Creative Technology · System Design · Brand Strategy · AI Assisted Prototyping

Selkie

A release system prototype shaped by sound and steered by the artist.

I designed Selkie as a workflow, not an image generator. Artist inputs move through a structured prompt system to create three distinct directions, then into controls for palette, typography, imagery, composition, motion, and export.

Experience the live prototype ↗
01 / Problem and vision

The music is ready. The visual campaign usually isn't.

Independent artists are expected to release a complete visual world alongside every track, often without an art director, production budget, or the language to brief a collaborator. The alternatives are usually disconnected DIY assets, generic AI imagery, or agency support priced beyond an emerging artist's reach.

Selkie v0.13 homepage introducing an artist steered visual identity engine
02 / How the system works

A structured creative process. Not a black box.

Selkie organizes the track, release context, references, exclusions, and artist intent into a creative brief. Prompt rules translate that brief into three deliberately different worlds, each with its own concept, color roles, typography, image language, texture, and motion behavior.

The system proposes the creative territory. The artist chooses, combines, and redirects where it goes.

Three distinct Selkie visual worlds including Printed Ephemera, Environmental Cinema, and Documentary EvidenceMobile presentation of the Glimmer visual world Room to Move
Three world comparison · Responsive single world view
03 / Input logic and artist control

From context
to a steerable system.

01

Give Selkie context

The artist uploads a track and adds release details, references, intended feeling, and exclusions. These inputs become constraints for the system rather than decoration around a generic prompt.

02

Compare three worlds

Prompt and workflow rules separate the response into three art direction propositions rather than treating the first generated look as the answer.

03

Mix and redirect

Through the World Mixer, the artist can keep a world intact or combine its imagery, palette, typography, and energy with another direction.

Selkie World Mixer controls for palette source, typography source, and loop behavior
04

Shape the output

Artist visibility, image treatment, composition, palette, typography, and restrained, charged, or fractured motion modes shape the final system.

04 / Testing and iteration

The useful work happened between versions.

I tested the prototype with different songs and creative inputs, then evaluated whether the worlds were genuinely distinct, the controls changed the direction in meaningful ways, and the outputs felt usable beyond the screen.

Early failure

Different prompts produced similar looking worlds.

Palettes, fonts, and image language began repeating across songs, which made the system feel stylistic rather than responsive.

Refinement

I tightened the rules separating each world and defined color, type, imagery, texture, and motion as distinct system variables.

Early failure

The artist had too little control after generation.

A strong first image was not enough. References could repeat, questions felt abstract, and early motion studies were too uniform or slow.

Refinement

I added clearer inputs, exclusions, the World Mixer, cover controls, and motion modes so the artist could redirect the result instead of restarting.

Early failure

A moodboard did not equal a release campaign.

The concept needed to move from inspiration toward assets an artist could actually use or hand to a collaborator.

Refinement

I expanded the workflow into a cover builder, a color and typography system, motion output, and a downloadable creative brief.

05 / Working prototype

The product, in motion.

Walk through the complete v0.13 flow from track and artist input through three world generation, World Mixer controls, responsive cover styling, motion modes, and downloadable outputs.

Open the working prototype ↗
06 / Human in the loop

Direction is proposed. Not imposed.

Artist references, exclusions, world selection, mixing, palette, type, imagery, and motion behavior all remain steerable throughout the experience.

07 / Connected outputs

Not a moodboard.
A usable release kit.

Each session develops into a connected release system rather than a single generated image. In the Glimmer example, the artist can refine and download the cover, export an eight second motion loop, use a color and typography system, and hand a generated brief to a collaborator.

08 / Product strategy

Built for the economics of independent release.

The proposed model keeps Selkie accessible to artists who release occasionally while creating recurring value for active artists and small labels. Pricing is structured around the real compute cost of AI generation and motion rendering. It does not rely on unlimited generation disguised as free creative.

Pay per drop$15 to $29

A focused release kit for one single or campaign, without an ongoing commitment.

Creator subscription$19 to $39/mo

Recurring generation, refinement, and export capacity for active artists and small labels.

Unit economicsHybrid

A tiered model designed to cover API and rendering costs while expanding margin as the product scales.

09 / Identity and naming

Transformation as identity

In folklore, a selkie moves between two forms. The name became a metaphor for the product itself, an experience designed to translate sound into image while preserving the feeling that connects them.

10 / What I built

System, interface, and working prototype.

I conceived Selkie and built the product logic, input flow, prompt architecture, three world framework, artist control system, visual identity, web interface, motion behavior, evaluation criteria, and deployed prototype.

The current prototype includes artist inputs, AI assisted world generation, steering, responsive cover updates, motion previews, and downloadable outputs. It is not yet a production grade audio analysis or commercial release platform.

I used an AI assisted development workflow to turn the concept into a working web experience. My contribution centers on product logic, creative direction, interaction decisions, prompt design, testing, and deployment. It does not represent production level software engineering.

11 / Tool stack

Tools followed the system.

The stack combined creative direction and interface design with AI assisted development. Each tool supported a specific part of the workflow rather than standing in for the idea.

12 / Next evolution

Where Selkie could go next

The next product phase would add production grade audio feature analysis, final Spotify ready MP4 encoding, adaptable social templates, batch exports, and collaborative review. This would turn the current art direction engine into a complete release campaign workflow.