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hello and welcome to Patchwork Patchwork

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is a World building toolkit that you can

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use to create new fictional Worlds by

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collaging together lots of little scraps

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of images and text your main interface

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for doing this is an infinite canvas on

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the canvas you can generate organize and

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modify text and images to gradually

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build out a coherent story world you can

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click and drag to pan around the canvas

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as you might expect or zoom in and out

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to see more or less stuff at a time

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almost everything on the canvas is a

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scrap clicking on a scrap like this K

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let you select it and move it around

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select scraps also display an action bar

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above them you can see that in the top

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left corner here this action bar allows

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you to offer a bunch of scrap specific

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actions that you can perform for

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instance if you click on one of these um

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it'll tell you more about what's going

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on in this particular image scraps can

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be deleted if you don't want to see them

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anymore and you can also use control Z

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to undo the most recent action you just

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performed on the left side of the screen

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you can also see a tool box this offers

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you a bunch of tools for creating new

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entities exist in the story World stuff

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like characters and places and factions

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and so on and there's also tools for

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making new notes and images we'll talk

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more about those in a sec what I'm going

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to do now is actually create a portal

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from the toolbox by pressing the portal

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button and then clicking on the canvas

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where I want to place

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it this portal will allow us to create a

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new world so let's go ahead and go into

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it so now we're looking at the world

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initialization model this is the screen

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where you can basically choose the

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highle premise of the world that you're

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creating as well as some style

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references for this world and generally

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the vibe that you're trying to evoke

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there's a few different things you can

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do here one of these is hit this die

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icon to kind of shuffle through a bunch

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of possible different um Inspirations

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for the world that you're trying to

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create and this is great if you don't

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know what you're trying to do um you can

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also kind of pass through this list of

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randomly selected style reference codes

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and pick out the ones that you think are

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especially interesting or compelling um

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to kind of combine them into the world

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that you're making I'm going to pick

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this one I'm going to hit show me more

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to get a few more um Alternatives I kind

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of like the pink in this one um I'm

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probably going to run with this Ghost

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Town populated by Holograms premise I

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haven't really played with that one

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before so we're just going to see how it

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goes um I'm going to go for a super

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colorful kind of vibe here maybe um I'm

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not sure if I want to go as fully

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abstract as this um but I do like the

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oranges and the pinks over here and I

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really like the soft pink sort of Fading

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Into the background on this one um so

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I'm just going to go ahead and run with

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these two I've got this checkbox check

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to use my personalization as well um

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this is available um if you have a

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personalization code that's been um

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given enough image rankings to be useful

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and if you don't have one then you can't

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use this feature but it'll still um

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stylize the world the way that you're um

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uh preferring based on the style

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references so I'm going to go ahead and

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hit create World here this is going to

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take a second to initialize and then set

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up a canvas for us that has this initial

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setting premise um up in the top left

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here we've got it both in this uh world

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entity which is kind of a um object that

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represents the world itself and in this

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textual description scrap down here um

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and both of these are editable if we

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want I can rename this world to

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something else um one thing I can do is

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keep this description down here and then

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hit this tell me more button to come up

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with an automatic name for this world um

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so the system thinks this would be

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called simac Hollow which I kind of like

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so I'm going to leave that uh you can

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see that these style references that we

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picked are actually popular into the

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world as scraps and in the bottom left

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hand corner of each one we've got what

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we call an entity handle and this shows

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that it's kind of linked to this world

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entity and is considered to be part of

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that entity for the system's purposes

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and that means that when I double click

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this entity all of its scraps get

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selected uh and so far everything in

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this world is actually linked together

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because these are also images that have

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been generated using my style references

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and using my personalization which is

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over here um as uh sort of

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visualizations of this entity the world

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itself we can kind of zoom into these

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see which ones we like or don't like um

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they all have kind of this interesting

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pink orange aesthetic and you can also

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see that one of these is being used as

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the portrait for the enti um kind of the

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default visualization of the world in

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these little um thumbnails or previews

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of it that you see in the corners of

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other scraps um so all of this is kind

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of linked together to give us a high

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level Vibe for this setting now the next

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thing you might notice is that we've got

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this toolbox on the left hand side and

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again this is the thing that we can use

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to create new entities of various types

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you can never delete the world entity

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this is always going to be here but

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there's a whole bunch of other things

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that we can possibly create and delete

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um and kind of use these if we want to

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get inspiration on things that might

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happen in this story so if I go ahead

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and I pick character here um I can click

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on the board to place this character

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entity where I want I don't actually

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have any information about this

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character yet I don't have a strong idea

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of what I'm trying to do in this setting

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um so I'm going to go ahead and use tell

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me more again um on the entity itself to

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start populating in automatically a name

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and a possible bio for this character so

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so here we've got a character named

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Amara vihan um she's a resilient and

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resourceful historian obsessed with

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unraveling the mysteries of the hollow

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um and she's kind of looking for secrets

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and things that are in the backstory of

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this world but might come to um come to

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a conflict with people who prefer that

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this town remains undisturbed and

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possibly the citizens of the Town

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themselves don't want her poking around

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and trying to find this stuff out I kind

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of like this so I'm going to go ahead

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and try to imagine her as a portrait um

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and you can see here that what I've done

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is actually press this um paint intera C

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on the textual description scrap and

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drag and sort of create what we call an

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image construction site um for portraits

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of this character and you can see that

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the image construction site has with

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this textual prompt which is populated

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from the description that we painted as

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well as these srfs which are the world

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default style references um this profile

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which again is my personalization that's

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being applied by default because it's

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attached to the world entity um and of

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course the character herself that we're

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trying to paint Amara and all of this

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stuff together can kind of be used as

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ingredients um together with this prompt

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to create a set of images that reflect

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um these things all being sort of tossed

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in a blender and and used to make a

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picture so let's go ahead and paint this

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batch um we're going to see a few

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possible different visualizations of

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this character might look like come in

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and all of them are kind of linked to

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that Amar vhan entity by default um

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again kind of you can see that there's

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this connection between these um

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entities like this red thing over here

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and in the bottom left hand corner of

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these portraits um that this is a

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visualization of this particular

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character

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okay so these are all kind of

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interesting silhouet characters for the

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most part um this is the one that looks

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most real and so I'm going to probably

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keep this one because it might make the

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best character reference overall I

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really like the um way that we've got

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the same hairstyle for this one and this

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is kind of a coincidence but I think I'm

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going to keep this one anyway and I'm

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also going to go ahead and probably

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delete or maybe even just unlink these

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two um to unlink them is to say that

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they're not a part of that character

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anymore but I do kind of want to keep

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them around in the world as possible

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inspiration for things that might happen

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in the future maybe one of them is a

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different character like this lady might

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be a different person um maybe there's

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something else that gets um sort of like

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developed further on in the story that's

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based on these images and we just

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haven't figured out what that is yet at

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any rate I'm going to use this is my

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sort of canonical portrait of Amara this

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might be an alternative portrait we'll

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see how the system is able to make use

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of this as a character reference and

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either way um we now have kind of a

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default look and a basic description for

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this person now let's go ahead and see

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if we can get inspiration for a second

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character um

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one who might be a little bit more in

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conflict with Amara someone who maybe

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represents the people of the town or

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those who don't want her to sort of map

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out the secrets so here we've got a a

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former military cartographer turned

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survivalist hermit who's distrustful of

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Outsiders and is kind of um imposed on

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purpose or sorry isolated on purpose um

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and so Amar is going to sort of come

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into this town and disturb the situation

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by asking a bunch of probing questions

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um whereas Z is going to be kind of

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protective of these secrets and doesn't

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want to reveal them let's go ahead and

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paint her as well again using this

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textual description um and we can sort

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of shape this image differently if we

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want so maybe I'll make a wide portrait

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and see how that goes um we'll go ahead

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and paint it and you can see again that

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these are all linked up in the meantime

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while these paint I'm going to go ahead

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and suggest some places that we might

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have our characters go like little parts

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of this world that they might go to oh

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an abandoned theater um kind of

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interesting let's come over here and try

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one

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more dilapidated opera house okay so I

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kind of like these they hinted this like

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sort of performance theme which I think

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is kind of interesting and that's

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something I was really going for with

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this initial like Ghost Town populated

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by hologram situation um so I might lean

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more into that in a

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second um looking at these character

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pictures most of them are of somebody

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who's viewed from the back and that

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makes for interesting sequences of

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images of people like walking around

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sometimes so I might go ahead and keep

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this image of her being kind of distant

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and off in the background has has a

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backpack on maybe um I'm just going to

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get rid of these and maybe try to use

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these to give us like a little image

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sequence of z um maybe hiking through

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the woods and uh heading towards one of

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these destinations that we see over here

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um with this abandoned theater I'm going

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to paint it really fast just so I can

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get a feel for what it might look

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like and same for the dilapidated opera

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house I'm going to do kind of a wide one

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for this one I think

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and see if we like any of those now in

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the meantime um once I have an image of

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a particular character and especially

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once that character has some portraits

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linked to them I can go in and hit this

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button over here um the repaint button

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to basically create a new image

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construction site with the same

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ingredients as the old one so I can do

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um you can see here that this is all

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linked up again we've got this default

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style references and we've got this Z

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Delmar character and because she has

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portraits these are going to be used as

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character references in painting more

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images of her so we can go ahead and do

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something like um sign up walking

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through the

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woods far from

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civilization just kind of get um maybe a

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view of her on a hiking trail or

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something like

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that okay so our abandoned theater we're

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getting mostly interior views of it over

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here

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um and I kind of like this as a way for

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it to look I'll delete these other ones

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that aren't as consistent with that vibe

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that I'm going for

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and over here in this corner I'm going

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to I think just maybe use these as the

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exterior for the theater um because we

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got mostly exterior views of this one

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and I kind of like a few of these I'm

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going to get rid of most of these

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pictures I'm going to actually delete

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this entity entirely and that unlinks

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the stuff that's attached to it um

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delete even the concept of it but link

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this picture up using this um link

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action here to the abandoned theater and

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so we can now kind of see that there's

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two different views of this theater one

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from the outside one from the inside and

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we might use either of these in a story

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that we're creating to kind of build out

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a sequence of images that again reflect

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this character walking from one place to

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another um okay so I kind of like some

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of these we've got Z kind of walking

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through the woods kind of weird feet or

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legs in this one um and all of them have

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this sort of interesting like uh light

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being cast down from above that I think

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is kind of compelling I'm going to

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unlink this one because I don't want to

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use it in the sequence but I'm going to

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stash it over here just in case um and

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we can start to get this impression of Z

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walking through this sequence of places

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and kind of observing weird things going

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on um now an image sequence like this

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one often benefits from having both

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perspectives on the character but also

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perspectives on the setting so we can

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say something like um the underbrush is

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very thick and

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Tangled there are lots of weird plants

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reaching

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up and see if we can get an interesting

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visualization of what that um

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environment she's walking through might

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look like and then at the same time

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um oh I just clicked a single time

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instead of drawing a little area by the

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way and that makes a small default size

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image scrap um so for this one I'm

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actually going to go ahead and say um H

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let's do in the

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background the mountains

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are studded with weird

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obelisks um and see if we get some

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interesting sort of potential background

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scenery and then maybe we'll do one more

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of background um birds are flying

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around but

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they

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are very few in

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number and we'll see if we get an

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interesting kind of um set of forest

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scenes that we can basically link up

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okay so here's some weird obelisks in

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the

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background we'll go ahead and put them

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we we'll pick this one because this one

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looks a little bit more abstract and

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like they're off in the distance um

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compared to some of these being a little

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bit more close up but here we have a

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couple of different views of

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vegetation I don't like this one that

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much um this is kind of an interesting

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one where she might sort of enter a cave

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or something later on and over here

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we've got some birds scen

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this one's not great this one's not

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great I think this one is pretty

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compelling though and this one looks

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more like it's in a Suburban or Urban

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environment so I might even save that

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for later

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on but yeah we've kind of got this

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sequence of images of z um first maybe

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off in um sort of like the distance from

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the camera she's walking through the

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woods we kind of zoom out on her and get

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a view of what the Vista she's looking

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at might be um over here we've got sort

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of a cut way of like oh there's weird

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Obelisk off in the background we've got

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um some birds in the distance we've got

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these sort of vegetations um maybe

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eventually after she walks past this

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cave she's going to find a weird

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building and then as she gets

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closer um I'm GNA go ahead and

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do Z looks at the entrance to the

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mysterious theater

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in

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Surprise this shouldn't be out in the

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middle of the woods right um and then

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add as an ingredient to this scrap the

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image of the exterior of the theater

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that we had

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before um so you can see here that it's

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been added as an ingredient it's got

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kind of a um wide shape here we've still

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got these default style references I'm

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also going to add Z directly in this

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case I can use this infer character

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button um because her name is is in the

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text prompt so it'll just kind of like

15:00 - 15:04

link her up and this will make an image

15:02 - 15:06

that should in theory be based on um the

15:04 - 15:08

entrance to the theater and include all

15:06 - 15:09

of our style references and all the

15:08 - 15:12

character portraits of Z herself so

15:09 - 15:14

let's go ahead and see if this works and

15:12 - 15:16

in the meantime I might do one or two

15:14 - 15:18

more images of Z just to sort of like

15:16 - 15:22

link these sequences together

15:18 - 15:25

narratively um I'm going to

15:22 - 15:29

do she crosses the

15:25 - 15:31

stream water is shallow but move moves

15:29 - 15:33

fast and see if we get something of her

15:31 - 15:34

maybe stepping over like a little bit of

15:33 - 15:37

water or something like that I'm

15:34 - 15:39

actually going to put these more up

15:37 - 15:41

here and here we go we start to get an

15:39 - 15:43

impression of her um standing at the

15:41 - 15:45

entrance to this weird building being

15:43 - 15:47

like what is this doing here and I kind

15:45 - 15:52

of like that

15:47 - 15:53

um so as she moves in towards it maybe

15:52 - 15:55

this one is next and then maybe it's

15:53 - 15:57

followed by this one if we're actually

15:55 - 15:58

entering maybe the Rhythm here is a

15:57 - 16:00

little bit off and we want to remove

15:58 - 16:03

this middle but I not decided yet I

16:00 - 16:07

haven't I haven't sort of decided um I'm

16:03 - 16:08

going to go ahead and delete I think H

16:07 - 16:10

maybe let's use this one as the middle

16:08 - 16:12

one get rid of this one because it's

16:10 - 16:16

kind of similar to the other and then

16:12 - 16:19

get rid of this one and then implicitly

16:16 - 16:22

we have her kind of choosing to go

16:19 - 16:24

inside okay now up here we've got her in

16:22 - 16:25

the middle of a stream I kind of like

16:24 - 16:27

this one this one seems like she's

16:25 - 16:30

actually Crossing it

16:27 - 16:34

um and and yeah just in general we get

16:30 - 16:35

this impression of um Z kind of moving

16:34 - 16:38

through the

16:35 - 16:40

woods in kind of this strange surreal

16:38 - 16:42

landscape um witnessing some of the

16:40 - 16:44

things that there are to see we've got

16:42 - 16:46

almost a montage kind of vibe going on

16:44 - 16:49

she reaches the

16:46 - 16:52

stream she crosses it presumably there's

16:49 - 16:54

a cave of some sort and then finally she

16:52 - 16:55

reaches this strange building and she

16:54 - 16:57

looks at the entrance before deciding

16:55 - 16:59

that she's probably going to go inside

16:57 - 17:00

um and so this is the kind of image

16:59 - 17:02

sequence storytelling that you can

17:00 - 17:03

already start to do with this tool I

17:02 - 17:05

think it's really interesting to try to

17:03 - 17:07

um pan out these narrative sequences and

17:05 - 17:09

see how they go different Aesthetics

17:07 - 17:11

work differently um and you don't always

17:09 - 17:13

get great uh great results for these um

17:11 - 17:14

but I'm pretty happy with what we've got

17:13 - 17:15

so far and I could definitely imagine

17:14 - 17:17

this sort of turning into a longer more

17:15 - 17:19

elaborate story as I continue I'm just

17:17 - 17:21

going to demonstrate a few more possible

17:19 - 17:22

interactions so far we've looked a lot

17:21 - 17:25

at the creation of entities at linking

17:22 - 17:27

things together and making images um but

17:25 - 17:28

just to sort of point out you can also

17:27 - 17:30

create a bunch of different entity types

17:28 - 17:32

over here um in addition to characters

17:30 - 17:33

and places we've got events which are

17:32 - 17:35

things that might happen in the story

17:33 - 17:36

we've got props which are objects the

17:35 - 17:38

characters might find or interact with

17:36 - 17:39

we've got factions which might be groups

17:38 - 17:41

of characters that are moving around in

17:39 - 17:43

the background behind the scenes if I

17:41 - 17:45

want to I can actually create a new

17:43 - 17:47

entity without populating any of its

17:45 - 17:49

details automatically so I could say um

17:47 - 17:54

let's maybe not do a character Let's do

17:49 - 17:59

an event um we'll do Z finds the weird

17:54 - 18:00

abandoned theater in the woods um and

17:59 - 18:02

I'm actually going to put that as the

18:00 - 18:04

description text for it I'm going to for

18:02 - 18:07

the name of this event maybe just call

18:04 - 18:09

it um theater Discovery or something

18:07 - 18:11

like that and then I'm going to actually

18:09 - 18:13

ask the system for more details about

18:11 - 18:15

this event it's going to populate in

18:13 - 18:16

another little block of text here um and

18:15 - 18:18

it suggests something that might happen

18:16 - 18:19

next in our story so while exploring the

18:18 - 18:21

abandoned theater Zina stumbles upon a

18:19 - 18:22

hidden room containing Eerie holographic

18:21 - 18:24

recordings from the town's original

18:22 - 18:26

residence um and apparently the town

18:24 - 18:28

itself was once a Place full of real

18:26 - 18:29

people instead of weird ghost Holograms

18:28 - 18:31

and that might be the thing that she

18:29 - 18:32

finds in this theater so that's kind of

18:31 - 18:35

an interesting next direction that the

18:32 - 18:37

story might go um you can also Imagine

18:35 - 18:39

sort of partially configuring these

18:37 - 18:40

types of entities so again like we had

18:39 - 18:42

the bit where I wrote this text myself

18:40 - 18:43

and then wrote the name for it myself

18:42 - 18:45

and then imagined more of it um you can

18:43 - 18:46

do other configurations of this for

18:45 - 18:48

characters so you might have a character

18:46 - 18:53

that's just like

18:48 - 18:56

um I need an antagonist for z or

18:53 - 18:59

something like that um and then let's on

18:56 - 19:00

the entity itself hit uh tell me more

18:59 - 19:02

about this character it'll give us just

19:00 - 19:04

a name by default and then I'll ask for

19:02 - 19:07

even more details so over here we've got

19:04 - 19:09

something like okay the secretly the

19:07 - 19:10

creator of the simulacrum Holo Holograms

19:09 - 19:12

using the town as an experiment to study

19:10 - 19:14

human behavior now this is kind of

19:12 - 19:16

cliche and kind of generic um but you

19:14 - 19:17

can kind of churn through a bunch of

19:16 - 19:19

these and see if you get ones that are

19:17 - 19:21

interesting um and then kind of reuse

19:19 - 19:23

the bits that you like I also encourage

19:21 - 19:25

people in general to edit this text as

19:23 - 19:27

much as they can um because editing the

19:25 - 19:29

text is one of the ways to um kind of

19:27 - 19:30

inject more of your own ideas into the

19:29 - 19:32

system rather than just having the

19:30 - 19:35

system kind of take you on a

19:32 - 19:36

ride okay so let's go ahead and delete

19:35 - 19:37

this stuff I don't particularly need

19:36 - 19:39

this character I do kind of like this

19:37 - 19:41

event I'm actually going to move it down

19:39 - 19:43

towards the bottom of our sequence here

19:41 - 19:47

to remember that I want to sort of have

19:43 - 19:49

this happen next basically um and just

19:47 - 19:51

kind of to zoom out and show us the

19:49 - 19:53

whole board for a second there's a lot

19:51 - 19:54

of different stuff going on here and I

19:53 - 19:56

could easily imagine starting to do like

19:54 - 19:59

a really involved World building session

19:56 - 20:00

but it would take a long time um pretty

19:59 - 20:02

happy with where we're at though so I'm

20:00 - 20:04

going to go ahead and hit the share Tab

20:02 - 20:06

and kind of protect this world um by

20:04 - 20:07

default everything is editable to

20:06 - 20:09

everyone and the portals that we've

20:07 - 20:11

created to get here make it um sort of

20:09 - 20:13

linked to the lobby world or the place

20:11 - 20:15

that we came from um and so what I'm

20:13 - 20:18

going to do is set this to people can

20:15 - 20:19

view but not edit by default and then if

20:18 - 20:22

I really want I can actually add people

20:19 - 20:24

by their mid Journey ID um using this

20:22 - 20:26

invite tab here and I'm not going to get

20:24 - 20:27

into that in this particular video um

20:26 - 20:29

but this is a thing that you can do if

20:27 - 20:30

you want to create a world that's only

20:29 - 20:33

viewable to most people but also

20:30 - 20:35

editable to you and some of your friends

20:33 - 20:36

and in theory I could even create a

20:35 - 20:38

totally private World by setting this to

20:36 - 20:40

none I'm not going to do that right now

20:38 - 20:42

but this is another option that you have

20:40 - 20:43

um and because this is a research

20:42 - 20:45

preview there's no guarantee that

20:43 - 20:47

everything is going to be um saved

20:45 - 20:49

completely so I'm going to also make a

20:47 - 20:50

local backup of This World by hitting

20:49 - 20:52

the save button this will just give me a

20:50 - 20:54

Json file that contains all the stuff

20:52 - 20:55

that I've made um all the images that

20:54 - 20:57

I've generated here by the way are going

20:55 - 20:59

to be in my gallery on the website so I

20:57 - 21:00

can go there and retrieve them um but

20:59 - 21:02

this will make sure that the scraps and

21:00 - 21:04

um the text and all the different ways

21:02 - 21:05

that these things are arranged are also

21:04 - 21:08

backed up in some

21:05 - 21:09

form okay I've just shown you a whole

21:08 - 21:11

bunch of stuff there's actually even

21:09 - 21:14

more stuff to discover I think I'm going

21:11 - 21:17

to leave that stuff to an FAQ um but

21:14 - 21:18

this is the way that Patchwork works and

21:17 - 21:23

uh I'm really excited to see what people

21:18 - 21:23

are going to make with it thank you

Building Fictional Worlds with Patchwork

Welcome to the world of Patchwork, a unique toolkit that allows you to create new fictional worlds by collaging together images and text. With an infinite canvas at your disposal, you can generate, organize, and modify scraps to gradually build out a coherent story world. Everything on the canvas, from text to images, is a scrap waiting to be crafted into your creation.

Crafting a World: Ghost Town Populated by Holograms

Let's dive into the process of world creation and explore the tools available in Patchwork. Starting with the toolbox on the left side of the screen, you can generate a variety of entities such as characters, places, factions, and more. By creating a portal and setting the initial premise for your world, you lay the foundation for the story you want to tell.

Setting the Scene: Pink Hues and Vibrant Vibes

As you navigate through the world initialization model, you can choose the high-level premise and style references that set the tone for your world. In this demonstration, a "Ghost Town populated by Holograms" is chosen, infused with vibrant oranges and soft pinks to create a surreal and colorful vibe.

Character Creation: Meet Amara Vihan and Z Delmar

With the character creation tools, you bring life to your world by introducing characters like Amara Vihan, a historian seeking the mysteries of the hollow, and Z Delmar, a survivalist hermit protective of secrets. By linking text descriptions to images, you visually represent these characters and their personalities, adding depth to your narrative.

Crafting a Narrative Sequence

Through image sequences, you can tell a compelling story visually. By linking various images together, you create a dynamic narrative flow. From Z exploring the woods to discovering an abandoned theater, each image adds depth and intrigue to the unfolding story.

Adding Depth with Events and Props

In addition to characters, events, and places, Patchwork allows the creation of events and props that enrich the storytelling. Events like "Theater Discovery" and props like holographic recordings add layers of complexity to the narrative, opening doors to unexpected plot twists.

Sharing and Saving Your World

Once you've crafted your world, you can share it with others in view-only mode or collaborate with friends by granting editing access. Patchwork also allows you to save a local backup of your world, ensuring that your creations are securely stored for future exploration.

Embrace Endless Creativity with Patchwork

Patchwork provides a dynamic platform for world-building, offering endless possibilities for crafting unique and engaging fictional realms. Dive into this innovative toolkit, unleash your imagination, and embark on a storytelling journey like never before. With Patchwork, the only limit is your creativity.

In conclusion, Patchwork opens doors to boundless creativity and storytelling potential. Whether you're a seasoned writer or a novice explorer of fictional worlds, Patchwork offers a unique and captivating experience for crafting and exploring imaginative realms. So, what world will you create today?