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AI plan · v1 · October 2026

How a two-person character studio builds with Claude.

One character bible feeds every pipeline: multilingual commerce, print animation, a puzzle game and customer service. Heeseung’s hand-carved art stays human-made; Claude writes, plans, builds the tools and checks the work, and a person approves everything that ships.

01

One character bible, every pipeline

Everything starts from a single, versioned document that describes our world: who each character is, how they move and speak in each language, what they would never do, and the visual rules of a relief print (limited palette, mirrored carving, visible grain).

Character bible→Cached system prompt→CommerceAnimationGameService

What it holds

  • Character sheets: personality, habits, relationships
  • Voice guide per language (KO / JA / EN / zh-TW) with do / don’t examples
  • Glossary: product names, character names, fixed translations
  • Visual rules for print layers, colors and framing

How Claude uses it

  • Loaded once as a cached system prompt, so every call shares the same voice at low cost
  • Kept as Markdown in our repository; changes go through review like code
  • A 30-example evaluation set is re-run whenever the bible or prompts change, to catch drift in voice

Why: the hardest part of growing a character brand across languages is staying recognisably us. Putting the voice in one place makes every new channel cheaper and more consistent.

02

Multilingual commerce

Oct–Dec 2026 · first deadline: Taipei SIF Illustration Fair, Oct 23–26

Claude done by ClaudeHuman done by us
  1. Export the catalog Claude Code

    A small script pulls our 50+ listings into one structured file (name, materials, size, price, photos).

  2. Translate in brand voice Claude API

    Listings and booth cards go to EN / JA / zh-TW with the bible as a cached prompt; bulk runs use Message Batches.

  3. Draft from photos Claude vision

    For new items, Claude reads product photos plus our spec notes and returns title, description, size table and alt text as structured output.

  4. Approve CEO

    Heeseung reviews a side-by-side sheet and approves or edits each text. Nothing is published without it.

  5. Publish & print Claude Code

    Approved text flows into the store, the website and print-ready booth cards.

03

Print animation & animated emoticons

Short, wordless films (15–30 seconds) in which our characters move the way a print is made: layer by layer, with the grain of the paper showing. Wordless means one film works in every country; only captions and titles change. The same pipeline produces an animated KakaoTalk emoticon set from our existing 42 expressions.

Claude done by ClaudeHuman done by us
  1. Ideas Claude API CEO picks

    Each week Claude proposes 10 loglines from the bible and the seasonal calendar (fairs, holidays, new products). Heeseung picks two.

  2. Beat sheet & shot list Claude API

    Claude turns a logline into beats and a shot list in structured form: shot, seconds, framing, action, layers, sound.

  3. Key art Heeseung

    Heeseung carves and prints the key frames and separate layers (character, props, background). The art is always hand-made.

  4. Motion assembly Claude Code

    Our own tool, built with Claude Code, rigs the scanned print layers as cut-outs and animates them on the shot list’s timing (limited animation, 12 fps), then renders with ffmpeg. We do not use generative video for our characters.

  5. Frame check Claude vision

    Claude compares sampled frames with the shot list and bible: missing layers, wrong colours, continuity, caption safe areas. Issues come back as a checklist.

  6. Captions & release Claude API Approve

    Titles, captions and descriptions in KO / JA / EN / zh-TW; we approve and publish to Shorts, Reels and our site.

Shot list format

// one shot from a 20-second film, produced by Claude, read by our assembly tool
{ "shot": 3, "seconds": 2.5, "framing": "medium, eye level",
  "action": "the dog lifts the book with its nose; pages flutter",
  "layers": ["bg_bookshelf", "dog_body", "dog_head", "book_open"],
  "motion": { "dog_head": "tilt +8deg ease-out", "book_open": "rise 40px" },
  "sound": "paper rustle" }

Targets

  • Pilot: 4 films by end of Q2 2027
  • Then 2 films a week
  • Animated emoticon set prepared from the existing 42 expressions

Measured by

  • Hours of human work per film
  • Frame-check issues caught before release
  • Views and follows per language

Why this way: our value is the hand-made print. Claude takes over the writing, planning, tooling and checking around the art, so a two-person team can publish animation weekly without outsourcing and without imitating our own style with a generator.

04

Game: “Print & Stroll” (working title)

A cozy puzzle game for phones and the web, built on how relief printing actually works: what you carve comes out mirrored on paper. Players stroll through a small neighbourhood with our characters, find scenes with something missing, and carve a block so that the print fills the gap.

Core loop (3–5 minute sessions)

Stroll→Find an unfinished scene→Carve (mirror puzzle)→Print→Collect into the sketchbook

Mechanics

  • Rotate, flip and place carved pieces on a grid; the print is the mirror image
  • Ink colours stack in layers, like a real multi-block print
  • Difficulty grows with grid size, layers and limited moves

Connection to the business

  • Completed sketchbook pages unlock real sticker designs
  • QR codes on our goods unlock special stamps in the game
  • A tablet demo becomes a booth attraction at our fairs

Where Claude comes in

AreaClaude’s roleHuman role
BuildingClaude Code writes the game (TypeScript, Phaser, installable web app; mobile wrapper later), the level editor and automated testsJiho reviews and plays every build
LevelsClaude proposes puzzles as JSON in bulk (Message Batches); our solver keeps only levels with exactly one solution at the target difficultyWe curate the best levels and order them
Story & linesScene stories and character lines written from the bible, then localized to JA / EN / zh-TWHeeseung approves every line; all text is fixed before release, nothing is generated live
Art pipelineClaude Code builds the scan → clean-up → sprite-sheet toolsAll art is Heeseung’s prints
PlaytestsClaude groups tester feedback and play data into themes and suggested fixesWe decide what to change

Level format

// a level proposed by Claude; kept only if the solver finds exactly one solution
{ "id": "walk-012", "grid": [6, 6], "layers": 2,
  "target": "bird_nest_on_branch", "pieces": ["L3", "T4", "dot", "dot", "bar2"],
  "rules": { "mirror": true, "max_moves": 9 },
  "difficulty": 3, "unlock": "sticker_nest" }

Milestones

  • Q1 2027 — web prototype with 10 levels
  • Q2 2027 — tablet booth demo, 50 levels
  • H2 2027 — release on web and mobile, 120 levels in 4 languages

Measured by

  • Day-1 and day-7 return rate
  • Share of puzzles solved without hints
  • Store visits and QR unlocks coming from the game

05

Customer & wholesale inquiries

Claude reads an incoming question in any language, looks up stock, shipping rules and stockist information through tools, and drafts a reply in the customer’s language. A person reads, edits and sends every reply; nothing is answered automatically. We collect only what a reply needs.

Inquiry→Claude + tools (stock, shipping, stockists)→Draft reply→Human sends

06

Roadmap & metrics

WhenWhat shipsClaude features
Live nowWebsite built with Claude Code; EN / KO / JA versions translated by ClaudeClaude Code
Oct–Dec 2026Character bible v1; catalog and booth cards in EN / JA / zh-TWAPI, prompt caching, Batches
Q1 2027Listing drafts from photos; game web prototype (10 levels)Vision, structured outputs, Claude Code
Q1–Q2 2027Inquiry assistant with human approvalTool use
Q2 2027First 4 print-animation films; animated emoticon set; game booth demoAPI, vision, Claude Code
H2 2027Weekly films; game release on web and mobileAll of the above

Expected usage at full run is roughly ten million tokens a month, most of it level generation and frame checks. Program credits would let us build and test these pipelines on real volume before overseas sales and the game pay for them.

07

Guardrails

Human approval

Every text, film and level that reaches a customer is approved by a person. The game ships with fixed, reviewed text only.

Hand-made art

Character art is always Heeseung’s prints. We do not use image or video generators to imitate it.

Minimal data

The inquiry assistant sees only what a reply needs; no customer data is used for anything else.

Versioned prompts

The bible and prompts live in our repository with an evaluation set, so changes are reviewed and tested like code.