Harvey's marketing team built agents that make a tailored product film for every target account.
I rebuilt the pattern with Claude Code to see if a small team could run it.
42 account films. Every one an editable design. The recipe is open.
teapawt.net/gabepereyra/status/211…
How @ShawnFarsai uses @figma @ElevenLabs and @claudeai to create hyper personalized marketing videos with agents
The last 30 films took 17 min 56 s, five agent lanes in parallel.
Then I gave the repo to a fresh agent with no context. It reproduced a film in about 4 minutes. That was the test I cared about: can someone else run this without me.
Repo and setup: github.com/imgly-labs/codesi…
Install the CoDesign MCP, give it your brand, render one film for one account.
Use FILMS3000 for free credits.
Want one for your own accounts? Reply "film" and I'll help you set it up.
"I think in the future you don't store source code anymore. You just store the spec and you just generate."
I talked about specs, product roles and design tools. A few takeaways 🧵
What's left of a design editor?
For me: just the canvas, the variations, and a way to point at "this one". With ten blue rectangles, it's hard to describe the fourth one from the left.
And the free Photoshop rebuilds? I find them impressive, but I could not care less. Rebuilding what already exists is worth nothing.
Video (4 min): youtu.be/LwOfdlSL9Wc
New age new ideas, it’s like opensource but with paying a license fee. Isn’t new tbh but shows the Zeitgeist.
I think sourcecode is becoming the new way to distribute things together with the spec. Rust had it before build in, Linux for sure.
Even with agents nobody wants to create all the code themselves BUT malleable software is useful.
How though will we establish sustainable businesses on top of those ideas?
moatless.store/blog/announci…
Is the skill really hitting the rock with a hammer?
Or seeing what the rock could become?
What engineering skills still matter when agents write the code 🧵
Generating a poem with AI doesn't make it a good poem.
Same with code.
Coding is just where this shows first. Every field will have to ask what a human skill really is.
Full conversation (incl. why I don't buy the Skynet future):
youtube.com/watch?v=NLN0bMBh…
Written version:
linkedin.com/pulse/skill-iss…
💯
„…will enable developers to spend their time on higher-level, higher value technical and creative tasks.”
“What matters is the end product….”
“Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.”
When I was writing Unreal Engine 1, my time was divided as follows:
- Around 30% went to seriously deep coding on hard problems: assembly language texture mappers, C++ BSP trees, data persistence, object oriented systems design, and networking.
- Around 70% was just typing and refactoring large bodies of code needed for a complete engine feature set. This was not hard, and while I was doing it my mind was mostly on the deeper coding topics, thinking and planning for what's next. It didn't feel much different from vibe coding today, except that it was just me typing code on an IBM Model M keyboard rather than prompting it and reviewing the results.
So, it has always seemed perfectly logical that we would rely on AI for that 70%, once the AI could do it with a similar quality standard as we could, which has never been perfection. It came as no surprise that, after a few years of AI model evolution, it was able to take the reigns on that 70% and free up programmers' time for more valuable tasks.
What's more of a surprise is the emergence of AI as a sort of insta-Carmack able to solve hard technical problems quite cleverly and often cleanly, and that it's able to reason about and work in complex 3D scenes both by operating the tools and by directly understanding the raw data files.
I abandoned assembly language in 1998 when out-of-order CPUs made much simpler C/C++ code faster, and never I missed it. If prompting through architectural documents, concept art, and design plans can transcend typing code and tweaking vertices, that will enable developers to spend their time on higher-level, higher value technical and creative tasks.
What matters is the end product, whether it's a game or an engine. Anything developers can do to try out more ideas and make better software and games faster is a win for everyone.





