Wild Reactions Creative Command Center
A canon management system for an original creative IP — 59 character sheets, a structured world bible, and a production board, with integrated image generation and multi-model prompt assembly.
- Project
- Wild Reactions
- Role
- Creator & Developer
- Timeline
- 2026
Keeping 59 characters consistent
An original illustrated universe creates a continuity problem quickly. Fifty-nine characters, each with an appearance, a personality, relationships and a visual style. Locations, factions, episodes. When artwork is generated rather than drawn by one artist holding it all in their head, consistency has to live somewhere explicit — otherwise the character’s coat changes color between panels.
The Command Center is that somewhere: the internal tool behind the Wild Reactions IP.
Canon as structured records
Canon lives as markdown files on disk, served and edited through a local Node application with an API across characters, crews, places, episodes and a 14-section world bible. Markdown keeps the source of truth readable, diffable and portable, and editable directly whenever that beats the UI.
The prompt studio is the piece that earns the architecture. Character and scene records feed prompt assemblers that emit for different generation targets — Midjourney, Flux, DALL·E, Grok, Sora, Runway — each with its own syntax and conventions. Image generation runs against the Grok Imagine API inside the tool, so producing a character panel happens where the character is defined.
That’s the design principle: structured records as the single source of truth, with generation as an output of the data. It’s content modeling applied to creative production — the same reasoning as a CMS with a well-designed schema, pointed at a different problem.
A production kanban tracks work through to finished panels, and an export script publishes canon data out to the public character gallery, so the site is generated from the same records that drive the art.
Trail Rush, from the same universe
Trail Rush is a 3D endless runner built in TypeScript with three.js, featuring six canon characters across three biomes: custom GLSL shaders, procedural Web Audio sound effects, weather, post-processing and parallax terrain. It’s the clearest evidence that the IP work reaches into real-time graphics.
Why it’s here
Internal tooling in active use. It shows what I build when the problem is my own: a data model first, a UI over it, and generation wired into the structure.
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Questions about this work?
Happy to go deeper on any of it — the decisions, the trade-offs, or what I'd do differently.