The King rides a white motorcycle through a corridor packed with zombies, a frame from Burn It Down

Case study · Metal to the Core

The making of Burn It Down A 4:52 music video, built shot by shot

A lonely king, a grey city of smiling masks, a nuke and a stray dog. Every ingredient, frame and take, from the production bible to the final cut.

Where it comes from

Not just a prompt.

Before agents could do any of the execution, I did every step myself, and built the tooling to do it. This is what one music video took: Burn It Down, for Metal to the Core, with a lonely king, a grey city of smiling masks, a nuke and a stray dog. Knowing every step by hand is exactly why I can direct the agents now.

shots in the plan
58
reference images
74
storyboard grids, 9 stills each
16
keyframes
42
video generations, estimated
~100
colours allowed in a grey world
3
  1. 01 · The bible

    Write it like a film

    Before a single frame: a story, a cast, four locations, a 58-shot plan and the rules. The whole world stays grey except for three things: fire, the nuke's flash and the dog's eyes.

    “This is not metaphor. It is a 10-megaton mushroom cloud.”
  2. 02 · Cast

    Every face, locked

    Each character gets identity references before they ever move: the King, five kinds of zombie, the horde, and the stray dog that steals the ending.

    • REF king_identity_anchor
    • REF zombie_office_worker
    • REF zombie_formal_evening
    • REF zombie_laborer
    • REF zombie_casual_street
    • REF zombie_service_industry
    • REF dog_face
    • REF horde
  3. 03 · Props

    The things that tell the story

    A painted smiley mask, a welded steel crown with a key hidden inside, a warhead in the basement, a white motorcycle. Each one designed once, so it looks the same in every shot.

    • PROP smiley_mask
    • PROP king_crown
    • PROP motorcycle
    • PROP basement_bomb
    • REF king_hands_match
  4. 04 · Locations

    Four places, built once

    A palace that used to be a government building, its throne room, the city streets and the open road. Each location gets an anchor image, so every shot set there agrees on where the light comes from.

    • LOC palace_exterior_anchor
    • LOC throne_room_wide_TR1
    • LOC city_street_anchor
    • LOC open_road_anchor
  5. 05 · Storyboard

    Nine stills at a time

    Each sequence starts as a 3×3 grid. The best panels are sliced out, upscaled and promoted to keyframes. The rest are why there is a next grid.

    • GRID grid_mm1y2dc8
    • GRID grid_mm5ebx8a
    • GRID grid_mms852be
  6. 06 · Motion

    Then, and only then, it moves

    Approved keyframes go to Kling to be animated, shot by shot. Some land first time. Most do not: rerolls, other models, other prompts, until the motion earns its place in the edit.

    • CLIP r_burn_a · the mask comes off
    • CLIP aisle + helmet + bike
    • CLIP count + flash + nuke
  7. 07 · Director · pre-CLI, pre-agent

    I built the tool before the tools existed

    This was the pre-CLI, pre-agent era of AI video: no command line, and no agent that could drive Kling, Higgsfield or ImagineArt. So I built Director, a local app and a Chrome extension that drove those platforms in the browser and kept track of every reference, grid, frame and take. Today, that execution is a request to my agents. I was doing it before an agent could do any of it.

    sequence prompt → 3×3 grid → pick panels → slice → upscale → animate
    • APP Director · Frames: kept shots, cuts and previews (pre-CLI)
    • APP Director · Storyboard: 13 sequences, boards per sequence