PROMPT:
Create a short cinematic gameplay-style video inspired by the attached reference image.
CONCEPT:
“A DAY IN THE LIFE OF CODEX”
The video should look like footage from a charming low-poly 3D indie game where Codex is a small living character going through its daily routine.
VISUAL STYLE:
- Stylized low-poly 3D graphics
- Simple but polished geometry
- Slightly retro indie-game aesthetic
- Clean lighting, no photorealism
- Dark nighttime environment with a deep blue sky
- Warm, subtle interior lighting
- Strong silhouettes and readable objects
- Similar camera composition to the reference: a side-view cutaway house/room, almost like a dollhouse
- Slight perspective depth so the room feels genuinely 3D
- Smooth but simple character animations
- Do not make it look like generic AI-generated 3D art
- Keep the models intentionally simple, cohesive and game-like
MAIN CHARACTER:
Codex itself is the protagonist.
Create a small stylized 3D character based around the Codex identity:
- Small compact body
- Black and off-white color palette
- Its head/face should prominently feature a recognizable Codex-style geometric knot/emblem
- The Codex symbol should feel integrated into the character, not pasted on top
- Minimal facial features
- Slightly robotic but friendly
- Small arms and legs
- Cute without looking childish
- The character should feel like a tiny coding agent living inside this world
SCENE:
A small bedroom / developer room inside a simple low-poly house.
Visible objects:
- Bed
- Desk
- Computer monitor
- Keyboard
- Small lamp
- Window
- Rug
- Chair
- A few subtle tech objects
- Trees and terrain visible outside
- Starry sky
The room should not be overloaded with detail.
VIDEO SEQUENCE:
0:00–0:02
Wide side-view shot of the house at night.
Codex is sleeping in bed.
Small floating “Z” symbols appear above it.
At the top center of the screen display:
“A DAY IN THE LIFE OF”
CODEX
Make “CODEX” larger, like the name of the game.
Add a small digital clock in the upper-left corner:
3:37 AM
Below it create a tiny game HUD:
ENERGY
TOKENS
FOCUS
VIBES
with small colored status bars.
0:02–0:04
Codex suddenly wakes up.
A tiny notification sound plays.
A floating message appears:
“new task received”
Codex's emblem briefly lights up.
It slowly gets out of bed.
0:04–0:07
Codex walks over to the desk and sits in front of the computer.
The monitor turns on and softly illuminates the character.
On the screen, show simplified lines of code rapidly appearing.
Codex begins typing extremely fast.
Add small keyboard movement and subtle body animation.
A status message appears:
“thinking…”
then changes to:
“building…”
The TOKENS bar in the HUD slowly decreases while the VIBES bar increases.
0:07–0:10
The computer finishes the task.
A clean green message appears:
“BUILD SUCCESSFUL”
Codex stops typing.
It leans back slightly in the chair.
Then another notification immediately appears:
“1 NEW TASK”
Codex slowly turns toward the screen.
Hold for a funny half-second pause.
End.
SOUND DESIGN:
Generate synchronized sound effects.
Include:
- quiet nighttime wind
- subtle forest ambience outside
- soft room ambience
- bed movement sound
- small retro UI notification
- computer startup sound
- keyboard clicking while Codex works
- subtle electronic processing sounds while “thinking…”
- small success chime for “BUILD SUCCESSFUL”
- final notification ping
BACKGROUND MUSIC:
Very quiet minimal retro electronic / lo-fi game soundtrack.
Simple synth notes.
Do not make the music dramatic or cinematic.
It should feel like an indie game playing at 3 AM.
CAMERA:
Mostly fixed side-view gameplay camera.
Very subtle cinematic push-in when Codex starts coding.
No aggressive camera movement.
No cuts that make the room confusing.
Keep the entire environment easy to understand.
TEXT:
All text must be correctly spelled and readable.
Main title:
“A DAY IN THE LIFE OF”
“CODEX”
HUD:
“ENERGY”
“TOKENS”
“FOCUS”
“VIBES”
Notifications:
“new task received”
“thinking…”
“building…”
“BUILD SUCCESSFUL”
“1 NEW TASK”
IMPORTANT:
Make it feel like an actual small indie game someone could play, not an advertisement.
The humor should come from Codex immediately receiving another task after finishing its work.
Use actual simple 3D models and real spatial depth.
Preserve the cozy low-poly feel of the reference image.
Avoid excessive glow, particles, futuristic holograms, complex UI, glossy materials, realistic humans, or generic cyberpunk visuals.Create a short cinematic gameplay-style video inspired by the attached reference image.
CONCEPT:
“A DAY IN THE LIFE OF CODEX”
The video should look like footage from a charming low-poly 3D indie game where Codex is a small living character going through its daily routine.
VISUAL STYLE:
- Stylized low-poly 3D graphics
- Simple but polished geometry
- Slightly retro indie-game aesthetic
- Clean lighting, no photorealism
- Dark nighttime environment with a deep blue sky
- Warm, subtle interior lighting
- Strong silhouettes and readable objects
- Similar camera composition to the reference: a side-view cutaway house/room, almost like a dollhouse
- Slight perspective depth so the room feels genuinely 3D
- Smooth but simple character animations
- Do not make it look like generic AI-generated 3D art
- Keep the models intentionally simple, cohesive and game-like
MAIN CHARACTER:
Codex itself is the protagonist.
Create a small stylized 3D character based around the Codex identity:
- Small compact body
- Black and off-white color palette
- Its head/face should prominently feature a recognizable Codex-style geometric knot/emblem
- The Codex symbol should feel integrated into the character, not pasted on top
- Minimal facial features
- Slightly robotic but friendly
- Small arms and legs
- Cute without looking childish
- The character should feel like a tiny coding agent living inside this world
SCENE:
A small bedroom / developer room inside a simple low-poly house.
Visible objects:
- Bed
- Desk
- Computer monitor
- Keyboard
- Small lamp
- Window
- Rug
- Chair
- A few subtle tech objects
- Trees and terrain visible outside
- Starry sky
The room should not be overloaded with detail.
VIDEO SEQUENCE:
0:00–0:02
Wide side-view shot of the house at night.
Codex is sleeping in bed.
Small floating “Z” symbols appear above it.
At the top center of the screen display:
“A DAY IN THE LIFE OF”
CODEX
Make “CODEX” larger, like the name of the game.
Add a small digital clock in the upper-left corner:
3:37 AM
Below it create a tiny game HUD:
ENERGY
TOKENS
FOCUS
VIBES
with small colored status bars.
0:02–0:04
Codex suddenly wakes up.
A tiny notification sound plays.
A floating message appears:
“new task received”
Codex's emblem briefly lights up.
It slowly gets out of bed.
0:04–0:07
Codex walks over to the desk and sits in front of the computer.
The monitor turns on and softly illuminates the character.
On the screen, show simplified lines of code rapidly appearing.
Codex begins typing extremely fast.
Add small keyboard movement and subtle body animation.
A status message appears:
“thinking…”
then changes to:
“building…”
The TOKENS bar in the HUD slowly decreases while the VIBES bar increases.
0:07–0:10
The computer finishes the task.
A clean green message appears:
“BUILD SUCCESSFUL”
Codex stops typing.
It leans back slightly in the chair.
Then another notification immediately appears:
“1 NEW TASK”
Codex slowly turns toward the screen.
Hold for a funny half-second pause.
End.
SOUND DESIGN:
Generate synchronized sound effects.
Include:
- quiet nighttime wind
- subtle forest ambience outside
- soft room ambience
- bed movement sound
- small retro UI notification
- computer startup sound
- keyboard clicking while Codex works
- subtle electronic processing sounds while “thinking…”
- small success chime for “BUILD SUCCESSFUL”
- final notification ping
BACKGROUND MUSIC:
Very quiet minimal retro electronic / lo-fi game soundtrack.
Simple synth notes.
Do not make the music dramatic or cinematic.
It should feel like an indie game playing at 3 AM.
CAMERA:
Mostly fixed side-view gameplay camera.
Very subtle cinematic push-in when Codex starts coding.
No aggressive camera movement.
No cuts that make the room confusing.
Keep the entire environment easy to understand.
TEXT:
All text must be correctly spelled and readable.
Main title:
“A DAY IN THE LIFE OF”
“CODEX”
HUD:
“ENERGY”
“TOKENS”
“FOCUS”
“VIBES”
Notifications:
“new task received”
“thinking…”
“building…”
“BUILD SUCCESSFUL”
“1 NEW TASK”
IMPORTANT:
Make it feel like an actual small indie game someone could play, not an advertisement.
The humor should come from Codex immediately receiving another task after finishing its work.
Use actual simple 3D models and real spatial depth.
Preserve the cozy low-poly feel of the reference image.
Avoid excessive glow, particles, futuristic holograms, complex UI, glossy materials, realistic humans, or generic cyberpunk visuals.
@yevloop That's basically the answer to my own question. Real prudence looks like a finished model getting held back a quarter instead of shipped. Nobody's made that move yet. Until then it's just something labs say between releases.
Anthropic's CEO says the industry needs more prudence, not less. Anthropic just shipped a model 14 points better at coding, 40% cheaper, and 30% faster, two months after the last one.
Both things can be true. Wanting the whole industry to slow down while still shipping on your own clock is not hypocrisy, it is just what happens when nobody else has agreed to stop first.
Genuine question, not a gotcha: what would an AI lab actually slowing down look like from the outside, if not exactly this?
@Mahaximus_ breaking problems into precise steps is what separates people right now and its the same skill good PMs and operators already have, just never aimed at a machine before
@XFreeze giving creators keyframe control basically unlocks storyboarding for people who cant animate, not just better generation for people who already could
@synthwavedd curious how much of the "all hands" energy is compute vs talent reallocation, bc compressed timelines without enough RL experimentation time could backfire pretty badly
A Missouri State economics professor literally explained why sellers cannot just decide to cause inflation. It is not greed. It is not shortages. It is a shortage of something else: money that does not yet exist to pay the new price.
His starting point is almost embarrassingly simple. Five lawnmowers in your garage when you only need one means you sell the rest. Money works the same way. A bank statement showing 2,000 dollars when your normal month runs on 1,000 means you are holding an asset you do not need, and people rebalance out of assets they do not need. That rebalancing becomes a car loan, then a factory order, then a paycheck, then someone else's shopping trip.
The chain has a clock on it. New jobs show up in the data around six months after the money starts moving. Real inflationary pressure takes one to two years to build, longer with idle capacity in the economy.
Here is the part that actually explains prices: if every seller raised prices 10% tomorrow with no new money behind it, nobody could afford to pay, and sales would collapse before the higher prices ever stuck. Inflation is not a decision sellers make. It is what happens once money supply moves and everything downstream catches up.
The article linked here treats money as five equations run on a napkin. This lecture is the plumbing generating the numbers those equations plug into.
@kimmonismus sol, luna, astra minor... openai naming models after celestial objects implies they planned a whole constellation of tiers from the start, not just reacting to competition
@DanDr1s nearly doubling Terminal-Bench in one release is wild for agentic coding tasks, wonder if thats a training data shift or architectural change under the hood
@shownotover genuinely curious if api cost or output quality ends up being the deciding factor for ur use case, bc codex often wins on tokens but loses on reasoning depth
@synthwavedd makes u wonder if openai doubling down on RL is partly a hedge because they cant outpretrain anthropic right now, not just a philosophical preference for the approach