Rommel Villa · Morgue Cat
The cat runs the show
A spaceship, a very bad mouse, and a team working out exactly how a cat should behave.
Jonesy can turn off the gravity on a space station. She still has to move like a cat.
I asked the agent for a board of her reactions: cute, excited, alert, scared, angry, ready to attack, heartbroken. Then I wanted her running, falling, floating, soaked in water. I asked about books on cat behaviour. Her ears, her eyes, her whiskers and the way she holds her body have to do the acting.
In Morgue Cat, she lives with a pathologist who plays fetch with her using tuna-can pull tabs. She brings him a mouse as a gift. That mouse turns out to be something much worse. We spend the opening getting comfortable with her before the film becomes terrifying.
The cat’s two eyes are different colours, on specific sides. That went into the project rules in Absurd. A new angle or another person working on a scene shouldn’t give us a different Jonesy.
We were making different parts of the same film
Robin worked through the opening. He wanted Jonesy strutting home to the morgue, turning the drawers into jumping boards and making a mess before Dr Graham arrived. Mengqing worked on the doctor, Tech Harris and the specimen-jar handoff. Daniella worked through the chase, from the medical hallway into the vents and greenhouse. I spent a lot of time in the observation room, working out what happens when the gravity goes off.
Those conversations lived on the same Absurd canvas. We had separate pages for the scenes, alongside Characters, Environments and Environments Locked. Someone working on a chase could use the character references already developed for the opening. We could copy a room onto a scene page while leaving the environment reference where everyone expected to find it.
Robin asked the agent to bring his chosen establishing shots onto the production page and place them beside their corresponding shots. He also reviewed generations from Mengqing’s drawer-play work. Feedback about the overhead light went back with the selection. The decision stayed attached to the work someone else had started.
I still needed room to try things. At one point I told the agent to treat an opening experiment as a Rommel test. Having the other conversations available is useful, but I need to say when I’m exploring a departure from what the team has settled on.
Scene 12 · The observation module
Make a mess. Then make it float.
The room has to be beautiful. I wanted teal nebulae, stars, a view that could distract Jonesy in the middle of catching her prey. I kept asking for the sky to feel more romantic, more ethereal. Some attempts looked fake; others put the comet somewhere her eyes weren’t looking.
Before the gravity changes, Jonesy and the mouse race across the controls. Buttons light up. Drawers fly open. Objects spill out. When everything lifts, we need to understand where all that debris came from.
I asked for the scene as a series of multishots and discussed different plans with the agent. We tried camera moves that stayed close to Jonesy and others that travelled out into the room. I wanted the camera to feel like another cat watching her.
Stills on the left. Clips on the right.
For each sequence, I wanted its own container in Absurd, with the images on the left and video generations on the right. I asked for the shotlist to sit with that sequence too. When another row of takes arrived, the blocks below needed to move down. I didn’t want clips overlapping or floating around without a home.
That arrangement lets us compare the intended shot with what came back. The references can stay the same while we change the timing, the camera move or Jonesy’s reaction. I can ask the agent about a take before deciding to spend another round on it.
I’m quite particular about that last step. I want a plan before it generates. When the agent went ahead after I’d asked a question, I reminded it that we were still talking. We used accept and reject to review the results, but approving an attempt and discussing an idea are separate decisions.
A mug becomes part of the gravity sequence. It needs a recognisable shape, and we need to know where it is before Jonesy uses it. We made a reference sheet, then kept it with the other scene references. The props have to survive the same continuity checks as the cat.
Much later, I was looking for an older clip: Jonesy sees the comet, realises the mouse has escaped and opens the gravity-button cover. I described it to the agent, found the take and compared it with the newer shot. The blocking, colour and lighting didn’t match. We had to rebuild the transition.
We also had the agent label the clips by scene: the intro, the chase, the gravity button and the catch, with take numbers carried into the downloads. That makes handing off several versions less confusing than sending a folder of unrelated filenames.
There is one less practical rule in the project. When I say “good job”, I asked the agent to start its reply with “Meowwwww!”