Dave Huth
Story worlds built with generative AI
A wooden studio at four in the morning: a drawing table with brushes, ink, and frog sketches under an open window onto a dark conifer forest

An eye trained on small lives.

Dave Huth · Rochester, New York

Now I use that eye to invent new ones.

I design characters and the worlds they live in. Then I direct generative AI tools, take by take, until the finished video matches the written plan.

Scroll for the work

Moving work · How to Human · 2026

The finished pieces first.

How to Human is a podcast hosted by Chank Rivet, a robot from the near future who explains human behavior to an audience of machines. I wrote, designed, directed, and edited all three episodes with generative tools. Each one runs under two minutes. Press play.

The snooze buttonEpisode 01 · 1:25
Sleep-talkingEpisode 02 · 1:31
Stuffed animalsEpisode 03 · 1:44

A separate page follows Episode 01 from the first pencil sketch to the final cut, in five movements (character design, writing, iteration, assembly, and the show).

Deeper room · How to Human Open the five movements Script pages, rolls of takes, the keeper frame, and the cut Chank at the drawing stageA script pageA composite on the timeline

Two story worlds in progress.

Frogtechnium is an alternate-evolution world where amphibian-derived people live among a small human population as kin. Water is rising, forests are cooling, and roads are breaking.

How to Human is set in Chank’s studio, where a machine gets us wrong in ways that show how strange we are. I built both worlds with the eye that made the frog and insect photographs further down this page.

Three travelers with a lantern in wet ruins at dusk
Travelers in the ruins at duskFrogtechnium · clip 0:15
Humans, frog-people, and a companion robot gathered around a single lamp at a long table
Gathered at the long tableFrogtechnium · still
A snow forest group portrait of the mixed-species community
Group portrait in the snow forestFrogtechnium · clip 0:10
Chank Rivet, a rusted green robot, at a podcast microphone
Chank RivetHow to Human · host
Travelers crossing open country in Frogtechnium
TravelersFrogtechnium · clip 0:10
Chank and a human co-host laughing at the microphones in the How to Human studio
The studioHow to Human · still
A mad scramble through the streets
Mad scrambleFrogtechnium · clip 0:15
A horned creature underwater among reeds
A horned creature in the reedsFrogtechnium · still
A campsite at night in Frogtechnium
CampsiteFrogtechnium · clip 1:15

Each world has a deeper room. The Frogtechnium room holds a grid of stills, eight motion clips, and the 65-page world bible. The How to Human room walks through the making of Episode 01, one movement at a time.

The bench · Methods and evidence

How the work gets made.

Generative tools made images and video fast and cheap to produce. Choosing the right result still takes trained judgment. Each row below names a method I use to direct the tools and shows the evidence beside it.

Brief before render

I write the plan before I open a tool. For How to Human, a four-panel script sets the hook, the misreading, and the Turn, and the shot notes mark which beats can be cut. Larger pieces get a full bible. The Parade of Worlds bible runs ten pages for twenty-four mechanical animals and one song, from motion rules to the working loop.

Read the Parade of Worlds bible (PDF, 2 MB)
Cover of Parade of Worlds, a character and motion bible
Parade of Worlds · draft 01 · July 2026
The working loop page: set intent, write the shot prompt, generate, keep or sweep
The working loop, from intent to timeline
Holding a character steady

A turnaround, a color specification with named swatches, and an expression library keep Chank the same robot across every tool and every shot. The bible outlives each model update.

Chank Rivet color specification with named swatches
Color spec CR-C-01
Four-view turnaround of Chank Rivet
Four-view turnaround
Choosing the keeper

I generate each beat as a roll of takes, and most of them are wrong in useful ways: an eyeline, a silhouette, a gesture pushed too far. A library of twelve expressions and nine camera studies gives me a range to choose from. I pick the keeper and can say why it beat the others.

A roll of four takes of Chank interviewing a man on the street
The roll
The keeper frame: Chank holding a teddy bear in a toy store interview
The keeper
The reference override guard

When an image reference and a written instruction disagree, the reference usually wins. My fix is one line added to every prompt: the text wins any contradiction, and anything the text forbids counts as absent from the reference, even when it’s plainly visible. I added that line to my production rules after a documented failure. Every roll since then has come back clean, four out of four.

A render drawn to the wrong light: the reference won over the prompt
The failure that led to the guard
The wrongness test

Sometimes four technically clean takes lose to one that feels alive. I’m looking for a slight twist on the familiar, the kind of wrongness that makes a frame feel right. The timing comes from comic strips like Pogo and Calvin and Hobbes, and the strangeness comes from pop surrealism. I carry both into photographic images instead of drawn ones.

Twelve expressions of Chank at the studio desk
Part of the expression library
The assembly

Dozens of generated clips, green-screen pulls, and voice tracks come together on one timeline in Final Cut Pro. I build the composites the same way I make the frames, with a written instruction first and a check of the result after.

A green-screen composite alongside the editing timeline
Green-screen pull and the cut
Written visual law

This design system began as measurements taken from my own work. I checked it with readers in blind tests, and now I hand it to AI collaborators as a written specification. It sets three typefaces with strict jobs, a palette with contrast tables, and a budget for accent color. This site follows it.

How this site was made
Huth Standard · plate white to soot, plus one cool color
A person at every decision

My research sweeps, daily brief, and render pipelines run on written specifications, and each one stops wherever a person has to decide. The automation gathers and sorts, and I make every call that shapes the work.

  • Career sweep · daily · reads the job boards and flags at most one opening that passes both written tests
  • Morning brief · daily 04:00 · weather, field notes, open decisions, one page
  • Render loop · per shot · brief, prompt, generate, keep or sweep, then the cut
  • Site build · this page · a brief, a feeling curve, one peak, then verification by screenshot

The Understory is my notebook of fragments, tests, and useful mistakes. Each of its seven entries records a decision while I was still making it.

Deeper room · The Understory Open the notebook Leftover worlds, motion tests, rejected characters, and useful mistakes A leftover worldA motion testThe awaited specimen
A red-eyed tree frog, its eye filling the frame
Chank Rivet, wide-eyed at the microphone

Photography trained this eye first.

For more than ten years I photographed frogs, salamanders, and arthropods for conservation clients, long before generative tools existed. I shoot low and close, at the animal’s eye level, because that’s where a viewer starts to feel empathy. Two field guides and a poster series carry the work into print.

Deeper room · The Eye See the three catalogs Amphibians, arthropods, and photographs in print A calling toad, closeA monarch butterfly held by two childrenA field guide open on a table

The record.

These are the short facts, in the order they happened. Write to me for a full resume with dates and institutions.

Training
I studied illustration as an undergraduate, working in brush, graphite, and paint. My MFA is in computer graphics and narrative digital video.
Photography
I’ve made close-up conservation photographs of amphibians and arthropods for more than ten years. I co-wrote and photographed Field Guide to the Amphibians of South Carolina, and I was lead designer of Amphibians of Costa Rica: A Field Guide.
Teaching
I’ve taught visual communication at the college and graduate level for twenty years, and I teach online now. My current courses include Effective Information Design and Social Media Marketing.
Now
I direct story worlds built with generative AI. How to Human has three finished episodes, with more in production. The Frogtechnium world bible is in its first draft, at sixty-five pages.
Tools
Higgsfield, GPT Image, Gemini, Final Cut Pro, Photoshop, InDesign, Canva, and Claude. I still draw with graphite and Prismacolor on paper.
Base
Rochester, New York. I work remotely and can travel when a project needs it.
Ink self-portrait of Dave Huth with a frog on his shoulder
Self-portrait, ink brush
The studio at dawn, the window open onto the forest

The door · Field station · Rochester, New York

Write to Dave.

I’m looking for a studio that holds generative AI work to a high standard, both aesthetic and ethical. I prefer small teams. Bring me a hard problem.

dave.huth@yahoo.com

davehuth.com · Built to the Huth Standard · September 2026
How this site was made