PORTFOLIO // 2026
Koshi Mazaki

Product Architect

Founder, Glitch Candies Studio.

Building the intersection of Creative Coding and Agentic AI.

I design and deploy unique aesthetics for immersive, AI-driven experiences.

Supernatural Creatures

First audio-reactive AI collection on Solana — 1,000 unique 1/1s at production scale. Custom LoRAs, 65K+ GPU minutes, and a pipeline that generated 3,000+ animations to hand-select the final collection. Creatures morph between perceived materials — wood, plastic, metal — driven by custom modular synth sound design.

Supernatural Arrival — Audio-reactive AI animation

The Process

Audio-visual work remains underrepresented in the NFT space. This project aimed to address that — a contribution to the wider audiovisual AI and NFT space. Started development in 2023, minted in 2024. Designer toys at the intersection of supernatural beings, anime, and mechanical forms. Organic materials morphing into mechanical configurations — a process the models render effectively. 7,000+ images generated and curated into initial dataset. 3,000+ animations produced, 1,000 hand-selected for the final collection. Top 10% RunPod users in 2024 (65K+ GPU minutes) — this collection required production-scale GPU infrastructure for training and generation. The pre-launch Open Edition 'Supernatural Arrival' saw 10,872 mints by 5,410 collectors on Magic Eden Launchpad. First presented concept and aesthetic direction at Dreamforum UK and Miami Art Week. One of the few AV collections on Solana, and definitively the first featuring audio-driven AI animation at 1,000 pieces.

Design Decisions

  • Custom LoRA Training: Trained material-specific LoRAs on SDXL using curated dataset from 7,000+ generated images. Models learned to render perceived material transitions — wood grain, injection-molded plastic, brushed metal — that the base model couldn't achieve consistently.
  • Audio-Visual Unity: Same material concept applied to both sound design and visual generation — metallic sounds trigger metallic visuals. Creatures morph between textures driven by audio frequency bands.
  • Deforum + Parseq Generation-Time Control: Audio analysis programmed per-frame SDXL parameters — strength, canvas movement (x/y/z translation), prompt weights, LoRA swaps. Driven by stems and separated tracks, not just waveform sync.
  • Production Pipeline: Custom Python scripts for batch generation via A1111 API. Automated queue management, parameter sweeps, and output organisation across thousands of generations. Infrastructure that made 1,000 unique 1/1s possible.
  • Open Source: R3F website, Python batch scripts, and A1111 API tooling released for community use.
  • 3D Evolution: Models hand-sculpted by 3D artist, then animation frames mapped to UV textures via ControlNet — bringing 2D creatures into 3D form.
Supernatural Creatures in 3D - Passage Partnership

Works later exhibited internationally at NFC Summit Lisbon 2024 and 2025. Through partnership with Passage, we brought the creatures to Unreal Engine in 3D form.

Tools

Python • SDXL • Automatic1111 • Deforum • Parseq • Midjourney • ffmpeg • RunPod • Solana