these storyboards that they're creating. Now, let's go back to the storyboard frame and see what was generated. So, you'll remember we had that initial sketch of the critter underwater. And we've got our black and white frames now. Um, so we have four different presets because when you're working with these image models, you know, there's a little bit of creative freedom that is to be had with these models. And so, it just gives the artist the ability to choose the best rendering

Segment 3 (10:00 - 15:00)

that fits the vision. Um, I can confirm for download here in the uh bottom right hand corner. And um, I want to get some participation from the audience. I'm going to look at these last four and you cheer for me which one you like the best. Do we like this generation? We like this generation or this generation. — First one. Okay. So, we got our confirmed generations. I'll go through these last two just very quickly. Um, we now have also our critters in front of the volcano. So, if I can get a shout out which one we like best, I'll confirm that one for download. — I heard two. Um, and then here at the bottom, we've got an example of those generations with the glasses. So, we're still waiting for the black and white sketch, but we got the full color generations. I kind of like either two or four, so we're going to go with number two. But why this is important is when you're working with uh you know storyboarding or you're generating initial sketches a lot of times in production you're not just working with one image you have hundreds of images and so the ability to do this in bulk stage it for download and then move it into your other creative tools is a really powerful concept. And when we were working with the creative uh team in London, what we found really fascinating is that um they started utilizing this storyboard concept for many different aspects including things like environmental design. So you'll see here uh the sketch of an initial environment and storyboard's final rendering of it. uh but also things like character design where we're throwing an initial sketch of the character into storyboard and we're using storyboard to render out all of the final details. Um now this really opened our eyes to what a tool like this uh could be used for in uh you know larger enterprise applications. So imagine you are an athleisure brand and you're preparing for a seasonal launch or you're an automotive company and you're building a new campaign. Um and so that's really where storyboard comes in. turns these initial concepts into stunning production style shots so you can move fast and kind of stay confident that your first sketch to final frame is exactly how you want it. And with the new uh Sora 2 API, we are really excited because what this means now for our storyboard tool is we can go from initial sketch to a beautiful image now to full motion. Um, and I am so excited for you all to get your hands on this. I think what you'll find in Sora 2 is that the motion understanding, the physics, the ability to guide the details through prompts and images um is truly impressive. And so you can actually then go from visuals or images like this to uh full motion and sound like this. Hey there, shiny friend. You like to dance, huh? You're beautiful. So, that's a little teaser of our Sora 2 API. Um, I'm so excited for you all to get your hands on it. I'm certainly excited to continue to build this into storyboard. Um, and speaking of building, next I want to bring up my colleague Allison to actually walk you through how we built Storyboard. But before I bring her up here, um, Chad, are you still around? Um, what? I'm sorry. — I wanted to bring you back up here. Um, do you think you could sketch something that we could actually throw into storyboard so we can actually show them how we've been working? — Uh, I think you might have given me a challenge here. I need to get the iPad. — Okay. — Hold on a second. I'll be right back. Okay. — But, uh, what do you want me to draw? — So, I'm thinking we have the swimming critter. We got the volcanoes. What about the cave scene? Could you do like a critter in a cave? — I got it. Let me get the iPad. Oh, I found it. Wow. Oh, look at that. Okay. Hopefully this cord's long enough. — Um, how many have like two, three, cuz I'm not I'm just I'm a creative director, not a storyboard artist, but I'll try. — We'll give you a you got a few minutes. Um, so while he sketches, I want to bring up my colleague Allison to walk you through how we built storyboard. — Thanks, Olivia. Hi, everyone. I'm Allison August, a solutions engineering leader at OpenAI. Now, while Chad is going to be furiously drawing over there, I'm going to take a few minutes to explain how we built Storyboard in 48 hours and how it's accelerated the design process for Critters. So, our team has worked with many different creatives across the industry, from some of the largest media companies to small teams who really need to move fast. And what we heard was clear. They want more control over the creative process with AI. Now, with a lot of

Segment 4 (15:00 - 20:00)

tools today, you send a text prompt for an image and you get an output that can vary actually quite far from what you want. But creatives have a vision of how a shot should play out in their head. They want to be able to visualize the scene and the style to get an output that matches their concept rather than go straight to final generation. And in fact, Chad, that's your drawing there on the right, right? It's looking pretty good. judgment free zone. — It looks great, Chad. Um, so with Storyboard, our goal was really to create a workflow that allows creatives to follow a process that gives them this level of control and fidelity to bring their light their shots to life with AI. So, at an internal company hackathon back in August, I worked with Olivia and three other solutions engineers to try to solve this problem. We had crossed paths with the critters team a few days before and thought we could work with them as a thought partner to ideulate towards a solution during this hackathon and we built a working prototype in just two days. So to build this MVP quickly we relied on codec cli and cursor powered by GPT5. We built the app in Nex. js JS with superbase as the back end which manages project state images and authentication and everything is deployed on Verscell. Now on Verscell we run functions that coordinate GPT5 image gen and now the new SOR 2 API and for every request we generate four image variations with GPT image one giving creatives the option to select the image that most closely matches their vision. Now, as Olivia mentioned a little earlier, GPT5 is also embedded throughout the application to improve our generated results from refining an artist sketch description to automatically generating rich character text that drives more detailed image outputs. So, let's take a peek at one of our original concepts for Storyboard. So, we started with an interface where you could upload one sketch at a time, add a prompt, and select a character, or in this case, a very cute little critter. It was pretty basic. There was no project setup, no generation history, and you couldn't even upload sketches in bulk. Now, as we worked, we realized that the concept of a project where you can bulk upload sketches from a scene and render different types of outputs based on a project level configuration would be so much more helpful for creatives. So, here's a mockup of what we actually sent over to the Critters team and looks a lot more similar to what you saw Olivia demo a little bit earlier. So when we sent this over, the Critters team started testing the app immediately and they had a lot of really valuable feedback from basic asks like adding file name visibility to more complex requests like adding the options to control inputs for props and locations. Now, initially Olivia and I hadn't planned to make any changes after our hackathon, but when we saw the requests and how valuable some of these changes could be for the team, we decided to test Codex, our coding agent, and the newest GPT5 codeex model. So, we would send tasks to Codeex in between meetings. We really easily reviewed and merged PRs into production, which Codex even allowed us to do from our phones. Right, Olivia? — Yep. Now, right now you're seeing a screenshot of my actual codeex workspace and some of the various tasks that we shipped. We started with some quick wins like adding small elements to the UI, but soon found that it actually excelled with more complex tasks like compiling our generation prompt based on assets uploaded at both the project and the sketch level. Now, in my experience, once we built the foundation for the application and designed what we thought about the base UI, Codex was really incredible at adding the additional features and actually troubleshooting what we needed in record time. And every day, we completed nearly 10 feature requests from the Critters team, and they were simply blown away at how quickly we ship those improvements. All right, Chad, this is my last slide, so I hope you're wrapping it up over there. — I'm Yes, I think we'll be ready. — I'm sure it will be great. So to summarize on my piece here, we partnered really closely with the Critters team and stayed in a tight feedback loop, which meant that with help from Codeex, we were able to prototype faster than we ever have before and incorporate feedback on a daily basis. Typically, this kind of loop can truly take anywhere from one to two weeks. But with Codeex, we brought our ideation time truly down to a day. Now, the final storyboard tool helps the Critters team visualize thousands of sketches across different scenes in a matter of days. A process that normally would have taken months. All right, Chad, pencil's down. Can we take a look at what you drew? — Yeah. So, okay. It's this little sketch here. — Beautiful. — Uh, you said a ca entering a cave. I gave it a little torch, like a little, you know, it's a dark cave. — So, yeah. I I'm very curious to see what it did with it. — All right, so I've got the generations.

Segment 5 (20:00 - 22:00)

They just came in just in time. Um, we've got Chad's sketch. Uh, I gave it a little description, the front view of a furry critter who's entering a dark cave. We selected, you know, our critter character as that asset that we wanted to feed into our prop uh into our prompt. And then we've got our black and white generations of the adventurous critter and our final images here that we can stage to move into. — I love the torch. The torch works really well. This is amazing. I actually really love the fact that I can just take a sketch like in barely what two minutes and get it um visualized this way. And I think that's what's been so amazing about seeing how their team in London is working with the tools. Uh, now we mentioned Sor 2 and I think we wanted to show I mean obviously I love the fish but I think Sor 2 made that audio. The Critters team in London put together a little demonstration. Now they've had access to the tool about a I don't know a few days u when we announced it last week. So let's take a look at something they put together to show us an example of what it can do there. Give it a quick comb. PERFECT. — PICTURES UP. CAMERA STAND BY and you sorted. Good. Camera's rolling and ready on the big land. — Have the antenna tidy. Thank you. — All right, EVERYONE. SET — ROLLING ACTION. — HI THERE. Uh um what's my line again? Blast it. — I love it. — I think Sora too. I mean the visual quality is amazing. I love the sound. I mean all the voices and all the ambient and the music. It's amazing. But I think what's so exciting about this time is that we're seeing this period where artists and developers can now work more closely than ever before. And we've seen what happens when you take artists and couple them with AI. I mean that produces, you know, amazing work. But now how they're producing that work can be truly transformed with these custom tools. So I think Critters has become an ex exceptional example of this. Uh I can't wait to see what they build next with the tools. Uh but when I look out in this room, I see a whole room full of developers. I mean, what excites us is what you all will build. What creative tools might you bring to the industry and to artists to let them explore their imaginations? So, with that, I'll say on behalf of uh Olivia and Allison uh and myself, thank you so much for coming. Have a wonderful dev day. Thanks again. Thank you.

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