everything generated on your 4090 · Z-Image Turbo · tap any sheet for full-res
← back to 4090 dashboardHis steer: make the match "the same angle as the MOBA and the vampire-slayer game — 8-way movement." So the disc tokens are gone — every player is now an upright billboard sprite that turns to face the way he runs (8 directions), Vampire-Survivors / MOBA style. Generated on your 4090: 5 running directions (front / 3-quarter / side / 3-quarter-back / back) in a plain white kit, background cut with rembg, then mirrored for the full 8-way and tinted per team in-engine (yours bright + glow, theirs dark). Feet-anchored with ground shadows on the neon pitch. Sim untouched — render only.
the 5 base directions (mirrored → 8-way) · live on neon-gaffer.pages.dev open ↗
Your squad are real people now. A cast of 24 neon-2088 footballers generated on your 4090 (Z-Image, front-facing — its sweet spot) and wired into the whole scouting loop: a circular portrait on every squad row and every transfer-market row, plus the big face on the stat card. Deliberately diverse — academy kids to grizzled 37-year-old club legends (fits the aging mechanic), broad ethnicity, women footballers, subtle cyber accents. Doubled the old 12-face pool → 24, so signings and youth actually look different. Top-down on-pitch sprites (replacing the disc tokens) still wait on free VRAM — that needs the heavier 3D route.

the 24-strong cast · live on neon-gaffer.pages.dev open ↗
Made the match siiick on neon-gaffer.pages.dev: players repainted as top-down footballers on a premium neon pitch, and every big beat now slams in a 4090 hero — real soccer players, screen-blended so they glow like holograms. GOAL → celebration over spinning rays + confetti · SCREAMER → the strike · SAVE → a flying keeper slides in from the corner · GO IN HARD → a crunch slide-tackle. Generated on your 4090 (Z-Image, soccer-locked — it kept defaulting to American football).

GOAL · celebration slam open ↗

SAVE · flying keeper open ↗

SCREAMER · the strike open ↗

GO IN HARD · crunch slide-tackle open ↗
Your call: the gothic detour is reverted — back to the locked cyber neon-noir — and the survivor finally has terrain you actually navigate around: 27 painted obstacles WITH collision (server obelisks, transformer pylons, hazard barriers, wrecked drone hulks, billboard pillars, duct units — all genned under one light brief), a dense painted megacity rooftop tile, the DATA SHRINE as a painted kiosk, and the brawler got smashable painted street furniture (crates/drums/vendos — block the lane, pay gold). Old gothic set retired to the vault below.

the new ARENA I card open ↗

server obelisk open ↗ · data shrine ↗ · rooftop tile ↗
kept for the vault: vamp splash ↗ · crypt ↗ · gargoyle ↗ · blood moon ↗
Your call made law: APEX (sunset panorama + painted player/traffic cars), GEMSTORM (6 real jewels + crystal cavern), CORE DEFENSE (motherboard field + 4 painted turrets), NEON PUTT (cosmic garden), GLITCH RUNNER (corrupted data-city skyline), NEONRIFT (bioluminescent jungle terrain + drake splash), TRINITY (skill-tree constellation + victory art). All keyed/packed on the 4090, all with procedural fallbacks, all live.

NEON APEX key art open ↗ · player car ↗

GEMSTORM open ↗ · CORE DEFENSE ↗ · frost turret ↗

NEONRIFT drake splash open ↗ · GLITCH RUNNER ↗ · NEON PUTT ↗ · TRINITY trees ↗
The zombies shambled at a 4fps hard-cut. Fixed with real optical-flow interpolation: RAFT (on your 4090's torch) synthesises 2 in-between poses between every walk keyframe, warping the image AND its transparency along the motion — a 4-pose cycle becomes a buttery 12-frame shamble. Zero runtime cost (frames pre-baked), the limb smear reads as proper undead motion. This is one brute's full cycle, keyframes + interpolated betweens:

brute walk cycle — a · ac1 · ac2 · c · … (interpolated) open ↗
The new standard, applied same-day (8 Jul): all four zombies regenerated under ONE light brief (cold key light / sickly green fill — 24 frames: 4-frame walk cycles, lunge, hit-flinch each), painted corridor walls perspective-warped per column (mansion wainscot & damask with sconces, lab riveted panels) and a keyed wrought-iron fence with real see-through gaps — the last procedural boxes are gone from frame — plus a per-stage colour grade, vignette, and the muzzle flash now lights the world. These are actual in-game frames:

the mansion corridor, in-game open ↗

graveyard open ↗ · THE WARDEN boss fight ↗
Your call: "the gun's clearly 4090, everything else is still AI slop — replace it all." Done (8 Jul): every enemy is now a painted billboard (grunt / runner / brute / WARDEN boss — walk A/B + lunge frames each, rising out of the dirt, 26 finals from 61 renders), painted gravestones, hanging trees, gilded portraits, chandeliers, specimen vats and machinery walls replace the grey boxes, and the flat gradient floor is gone — painted ground textures perspective-warped mode-7 style (graveyard dirt / damask carpet / lab steel). Bot-verified: full 3-stage clear, zero errors.

THE WARDEN, hurl frame open ↗ · brute ↗ · grunt lunge ↗

lab specimen vat open ↗ · mansion portrait ↗ · carpet ground tile ↗
Your "use the 4090 for everything" call — first game fully treated (7 Jul): painted title poster, moonlit sky panoramas behind all three stages (graveyard / mansion / lab, parallax with the head-bob), and a photoreal revolver keyed off black with a real muzzle-flash frame. 12 renders, 48 seconds, 6 finals live at deadrail.pages.dev.

title poster open ↗

graveyard sky open ↗ · mansion ↗ · lab ↗

the revolver, fire frame (keyed, alpha) open ↗
ZIZI (zizi.killak.ai) got its production pass: painted codex portraits for every enemy & pickup, menu key art, an in-game nebula, and a full synth soundtrack. Then a whole NEW game one-shotted — VOLTCHESS (voltchess.pages.dev): neon TFT-style autobattler, 12 chibi war-machines drafted, fused and sent at the crimson wave — every portrait below generated on your 4090 this session (34 finals culled from 60 takes).

VOLTCHESS · the 12-mech roster + arena key art open ↗

ZIZI · codex portraits, title + nebula open ↗
169 more frames: painted backgrounds for every arena (survivor rooftop floor, brawler neon street, KO Clash stage, gate-boss cathedral, hub key art), real weapon + pickup sprites for the vamp slayer, terrain decals, and full windup→strike→recover rebuilds for MAULER & HEX. Plus in-code: colorized (not washed) enemy tints, pose tweening, minimap, form ascension in every mode.

KO Clash stage open ↗

brawler street open ↗ · boss cathedral ↗ · hub key art ↗

weapon / pickup sprite takes open ↗
177 frames generated + culled this run. Three full fighter sheets (real windup → strike → recover per move, outline normalised — no more sticker-rim mash) wired into trinity-5ah.pages.dev: KILLA rebuilt dark-consistent, plus two new playables — MAULER (heavy grappler) and HEX (tech-mage zoner) — and three elite enemies with idle/attack/hit/death sets.

KILLA · full dark set open ↗

MAULER · heavy grappler open ↗

HEX · tech-mage zoner open ↗

WARDEN elite (idle/atk/hit/die takes) open ↗

STALKER elite open ↗

PYLON elite open ↗
Generated 3 takes per move, culled the cleanest. green = nailed · amber = usable · red = needs a reword-reroll (model read "hook"/"axe" as literal objects). The energy moves + kicks came out proper.

Every take, so you can override my picks — rows are moves, columns are the 3 seeds.

— earlier attempt (v1 · different character, kept for reference) —