Justine Moore

speaker
1,753 appearances 12 recordings 1 series first heard Jun 2025 last heard 29 Jul

Justine Moore’s voice in public audio — every appearance, attributed to the second.

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recordings per month · last 12 months
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Recordings per month over the last 12 months — 5 in all, peaking in Jul 2026 with 1.

Appearances

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So yeah, I think it's going to be a mix.
I think we're going to see new entertainment formats.
And then I think we're also going to see folks using AI in traditional entertainment formats like TV and movies to bring down the cost of production.
I think a lot have, honestly.
I mean, on, you know, X, on Instagram, on YouTube, you see a lot of folks who have either started kind of full new AI native studios or who are just individuals, you know, running a brand and scaling their own content, creative and creating narrative stories.
Folks like Psyop Anime or Gossip Goblin or Charlie Curran are putting out like
insane numbers in terms of who actually views their content, the consistency at which they're releasing content and
how their audiences are growing over time.
And when you watch the content, it's immediately clear that one person or small teams could have never created this before AI.
Whether it's animation or anime or whether it's, you know, photorealistic live action, I'm not sure what you call it when it's AI, like would have required massive budgets and months to do.
And they're turning around things in, you know, hours or days.
I try to create all sorts of AI content, largely to test the tools.
Like...
I try not to delude myself into thinking that I have some incredible story that I need to tell that people will want to watch.
But I do like testing various things across different styles, like, you know, anime, 3D animation, photorealistic, just to get a sense of how the model quality is improving and then also how the harnesses are improving.
There are things about it, like we were chatting how, you know, the models have gotten so much better, but they're not perfect.
And so you can spend a lot of money generating over and over and over again to try to fix a small mistake or to try to get a scene perfect.
But at the same time, we've come super far with things like character consistency, with the physics of the real world working in most scenes, even if it's not perfect, with video models being able to follow prompts around everything.
camera control and transitions and things like that much better than they used to.
So it's much more fun than frustrating.
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