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Case Study · AI Film Series

Apocalypsis

One world, episode by episode
"We are whatever we choose to be."
2026 Zürich, Switzerland AI Film Series Brand Elevation™
Episode 01

Build Your Own Universe

"Well buddy… it looks like we'll have to find the key first."
Episode 01 · The finished film
The objective

A series is a promise: the same world, every time.

Apocalypsis is a short-film series. One wanderer, two red Dobermans, a desert built from nothing. Episode 01 is the arrival: the crossing, the buried houses, the temple between two colossal statues — and a door that won't open.

One beautiful shot is easy now. A series isn't. The viewer has to recognise the face, the poncho, the dogs and the stone from one shot to the next, and from one episode to the next. That was the real brief: continuity. It's the same discipline a brand needs — every frame has to look like it comes from the same place.

The wanderer is me. My own face, cast as the lead. Not as a gimmick: a personal brand means you are the protagonist of your own story — and the story keeps going.

The line

One line closes the episode — and opens the next

Twenty seconds without a word: wind, sand, a choir. Then he sits down against the door and talks to his dog. One sentence, in my own voice, and the whole series has its question.

Dialogue language: English · Voice: my own, cloned

"Well buddy…

it looks like we'll have to find the key first."

To be continued.

The cast

Built before the first shot

Nothing moved until the world was fixed. The wanderer, his face, the two dogs and the temple were designed once and approved one by one — then every shot was built from the same four references.

Costume sheet of the wanderer: mustard poncho, khaki tunic, strapped boots, fingerless gloves
The wandererPoncho, tunic, gloves, boots — one costume, front and back.
Portrait of the wanderer, Patrick Tschiemer's own face
The faceMine. Cast as the lead.
Two red Doberman Pinschers
The dogsTwo red Dobermans. Never three.
The temple between two colossal hooded statues, domed houses at their feet
The worldThe temple, the statues, the domed houses at their feet.
01

One face

The same features in every shot, from a speck on a dune to a close frontal at the door.

02

Two dogs

Same coat, same ears, same pair. They walk, stop and sit with him like a real team.

03

One world

Every location fixed as an empty plate before anyone walked into it. The temple never changes shape.

04

Real camera

Aerial, ground level, rooftop, push-in. Photographic light and dust — it should read as footage, not CGI.

The sequence

Six shots, one arrival

Aerial view of three tiny figures on a dune crest 01

Aerial over the dunes

Three tiny figures on a dune crest, the temple far away in the haze. Scale first: the world is bigger than the man.

extreme wide aerial · slow forward glide · true geographic scale · warm ochre haze
A strapped leather boot landing on the sand, the temple behind 02

The boot at ground level

The camera lies on the sand. One boot lands, the temple waiting behind it. Then the three of them walk on, away from us.

ground-level low angle · locked camera · wind lifting sand off every step
High angle from a domed roof over the canyon of houses, the wanderer and a dog passing below 03

High angle from the roof

From the edge of a buried dome we watch him pass below, a dog at his heels. The city has been empty for a long time.

high angle from a rooftop · slow tilt · dust hanging in the light
The wanderer in his mustard poncho standing among domed houses half-buried in sand 04

The abandoned houses

He stops among the domed houses, half swallowed by the sand, and looks around. The dogs wait for him.

medium three-quarter · slow push-in · the face from the portrait, held
The wanderer pushing the black onyx door of the carved temple while the dogs sniff the ground 05

The sealed door

The temple face and its black onyx door. He pushes with his whole weight. Nothing moves.

wide frontal · static camera · a man against a carved wall
The wanderer sitting against the onyx door between his two Dobermans 06

We have to find the key

He sits down against the door, one dog on each side, and says the only line of the episode.

frontal wide · locked-off · the only dialogue · cut to black
Behind the scenes

Every shot, and what it was built from

The finished cut runs on the left. On the right, shot by shot, only the references that shot actually used — the location, the character, the face, the dogs. Nothing else.

6 shots 5 locations 4 references 1 line of dialogue
Episode 02

The Pirate Port

A 330-year-old bear. A reunion. Bad news.
Episode 02 · The finished film · 57 seconds
How it was made

Camera control

Every camera move was decided in 3D first: where it stands, how it moves, when it cuts. Then the AI turned it into film.

The empty pirate port: a wooden pier, a black ship and white towers behind
01

The set

The port was built empty first. The characters came after.

Character sheet of Odd, the pirate bear, front, side and back
02

The bear

Odd got a character sheet, so he's the same bear in every shot.

Waveform of the recorded dialogue between Odd and the wanderer
03

The voices

The dialogue was recorded before anything moved. Its 35 seconds set the clock.

Rough 3D blockout of the pier: the bear, the wanderer, the towers behind
04

The camera

Set in Blender and timed to the voices: where it stands, how it moves, when it cuts.

Same moment, twice
3D · Blender
Film · AI
The camera was decided in 3D. The AI only had to follow it.
The fight · motion transfer

Borrowed movement

I made the fight myself, with motion transfer in Higgsfield Genjutsu. The movement comes from an existing film: the John West "Bear" commercial (UK, 2000). The same ad gave me the first frame of the port. The credit for that performance belongs to its makers.

Handle with care. Copying someone else's performance is delicate. I did it for my portfolio, as a personal project. It doesn't belong in commercial work.

Behind the scenes

Watch them cut together

On top, the film. Below, the same seconds in 3D. They cut at the same moment.

35 s of dialogue first One 3D scene 7 test renders

"Every bad take was a bad instruction."

Episode 03 · Trailer

Parasites

"We are whatever we choose to be."
Episode 03 · The trailer · 31 seconds
How it was made

Sound design

The trailer was built on its audio. The images came second, the effects last.

Waveform of the trailer voice
01

The voices

Written first, read by my cloned voice. The last lines are my own take.

The voice and the music, two lanes
02

The composition

Claude Code laid the voice over the music: one join, from almost nothing to full tension.

The composition with six marked hits
03

The moments

Six hits split the audio into moments. They set the rhythm.

04

The blocks

One block of time per shot, to picture the scene that fits what the voice says.

The effects lane under the voice and the music
05

The effects

With the images done, the effects went in: a boom, engines, a blast, chains, hooves, gold cups.

Listen, layer by layer
Waveform of the trailer voice
The voiceAlone. No music, no effects.
Waveform of the song Ethereal Descent
Ethereal DescentSong 01 · made in Google Flow Music
Waveform of the song Sacred Dissonance
Sacred DissonanceSong 02 · made in Google Flow Music
Waveform of the composition, voice and music
The compositionVoice and music, before the effects.
The trailer above is this, plus the effects
From sound to shots
LossOrderThreatRevelationLoveChoiceTitle
Voice
Music
Effects
5.9 sA ship leaving the burning Earth
2.1A robed figure before an army in the desert
0.6Close-up of the masked figure
5.6 sSoldiers in black attack a market town
2.1The wanderer's eyes, an explosion in the window
2.6Prisoners in chains
4.0 sThe woman hands a toy to a herder on a giraffe
1.2Crowned masked figures raise golden cups
1.2Odd hugs the wanderer on the pier
2.0A priest with a halo of stars
4.0 sThe wanderer and the fox toast with beers
The moments in the audio, its three layers, and the shot that filled each block

Then the images: a sheet for every character, then shot by shot. Some shots need just one photo.

The cast
Character sheet: the woman
The woman
Character sheet: the cyborg fox
The fox
Character sheet: the black hare
The hare
Character sheet: the soldiers in black
The soldiers
Design sheet: the human ship
The ship
Portrait of the wanderer smiling
Me, smiling
Behind the scenes

The whole process in under three minutes

Step by step, told by me: the sound, the blocks, the sheets, the shots, the edit.

1 voice 2 songs 11 shots 1 day
The pipeline

Tools

Written, cast, shot and mixed from one desk, with the sound designed shot by shot. Three pieces, the same tools:

HiggsfieldThe face, the frames, the motion
Blender3D blockouts: camera and timing
ElevenLabsVoices and sound
Google Flow MusicThe trailer's two songs
HeyGenMy face in the behind the scenes
Claude CodeDirection, edit, sound mix
The point

One desk. A whole world.

Character, world, camera, voice, sound and edit — one point of view, from one desk in Zürich. Episode by episode, the same world has to come back, and it has to come back recognisable.

That's how I work: deciding who the protagonist is before deciding what to show. If your brand needs a world people recognise in one frame, tell me about your project. I'll send you a quote.

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