Fajar Wahyu Pribadi - AI Artist | Contra
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Fajar Wahyu Pribadi
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Medan, Indonesia
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Medan, Indonesia
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THE ART OF TRAVEL For this project, I wanted to see what would happen if a historical museum object were presented the way we usually present a luxury product. I used Model of a Coach from The Met as the starting point and reimagined the coach as a full-scale, photorealistic vehicle. I then used Portrait of a Gentleman in a Carriage to create the character who belongs to the same world and period. From there, I built a simple 30-second story: a gentleman walks through an open landscape, notices something in the distance, discovers the coach, and continues his journey in one continuous take. The idea was to keep the original character and craftsmanship of both artworks recognizable, while placing them in a completely different context. Instead of treating the artworks as static historical objects, I wanted to imagine what they might feel like if we experienced them as something made to move. The final piece was created in FLORA, using the two Met artworks as the foundation for the character and coach, then bringing them together into a cinematic commercial. Artwork Sources — The Metropolitan Museum of Art Model of a Coach https://www.metmuseum.org/art/collection/search/823077 Portrait of a Gentleman in a Carriage https://www.metmuseum.org/art/collection/search/12904
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THE LAST ALIGNMENT — Game Concept The Last Alignment is a third-person action-adventure game concept created for the FLORA Museum Challenge on Contra. The project reimagines eight artworks from The Metropolitan Museum of Art as functional elements of a game world: a player character, guardian, Warden, final boss, environment, puzzle mechanic, traversal system, and lore artifact. The experience follows an anonymous warrior entering an ancient fortress, discovering a celestial astrolabe, awakening its guardian, uncovering the connection between Saint George and the Dragon, encountering a mysterious Warden, and ultimately reaching a forbidden presence hidden deep within the fortress. Artwork Sources — The Metropolitan Museum of Art Dō-maru Armor — Player Character https://www.metmuseum.org/art/collection/search/22505 Saint Michael — The Warden https://www.metmuseum.org/art/collection/search/464613 Dragon — The Forbidden Presence https://www.metmuseum.org/art/collection/search/49580 Guardian Lion — Guardian https://www.metmuseum.org/art/collection/search/38449 Design for a Stage Set Showing the Interior of a Fortress or Dungeon — Environment https://www.metmuseum.org/art/collection/search/343995 Planispheric Astrolabe — Core Gameplay Mechanic https://www.metmuseum.org/art/collection/search/451699 Automaton in the Form of a Triumphal Chariot Drawn by Four Horses — Traversal https://www.metmuseum.org/art/collection/search/207038 Shield Depicting Saint George Slaying the Dragon — Lore Artifact https://www.metmuseum.org/art/collection/search/22411 Social Media Posts Instagram https://www.instagram.com/reel/Dc-f4EPO6CK/ X / Twitter https://x.com/FWahyupribadi/status/2096855197389935081 LinkedIn https://lnkd.in/p/g7QzvwWQ Created with FLORA for the FLORA Museum Challenge on Contra.
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I created “CHASING THE LINE,” a 30-second cinematic action sequence built as one continuous take. It follows an elite inline rollerblader performing an intense run through a crowded urban skatepark while a second inline-skating videographer physically chases her and captures the action with a cinema camera. I wanted to push Seedance 2.5 toward believable live-action cinematography rather than a conventional AI-generated action video. The key challenge was making both characters move naturally within the same physical space while maintaining continuous camera movement, realistic skating physics, close-proximity framing, and escalating tension. The sequence builds toward one major aerial stunt, using a single slow-motion moment to create a dramatic visual payoff before returning to real-time action. The goal was to make the final result feel like a real action-sports film captured in one dangerous, uninterrupted take.
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The Corridor is a 30-second continuous action sequence created with Seedance 2.5. I wanted to explore how far a single generated shot could go while maintaining character consistency, spatial continuity, and believable physical movement. The scene follows a school teacher trying to escape an unknown man through an empty corridor, leading into a tense physical confrontation before returning to the corridor. I focused on grounded performances, realistic handheld camera movement, practical fluorescent lighting, and a raw, restrained visual style rather than exaggerated AI action.
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