Shimti Multimedia

AI

A row of supercomputer cabinets in a machine hall, lit from within.

Every service this studio offers can be AI-powered. Not one of them has to be. The work begins where it always began — in editing software for a cut, behind a camera, at a pencil, on a mixing desk — and the tools arrive afterwards, at the points where they genuinely earn their place.

How far that goes is the client’s call rather than a default set on their behalf. Some briefs want everything the tooling can give them; others want a camera, a pair of hands and nothing else. Both are on the menu, at the same standard.

“We use AI” has stopped meaning anything on its own, so what follows is the specific version: what it adds, who stays in charge of it, and exactly where it enters the work.

What AI changes

Long-exposure light trails from traffic curving through a road junction at
                  night.

Four things, concretely. Speed: the passes that used to eat a schedule — cleaning up audio, culling a shoot, cutting variants, working through footage frame by frame — come back in a fraction of the time, which leaves more of the budget sitting where it belongs, on the decisions. Range: an idea can be tested at a volume nobody could reach by hand, so what ships is chosen out of many rather than settled for. Scope: a brief that would once have been turned down for want of a whole department can be taken on. Cost: the overhead of that department is not in the quote, because the department is not there. None of it is a discount on quality. It is the removal of a cost that was never doing the client any good.

Human in the loop

A hand drawing on paper with a pen, working out a layout by hand.

Nothing here runs unattended. There is no button that takes a brief in one end and pushes a finished piece out of the other, and a studio claiming otherwise is describing a demo rather than a delivery.

What a tool returns is raw material — a take, a pass, a variant, a hundred versions of a thing — and a person decides which of it survives, where it sits, what gets rebuilt by hand around it, and when the piece is finished. The assembly is human from the first decision to the last. A tool cannot tell you which of its hundred versions is right, because it has no stake in the answer. That judgement is the part being hired.

How AI is used

Hands at a laptop keyboard mid-sentence, a notebook open alongside.

In the order that matters: the traditional way first. A cut is assembled on a real timeline in editing software. A model is built in a 3D package. A track is arranged and mixed in a DAW. A drawing is drawn. That project — properly structured, in the same formats it would always have used — is the thing that actually exists.

The tools are then brought to bear on it wherever the piece benefits: upscaling footage the camera could not give, generating the variants nobody has the hours to draw, separating stems, cleaning plates, carrying the repetitive passes that used to be paid for by the hour. They enter as tooling inside all seventeen disciplines rather than as a service standing beside them. What that range covers is in What we do — and exactly where the tools enter each discipline, and what they are kept out of, is below.

Where it enters the work

Rather than take the claim on trust, here is the whole of it. The tools are chosen per brief, and most of what runs here is already paid for.

Where a job needs generation at commercial scale, the credits and licences bought for that brief are quoted before the work starts and passed on at cost — never marked up, and never a surprise on the invoice. If a piece can be delivered on what this studio already runs, there is nothing extra to charge.

Each pipeline below runs in three kinds of stage: the craft, where the project is built the way it always was; the tools, brought to bear on it only where they earn it; and the call, where a person decides what survives, what gets rebuilt by hand, and when the thing is finished.

Design & identity

  • Logo design

    1. Sketch
    2. KreaOpenArtDaVinciGenerate
    3. Vector
    4. Sign-off
  • Graphic design

    1. Layout
    2. KreaOpenArtGenerate
    3. Artwork
    4. Sign-off
  • Illustration

    1. Drawn
    2. Scan
    3. CivitaiModels
    4. KreaRunDiffusionColour
    5. Sign-off
  • Print & apparel

    1. Artwork
    2. KreaOpenArtDaVinciGenerate
    3. Separation
    4. Proof

3D & interactive

  • 3D modelling

    1. Block out
    2. Hi3DImage to 3D
    3. Retopo
    4. Look dev
  • Game development

    1. Design
    2. ClaudeCodexCode
    3. Build
    4. Playtest
  • Software prototyping

    1. Spec
    2. ClaudeCodexCode
    3. Build
    4. Review

Film & photography

  • Videography

    1. Plan
    2. LumaKlingPrevis
    3. Shoot
    4. Review
  • Video editing

    1. Rushes
    2. Assembly
    3. RunwayEnhance
    4. ArtlistMusic & SFX
    5. Final cut
  • Animation

    1. Keys
    2. KlingRunwayLumaMotion
    3. Timing
    4. Sign-off
  • Photography

    1. Shoot
    2. Cull
    3. KreaRunwayEnhance
    4. Retouch
    5. Sign-off

Sound

  • Music production

    1. Written
    2. SunoSketch ideas
    3. Arrange & mix
    4. Master
  • Sound design

    1. Record
    2. ArtlistLibrary
    3. SunoGenerate
    4. Edit
    5. Sign-off

Digital

  • Web design

    1. Structure
    2. ClaudeCodexCode
    3. Build
    4. Ship
  • Digital publishing

    1. Manuscript
    2. ChatGPTClaudeCopy
    3. n8nConvert
    4. Layout
    5. Proof
  • Social media management

    1. Calendar
    2. InVideoMake
    3. n8nAutomate
    4. Schedule
    5. Post
  • AI workflows

    1. Map
    2. Hugging FaceCivitaiModels
    3. MimicPCRunDiffusionRun
    4. n8nOrchestrate
    5. Monitor

How your work is handled

Or commission the capability on its own

If you are not sure which of those you need, working that out is part of the job. Get in touch.