How I Saved an Agency
£50,000 in Six Hours.
The brief required one hundred distinct, branded people in a hangar, from multiple camera angles. A conventional shoot meant cast, crew, wardrobe, catering, location, cameras, lights, and a £50k production day. I built a system that made the crowd scalable instead.
This started as a real production problem on the Gigaclear commercial: put one hundred distinct, branded people inside a hangar, from multiple camera angles, in one day.
01 - The Real ProductionWhat a hundred-person crowd actually takes
To make that crowd for real, you start by finding and casting one hundred people.
Then you get them to the location, put them in wardrobe, print or apply the client logo, and organise transport, releases, security, makeup, assistants, and catering.
You hire the hangar, director, producer, director of photography, camera team, lighting team, grip, sound, runners, and the equipment to light and shoot the space.
Then you direct the crowd, capture every required angle, and hope the day gives you enough usable material.
That is roughly one hundred background artists and a working crew: around one hundred and twenty people, a large location, equipment, logistics, and food.
It is around £50,000 before the shot has even entered post-production.
We did not have that budget.
We had six hours.
02 - The 3D RouteControl was not enough
Conventional 3D would have given us control.
We could build and texture people, create clothing variation, place logos, arrange the crowd, and render it from any angle.
But one hundred individual people are not a six-hour 3D task.
Even with existing character assets, the work adds up quickly. The crowd cannot simply be cloned if the camera sees enough of it. The faces, body types, clothing, logos, rows, and camera angles all have to hold together.
3D could meet the consistency requirement. It could not meet the deadline.
03 - The AI ExperimentAI was also the wrong answer on its own
Then I experimented with AI.
AI can generate a crowd quickly. Ask for a group of people inside a hangar and it will give you one. Ask for another version and it will give you a different one. The faces change. The outfits change. The number of people changes. The logos become almost-logos. Change the camera angle and the entire crowd is reinvented.
That works for an image.
It does not work for a commercial.
The crowd needed to survive the next shot. It needed to survive client approval. It needed to remain useful when the camera moved. The logo had to be correct because it belonged to the client. The people had to look different, but they also had to belong to the same world.
IT COULD NOT MAKE THIS CROWD.
A physical shoot could not meet the budget. Traditional 3D could not meet the deadline. AI alone could not meet the consistency requirement.
So how do you make something when every obvious way of making it fails?
04 - The BridgeThe answer had to be built
The answer was not waiting inside one tool.
First, I worked out what had to remain fixed. The crowd needed an approved visual language: how they sat, what they wore, the range of faces and body types, and exactly where the client branding had to sit.
Then I built a workflow that generated crowd rows rather than isolated people. Instead of creating one character at a time, I could specify the number of rows I needed and the kind of variation required: different people, different builds, different appearances, and the same visual rules.
In roughly thirty minutes, I had generated the crowd as front and back image material.
Then came the logo.
AI is not reliable with logos. It can produce something that resembles a logo, but resemblance is not enough when the logo belongs to the company paying for the commercial. A changing or broken logo makes the work feel uncontrolled immediately.
So I built another workflow to place the approved logo in the exact required position across the crowd material.
At that point, the crowd had the right people, the right wardrobe, and the right branding. But it was still only image material. The hangar needed three-dimensional assets.
05 · From Image to CrowdThe right amount of detail
The front and back crowd images were converted into usable 3D assets.
The important decision here was not to build more detail than the shot needed. The crowd was not going to be examined as one hundred hero characters in close-up. It needed to hold up in the actual composition, from the actual camera angles, at the actual distance the audience would see it.
A production does not need the maximum possible solution. It needs the right solution for the shot.
Within another hour, the crowd had moved from approved images into textured 3D forms. Now it could live inside the hangar, take light, hold its place in the composition, and be rendered from the required angles.
The last problem was layout. Placing rows of crowd assets manually inside Cinema 4D would have created another bottleneck. We needed a clear centre line for another character to move through. We needed enough depth for the hangar to feel full. We needed spacing that looked intentional rather than procedural.
So I built the final bridge: a script that connected a local model to Cinema 4D through an MCP workflow. I could tell it how many rows were needed, how they should be arranged, and where the gaps had to be. It laid out the crowd inside the scene.
There was still adjustment afterward, because there is always adjustment afterward. But the hard part was over.
THE RESULT WAS A PRODUCTION-READY SYSTEM.
06 - The ValueScale became a parameter
The value was not that a computer generated people quickly. The value was that the problem stopped being a one-off problem.
If the agency needed more people, the system could make more people. If the layout changed, the system could be adjusted. If the crowd needed a different visual mix, the workflow already contained the structure needed to create it.
One hundred people had been the bottleneck. After the system existed, scale became a parameter.
That is the difference between making an image and building a production solution. A physical crowd shoot gives you one day of footage. A conventional CGI build gives you control, but at a much slower pace. This system gave us a route that matched the actual project: fast enough to meet the deadline, controlled enough to survive approval, and flexible enough to keep working if the brief changed.
It did not remove the need for judgment. It made judgment more valuable.
07 - The RoleWhere creative technology becomes real
Creative technology can sound abstract when it is described as a job title. For me, it becomes real in moments like this.
A creative technologist is the person who combines creative judgment, production experience, and technical systems to solve problems that no single existing tool can solve alone.
A brief arrives with a production problem that cannot be solved by the standard route. The deadline is real. The budget is real. The client expectation is real. You cannot simply say that the tool does not exist yet. You have to work out what the problem actually is.
Then you decide what each available tool can do well, what it cannot do, and where the gap sits between them. Sometimes the answer is a shoot. Sometimes it is 3D. Sometimes it is AI, compositing, code, automation, or a new process built specifically for that project.
The crowd worked because each part of the job was given to the right method. AI generated variation quickly. A controlled workflow made that variation usable. A logo workflow protected the brand. Image-to-3D conversion created assets for the scene. Cinema 4D gave those assets position, camera logic, and control. The script removed the repetitive work that would have consumed the rest of the day.
No single tool solved the crowd. The combination did.
08 - The Hard PartWhere I start
I came into film production in 2012. Since then, I have worked across editing, motion design, VFX, 3D, compositing, creative direction, and AI production.
The names have changed. The work has not.
There are always problems. A shot changes. A client note creates three new issues. A deadline gets shorter. Something you fixed yesterday breaks in a new way today.
There are always fires.
The part of the job I enjoy most is figuring out the way through them. Sometimes the answer already exists. Sometimes it does not. When it does not, the work is to build the bridge: between the brief and the finished shot, between the budget and the ambition, between the tools that exist and the tool the project needs.
The £50,000 crowd problem was not solved because AI is magic. It was solved because the production needed a new route, and I built one.
Frequently Asked Questions
What is a creative technologist?
A creative technologist combines creative judgment, production experience, and technical systems to solve a problem that no single existing tool can solve alone.
Is a creative technologist a programmer?
Not necessarily. Scripts, APIs and automation can be part of the toolkit, but the role begins with production judgment: understanding what the brief needs and building the right route to deliver it.
What is the difference between a creative technologist and a creative director?
A creative director decides what the work should say and feel. A creative technologist works out how it can be made reliably, using the right combination of production, AI, 3D, VFX and custom systems.
Who fixes AI video when it is inconsistent or not production-ready?
Someone who can diagnose the actual problem: whether the work needs another generation, a control layer, 3D, compositing, a better workflow, or a different production route entirely.
Do creative technologists build their own tools?
When the project needs them. The crowd system in this article connected AI generation, logo control, image-to-3D conversion and Cinema 4D layout because no off-the-shelf tool could solve the brief alone.
Send the brief. I'll tell you what is realistic, where AI creates genuine leverage, what should be done another way, and how the production can move forward.
Send me the brief → See the case study →Mainly taking on projects. Open to embedded, day-rate, or full-time roles for the right production — resume here.
