Originally published as an Advisory Hour Substack post on 2026-09-12. This first-party site copy preserves the text, localizes public supporting media, and connects the record to its project trail.
Original post

John’s World was my first attempt at building a context aware engine that was durable over time. I rebuilt the engine with learnings and insights, and a new local video production setup. This has really improved the video temporal coherence over time. Fossil Interface began as a game, and now the pivot is into a longer video series.
These clips were explorations and proof of something remarkable: I’ve got a long video clip generation solution that’s reasonably good. It isn’t going to win an award. And it isn’t perfect. However, it’s entertaining and fun to watch, and that’s enough.
Having the main character whose suit can adapt to different encounters, and evolves allows the diffusion drift of the video engine to move from annoyance to tool. I’m eyeballing a much longer production. I’ll need to be solving the video content streaming issue soon.
Reference photos of “Mara Voss” in her Action-Adventure epic.
This project illuminated something new for me.
I see a path beyond one minute video generation now. The trick is to pull together some elements from the John’s World project. I’ll share later on in the week how this turns out. With luck, it’ll work!










Connected work
- GameLab: Fossil Interface: See the playable build before the project turned toward a longer video adventure.
- Mara Voss and the Dragon Egg: Continue the project trail with the next Mara Voss story experiment.
- Fossil Interface in VideoLab: Watch the public motion studies collected from the project.