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
Designed & built
The actual problem
Producing an original illustrated universe generates a continuity problem fast. Fifty-nine characters, each with an appearance, a personality, relationships and a visual style. Locations. Factions. Episodes. When the artwork is generated rather than drawn by one artist holding it all in their head, consistency has to live somewhere explicit — or the character’s coat changes color between panels.
The Command Center is that somewhere. It’s the internal tool for the IP, not the public product.
How it works
Canon is stored as markdown files on disk, served and edited through a local Node application with a REST API across characters, crews, places, episodes and a 14-section world bible. Markdown rather than a database is deliberate: the source of truth stays readable, diffable and portable, and I can edit it in an editor when that’s faster than the UI.
The interesting piece is the prompt studio. 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 directly against the Grok Imagine API from within the tool, so generating a character panel doesn’t require leaving the system that holds the character’s definition.
That’s the design principle: structured records as the single source of truth, with generation as an output of the data rather than an improvisation alongside it. It’s content modeling applied to creative production — the same reasoning as a CMS with a well-designed schema, aimed at a different problem.
There’s also a production kanban for tracking work through to finished panels, and an export script that publishes canon data out to the public-facing character gallery, so the site is generated from the same records rather than maintained separately.
Related work in the same universe
Trail Rush — 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 effects, post-processing and parallax terrain. A substantial technical build, and the most direct evidence that the IP work extends into real-time graphics.
Status
Internal tooling in active use, not a product. It’s here because it shows what I build when the problem is my own: a data model first, then a UI over it, then generation wired into the structure rather than bolted beside it.
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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.