Johnny Kim AI filmmaker & creative technologist

MicrodramasSerialized drama with recurring leads, built episode by episode.
CommercialsBrand and local-business spots, concept to final master.
Movie parodies & socialRecurring characters, recurring cast, shipped every few days.

Movie parodies

Social shorts

Process3D layout first, then AI.

Multi-shot sequences start as a 3D set in Blender or Unreal Engine. Camera, staging and set are locked before anything is generated, so every angle matches.

Attack on Suburb

Scale is the whole joke, so the giant, the houses and the street were sized and lit in Blender before a single frame was generated.

Watch the spot →
Blender layout: Camera angle, sun position and the giant's scale locked in the layout.Blender layout
Final: Camera angle, sun position and the giant's scale locked in the layout.Final
Camera angle, sun position and the giant's scale locked in the layout.
Blender layout: The final adds the giant's shadow across the lawn.Blender layout
Final: The final adds the giant's shadow across the lawn.Final
The final adds the giant's shadow across the lawn.

Every Final Scene in a Spy Thriller

Staged in a wide Blender layout, then framed vertically for the final. Shot size, eyelines, props and both characters' positions are set before generation. The layout also locks a camera move that is virtually impossible to get from a prompt alone: an orbit that sweeps around both characters, holds on one for a beat as he looks down, then keeps circling to reveal the other has disappeared.

Watch the short →
Blender layout: The detonator close-up.Blender layout
Final: The detonator close-up.Final
The detonator close-up.
Blender layout: Two characters blocked against the transport plane.Blender layout
Final: Two characters blocked against the transport plane.Final
Two characters blocked against the transport plane.

A village built once in Unreal Engine

One set, every camera angle. The same house, amphora and pit edge appear in every shot because they come from the same Unreal scene.

Watch The Recruiter in Sparta →
Unreal layout: The recruiter at the pit, house and amphora unchanged.Unreal layout
Final: The recruiter at the pit, house and amphora unchanged.Final
The recruiter at the pit, house and amphora unchanged.
Unreal layout: The overhead fall, carried straight from the layout.Unreal layout
Final: The overhead fall, carried straight from the layout.Final
The overhead fall, carried straight from the layout.
More workShort films, trailers and music.

About

I write, generate, edit, grade and deliver finished AI films on my own: microdrama episodes, commercials and a running comedy series with recurring characters.

Before this, twenty years in software engineering, 3D animation and motion capture, most recently building Unreal Engine pipeline tools. The hard part of AI video isn’t one good shot. It’s the twelfth shot still remembering what the first one decided. That’s the part I build for.

Open to
Full-time and contract roles: AI filmmaker, AI creator, creative technologist
Also available for
Commissioned spots, music videos and microdrama episodes
Based
Bangkok / Los Angeles · U.S. citizen · US and APAC hours
Delivered
16:9 and 9:16 masters
Get in touch → View resume