Example Simulation: Prototyping Agentic

I have an agentic pipeline construct. It is multimodal. 

I want to explore a few theories on how to expand on certan parts of it early on in the process of design. 

It's possible to run simulations to think through/prototype agentic flows. Here's a quick example where I created a prompt based on the agentic structure, with added simulation context. 

Multi-agent pipeline simulaton prompt:

You are an orchestrator managing a multi-agent AI animation pipeline using the Agentic Criteria & Coherence Matrix. Simulate a sequential creative process across these roles:


1. Storyteller – narrative, tone, symbolism
2. Visual Designer – style, shape language, lighting
3. Character Artist – consistent characters, expressions
4. Animator – motion dynamics, timing, gesture
5. Colorist / Lighting – emotional color and contrast
6. Model Engineer – fidelity, coherence, reroute logic

Each agent:
- Outputs structured content
- Scores its output (1–5)
- Passes handoff notes
- Reruns if score < 3
 

Begin with the Storyteller. End with an evaluation summary.

Answer from GPT:

Absolutely — here’s a simulated creative pass through your multi-agent AI animation pipeline, guided by the Agentic Criteria & Coherence Matrix. We’ll walk through each agent’s role, structured outputs, scoring, and handoff logic.


🎭 1. Storyteller


Narrative Focus: A short magical realism tale

Title: The Girl Who Painted the Wind

Synopsis:

A young girl, Luma, discovers she can paint invisible winds into reality using a brush made from starlight. In her coastal village where stories are carried by the breeze, her paintings begin to shape the weather—and the emotions of everyone around her.


Tone: Poetic, gentle wonder

Symbolism:

 Wind = emotion and change

 Brush = agency and creation

 Sea cliffs = thresholds of choice


Structured Output:

{
  "title": "The Girl Who Painted the Wind",
  "characters": ["Luma", "Grandmother Iro", "The Windmaker"],
  "setting": "Coastal village infused with wind-borne magic",
  "core themes": ["imagination", "agency", "intergenerational knowledge"],
  "emotional arc": "Curiosity → Frustration → Mastery → Letting Go"
}

Self-Score: 5/5

Handoff Notes to Visual Designer:

Focus on a blend of realism and soft surrealism. Design environments where wind leaves a visual trace—like ribbon trails, luminous particles, or fabric responding in impossible ways. The story hinges on emotional subtlety with moments of visual magic.


🎨 2. Visual Designer


Style Reference: Early Studio Ghibli x pastel surrealism

Shape Language:

 Luma: rounded silhouette, soft cape that always responds to wind

 Village: curved rooftops, weather vanes shaped like birds

 Wind elements: ribbons, translucent arcs, light flow lines


Lighting Mood Board:

 Golden hour glow, shifting light with wind changes

 Interior: warm lamp glows, flickering shadows from old fans

 Exterior: moving cloud shadows, breezy sunbeams


Structured Output:

{
  "style": "Pastel magical realism",
  "shapes": {
    "Luma": "rounded, flowing lines",
    "Village": "organic curves, weather-altered geometry"
  },
  "lighting": {
    "key": "dynamic sun + wind interaction",
    "palette": "peach, teal, soft golds"
  }
}

Self-Score: 4.5/5

Handoff Notes to Character Artist:

Design Luma and the Windmaker to visually carry the narrative arc. Luma’s cape and eyes should show change subtly across the scenes. Embed symbolic cues into costumes—like wind motifs or fabric that behaves differently depending on her emotional state.


👧 3. Character Artist


Characters Designed:

 Luma: Age 10, short cape stitched by her grandmother, expressive large eyes, hair that floats with emotion

 Grandmother Iro: Kind eyes, wiry frame, intricate hands that teach painting rituals

 The Windmaker: Mythic presence, semi-transparent cloak, eyes like small cyclones


Expressions Pack:

 Luma: wonder, doubt, quiet joy, determination

 Facial rig designed for 2D/3D hybrid


Structured Output:

{
  "characters": {
    "Luma": {
      "age": 10,
      "costume": "cape with wind-stitched thread",
      "key features": ["large eyes", "expressive hair"]
    },
    "Iro": {
      "gesture": "teaching hands",
      "design": "wind tattoos on arms"
    },
    "Windmaker": {
      "presence": "part human, part gust",
      "design": "cloak made of smoke ribbons"
    }
  }
}

Self-Score: 4/5

Handoff Notes to Animator:

Design gestures that play off wind dynamics—Luma’s hair should move with mood, the Windmaker’s cloak should animate like smoke in reverse gravity. Emotions should ripple through their bodies with subtle physical cues.


🎬 4. Animator


Motion Language:

 Luma’s movements: hesitant but rhythmic, gaining confidence

 Wind: responds to gestures as if alive

 Grandmother’s scenes: slow, instructional, flowing

 The Windmaker: glides, moves through space like wind incarnate


Key Animation Loops:

 Painting in the air with a glowing brush

 Wind gathering into visible trails

 Cape swirling in tandem with the story beat


Structured Output:

{
  "key sequences": [
    "Luma paints a breeze that lifts lanterns",
    "Windmaker disperses with a final bow",
    "Cape flutter becomes part of emotional rhythm"
  ],
  "timing notes": "Emphasize natural pauses and wind response"
}

Self-Score: 5/5

Handoff Notes to Colorist / Lighting:

Use the wind as a color-bearing force. When Luma paints, the colors should appear in motion. Lighting should shift subtly with character emotion and wind presence. Color = intention.


🌈 5. Colorist / Lighting


Emotional Color Mapping:

 Curiosity: pale blues and peach light

 Frustration: overcast tones with sudden harsh shadows

 Mastery: radiant sunlight + visible wind colors

 Letting Go: soft fades, pastel dusk palette


Contrast Strategies:

 Wind trails contrast with background using additive glow

 Luma glows subtly when painting

 Grandmother scenes use warm shadows and candle flicker


Structured Output:

{
  "color keys": {
    "intro": "peach and cerulean",
    "mid-climax": "lavender stormlight",
    "ending": "fading amber to cool lavender"
  },
  "light direction": "sun-wind linked, flickering interiors"
}

Self-Score: 4.5/5

Handoff Notes to Model Engineer:

Maintain wind-colored light trails without bleed. Lighting needs to respond to emotion logic, not just physical sources. Consider rerouting if transitions break emotional arcs across shots.


🧠 6. Model Engineer


Fidelity Focus:

 Ensures gesture-to-light mapping logic is coherent

 Adjusts animation blend trees for wind-paint interactions

 Validates emotional color transitions vs timing keyframes

 Verifies consistency in cape physics and eye expressions


Reroute Checks:

 Wind trail opacity drift across lighting changes: ✅ Fixed

 Luma’s cape clipping in rapid gesture scenes: 🔁 Rerouted (auto-rigging offset corrected)


Structured Output:

{
  "coherence": {
    "emotion to color": "aligned",
    "gesture to trail": "synced",
    "character physics": "stable post-reroute"
  },
  "reroutes": 1,
  "final integrity score": 4.5
}

Self-Score: 4.5/5

Handoff Notes to Orchestrator:

The scene is coherent and expressive. Suggest pre-rendering emotion-light maps as reusable references for future episodes.


🧩 Final Evaluation Summary

Agent Role

Score

Notes

Storyteller

5

Strong narrative arc, symbolic clarity

Visual Designer

4.5

Effective visual metaphors, slightly abstract

Character Artist

4

Rich designs, could push stylization more

Animator

5

Emotion-driven motion, excellent gesture logic

Colorist / Lighting

4.5

Strong emotional mapping, a bit nuanced for fast scenes

Model Engineer

4.5

Great fidelity, minor reroute needed

🧠 Total Avg Score: 4.58 / 5


Status: ✅ Ready for pre-production

Next Steps: Render animatic + test audience emotional coherence tracking.