Sky whale anime short film
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A 100-second 2D anime-style short film about a sky whale, rendered entirely in code with JS and Python. Teams of agents worked for 19 hours, with no video or image models.
Full prompt12,499 chars
Create a complete, 100-second, 2D anime short film, drawn and animated entirely in code for the web. It must look exactly like real Japanese theatrical anime, as if every frame were lifted from a finished Studio Ghibli feature with a 500-million-dollar budget. This is traditional-looking, hand-drawn 2D anime: not 3D animation, not a moving illustration, not a stylised web graphic, not AI art. Deliver it as self-contained HTML/JavaScript scenes that render every frame deterministically to a canvas, plus a render pipeline that exports each frame to PNG and encodes the final film at 1920x1080, 48 frames per second. Use any tools, libraries, references, simulations or techniques you want, including 3D maths, fluid simulation and depth buffers, as long as the final image looks 100% like hand-drawn and hand-painted 2D anime. Draw everything in code. No AI-generated images, no stock footage, no traced photographs. Use Studio Ghibli films (Laputa, Nausicaa, Porco Rosso, Howl's Moving Castle, Spirited Away, The Wind Rises) as the reference for design, line work, painted backgrounds, colour, light and atmosphere, and Studio Trigger for the confidence of the key poses and the punch of the big moments. Study real humpback and blue whale motion for every movement of the main character. No people appear in the film. THE MAIN CHARACTER: THE OLD WHALE An ancient sky-whale that is also an airship: a creature and a vessel at once, so old that the two have grown together. About 120 metres long. - Hull: overlapping riveted plates in weathered teal and sea-green, chipped and patched, with rust blooms in burnt orange and red, every seam and rivet crisp. A cream, ribbed keel runs along the belly like the planking of an old boat. - Back: a hanging garden. Moss beds, sod clumps, wildflowers, one wind-bent pine tree and small shrubs ride on its back, with a weathered mast, rigging lines and long faded pennants that stream in the wind. - Fins: great fan-shaped pectoral fins built like junk sails, with wooden spars and cream sailcloth painted with red stripes, opening and closing like breath. - Eye: a round brass porthole with a warm amber glow; its light is the whale's emotion. - Breath: a blowhole vent that exhales a plume of warm vapour, like steam from an old engine. - Tail: a broad fluke whose stroke drives the whole body. It must stay perfectly on-model from every angle and distance, from a 900-pixel close-up to a 40-pixel speck in an extreme wide. THE POD (night only) Five more sky-whales of the same kind, each with its own silhouette and personality, each with a glowing amber eye: Drover (large, heavy, tall sails), Pip (small and young), Elder (very old, carrying a big pine and a dense garden), Mend (patched and gentle) and Swift (lean and fast, the one who leaps). THE FILM: FIVE MOVEMENTS, ONE JOURNEY (one day, dawn to night) I. DAWN: THE BREAKOUT (21.0 s, one continuous take, no cuts) Open on a vast, scenic sky at first light: a sea of cloud below, pale gold on the horizon, silence. Hold long enough to breathe. Then the cloud sea begins to swell and bulge. Something enormous is rising underneath. The Old Whale breaks out slowly and majestically: the cloud domes, tears and parts along its snout first, then its brow, then its garden. Real cloud physics: vapour pushed aside by a moving solid, rolling collars, torn edges, sheets of cloud sliding off the hull and fraying into strands, a wake closing behind. The fins open, the pine tree sways, the pennants unfurl, the eye catches the sun, and the whale breaches into the golden sky. The camera is a single unbroken crane move: it starts low near the cloud surface, rises with the whale and pulls back to reveal its full scale against the sunrise. Slow, heavy, inevitable, then soaring. II. MORNING: THE CROSSING (19.0 s, three shots) The whale crosses a vast valley in clean morning light. A wide from high above: a patchwork world of fields, forests, a winding river and hills a kilometre below, painted like a Ghibli background, with the whale small and swimming above it. Then a close shot of a great fin stroking through the air, every spar and stripe crisp. Then the whale enters a towering cream cloud bank: the cloud must swallow the hull AND everything on its back together. Nothing on the whale may ever show through a cloud that is in front of it. III. STORM: THE SQUALL (18.0 s) The whale flies into a storm. The light dies to slate blue and grey. Rain streaks across the frame. Inside the storm cloud the whale labours through the gloom, and lightning cracks: each strike must light the whale itself, a hard rim of white light along the hull and fins and a lit silhouette, with the cloud interiors flashing from within. Not a flat brightness flicker. Then the whale bursts out of the top of the storm: the cloud is ripped open, torn edges, shadowed interiors with structure and light pouring through the tear, and the whale lifts clear into the sunlight under a rainbow, cream and lilac cloud falling away below it. Relief. IV. DUSK: THE CALLING (17.6 s, two shots joined by a hard cut) A calm sea at dusk. Sky from apricot (#f2b27a) to rose (#c78aa0), the low sun laying a road of light on the water, violet shadows (#6f5f86). The whale floats low over the smooth sea, its reflection beneath it. It draws a breath and blows: a soft, translucent plume of vapour, never a solid cut-out. Then it calls, head lifting, eye brightening. Then the "ma": a true held stillness, only the gentlest breath of life, while the call hangs in the air. And then a HARD CUT ON THE SILENCE, Ghibli-style, to an extreme lonely wide: the same sky, the same sun at the same height, the same world, but the whale is now tiny on an endless sea. It swims, not slides, slowly across the sun's path on the water, each fluke stroke surging it forward, its reflection trailing beneath. No answer comes. V. NIGHT: THE ANSWER (24.5 s) Moonlight on a sea of cloud in indigo and lilac, stars, a full moon. The camera is locked off at first, and the Old Whale crosses the frame alone. A close shot as it sings its song under the moon. Far away, warm points of light appear along the distant cloud band: eyes. Then, one by one, the pod rises out of the cloud sea: the cloud heaves ahead of each snout, parts from snout to tail, a collar of cloud forms behind and rolls out, cel-painted sheets of cloud slide off each hull and fray away, and the opening heals slowly behind. Drover, then Pip and Elder, then Mend, then Swift leaping clear. The Old Whale swims into the pod. The camera pulls back, slowly and not too far, so that the whole family stays big and readable in the frame, on top of the cloud sea and never buried in it, and together they swim toward the moon. Hold on the final image until it settles. THE ANIME QUALITY STANDARD Every frame must look as if it was drawn by professional anime animators and painted by master background artists for a finished theatrical film. - Line art: confident, hand-inked line work with real variation in weight and pressure, heavier on the silhouette, delicate inside. The ink must be stable from frame to frame and must never re-roll, boil or switch between single and double lines. - Colour: traditional cel colouring with clean colour areas and simple hard-edged shadows (kage) tinted toward the sky's fill light, never grey. - Light: a cel rim of light inside the ink on every sun-facing or moon-facing edge, light wrap from the real background around the silhouette, a scene key that multiplies through the character, and atmospheric haze with real depth. - Backgrounds: richly detailed, hand-painted gouache backgrounds with visible brushwork, natural colour variation, layered depth and no repeated elements. The whale is the subject; backgrounds support it and never compete with it. - Clouds: the heart of this film. Painted like Ghibli clouds (soft, massive, sculpted forms with warm tops and cool bellies), but moving like real vapour: a 3D fluid with the whale as a moving solid inside it, parting, rolling, tearing and healing. Never a rigid lump, never glassy ovals, never a flat cream blanket, never cloud pieces that pop on or swap order in a single frame. - Finish: the final finishing layer of a theatrical release: crisp ink, clear cel light, rich but controlled colour, density instead of brightening contrast, light-side diffusion and a fine film grain that changes on a 24 Hz cycle. - Motion: real weight and whale-like movement. The whale moves on every single frame at 48 fps with smooth, heavy, eased motion; every fin, pennant, pine branch and sail has overlapping action and follow-through. Hand-drawn texture and grain update on twos (24 Hz) so the image keeps its drawn feel. - Direction: cinematic anime staging and composition, deliberate camera grammar (a crane, locked-off wides, a pull-back, a hard cut used only where it means something), and pacing that starts quietly, builds, breaks open in the storm, falls to silence at dusk and resolves at night. THE SOUND - Score: an original orchestral score in the register of Joe Hisaishi, played on real sampled instruments only (strings, woodwinds, horn, piano, percussion; VSCO 2 Community Edition and the Salamander Grand Piano, rendered through sfizz). A short motif (D, A, B in D major pentatonic) is the whale's character and carries through all five movements: a swelling bloom as the whale breaches at dawn, open and lyrical across the valley, tense and restrained in the storm, withdrawn to nothing at dusk, and returned warmly as the pod answers at night. Three or four voices at a time, sparse, intentional, always leaving room for the whale. - Whale voices: built from real humpback recordings blended with mechanical tones (brass valves, steam, creaking timber), so they sound like a living creature that is also a ship: waking songs, the dusk call, breaths from brass vents and steaming lungs, contented hums, effort groans, and a distinct voice for each pod whale. Use them intentionally, never everywhere. - Air: wind and whooshes only as extremely subtle accents on fins, the storm burst and far cloud-breaks. No wind beds, no room tone. - Depth: place every sound at its on-screen distance. Near sounds are full and wide, far sounds are quieter, darker, more reverberant and narrower, sounds inside cloud are muffled, and the sound perspective changes at each cut. The music holds one steady, near distance. - Silence: true digital silence where the film is silent, especially across the hard cut at dusk. - Loudness: very quiet and intimate, about -32 LUFS integrated, true peak no higher than -3 dBTP. IT MUST NOT LOOK LIKE - 3D: no plastic materials, CGI shading, visible polygons, game-engine lighting or computer-perfect perspective. - SVG or vector art: no simple geometric shapes, perfect curves, uniform outlines, flat corporate illustration or basic gradients. - Web animation: no sliding layers, constant bobbing, floating parts, a whale that slides instead of swims, a whale pinned to the same spot on screen, or puppet-like joint rotation. - AI art: no warped shapes, melted details, flickering, boiling textures or a changing whale design. - Glitches: no decor that flickers or pops in and out, nothing on the whale's back showing through cloud in front of it, no cloud shards popping on and off, no sky or sea that stutters while the whale moves, no hard rectangular shadow edges, no ghosting dissolves, no stray white lines that don't belong to the world. - Non-anime art: no Western cartoon designs, realistic rendering, soft painterly shading on the whale or generic digital illustration. - Amateur work: no stiff poses, empty backgrounds, repeated elements, muddy colours, placeholders or unfinished details. - Bad sound: no synth pads, no procedural tones, no AI-generated audio, no harp, nothing loud. PROCESS Design first: lock a model sheet for the Old Whale and the five pod whales before any animation. Then style frames per movement, then motion tests, then full movements. Before finishing, inspect random frames as still images and every frame at full rate for flicker and pops. Have fresh eyes review every render. If any frame does not look completely like a still from a theatrical anime film, keep improving it. Do not stop until every frame could pass as one. The result should feel awe-inspiring, nostalgic and full of wonder: a lonely old giant of the sky calling out across the world at the end of the day, and finally being answered.
Source: the creator's reply under the post. Kept in its original language, unedited.
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Original post: https://x.com/devteamdrew/status/2118008142403649662
All works are open data at GitHub · awesome-opus-5.5-video.
Model attribution is as stated by the creator and was not independently reproduced. View counts are a snapshot from 2026-11-08. The work belongs to its creator; DM @GoSailGlobal on X for corrections or removal.
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