Got my first repost from Elon Musk
Honestly, it's inspiring when the world's first trillionaire reposts your content
It feels like social proof that I should keep improving my content and myself as an expert
X is the best platform for getting quality content noticed and selling services at a high ticket
The repost feels great. Creating useful content feels better. Back to work
grokbot it's an agent with its own identity, its own computer, and it stays on when you're not
here's what "active AI employee" actually looks like in the demo:
- chief of staff agent - checks in on your other agents, reads your calendar, dispatches tasks to the right one automatically
- shopping agent - logged into your accounts, books tickets, buys groceries, reports back
- marketing agent - signed into your actual linkedin, browses your past posts for tone, then writes and publishes a new one on its own
- engineering agents - self-triage bug reports, kick off cloud coding agents, come back with a pull request, a screenshot, and a video of the fix
the interface isn't a dashboard, it's a chat - same shape as texting a coworker, no tool calls to babysit
the number that matters more than any of the demos: grok 4.6 scored 70.8% on cursor bench at $2.81 a task, fable 5 max scored 70.5% at $17.32
same capability, 6x the cost difference - that's the unlock that makes running a fleet of these actually affordable instead of a novelty
build a game world from reference images with gpt-6 astra + godot + blender...
the ai matched the look from a folder of refs
here’s the workflow:
- step 1: collect images or videos of the look you want and put them in one folder (game/ref)
- step 2: connect godot mcp and blender mcp to codex
- step 3: have astra read the ref folder first so it understands the style before building anything
- step 4: install the dream-loop skill if you can: it helps the visuals match the refs more closely
- step 5: have astra model the props in blender: gate, market stalls, fountain, signposts, forge
- step 6: have it build the world in godot: castle, town square, forest paths, grass, fog
- step 7: walk through it, compare against the refs, fix what drifts
who does what:
> the ref folder: the style
> gpt-6 astra: reads the refs, models, builds, fixes
> blender: the props
> godot: the world, the light, the player
a folder of 10 good refs beats 10 paragraphs about “cozy fantasy vibes”.
with no coding background built a game in 6 weeks with claude opus 5.5 + godot...
there’s a smart way to set it up:
- step 1: run opus 5.5 in claude code inside your godot project
- step 2: build one feature, test it in the game, adjust until it feels right, then start the next
- step 3: generate reference images in your game’s style with codex/astra
- step 4: save every image prompt that works as json, and use them to guide the next generations so the style doesn’t drift
- step 5: make the big 3d assets in tripo p2 from those references
- step 6: model the small props in blender, then texture them in tripo with matching refs (cheaper)
- step 7: animate in cascadeur
- step 8: document every vfx and shader in obsidian so the look stays consistent
who does what:
> opus 5.5: most of the code
> codex/astra: references and assets
> tripo p2: the big 3d models
> godot: custom tools, headless scripts, the game
one json file of good prompts is why every character, monster and prop looks like it belongs in the same game (dev: afterthewinddev)
build an open-world combat prototype in unreal engine with claude opus 5.5...
in just a few days
the trick is letting opus direct the work inside the engine. here’s the workflow:
- step 1: connect opus 5.5 to unreal engine through mcp
- step 2: generate the character in tripo ai with smart mesh p2 for a clean low-poly mesh
- step 3: clean the asset up in blender, then import it into unreal
- step 4: have opus build the map: terrain, hills, paths, autumn trees, flower meadows
- step 5: add movement and sword attacks on top of unreal’s third person template
- step 6: have opus add sword trails with niagara
- step 7: make the grass react: it burns and darkens wherever the blade hits
- step 8: run through the world and fix what looks off up close
effects should touch the world. a sword trail is nice (dev: xikhar)
build an open-world combat prototype in unreal engine with claude opus 5.5...
in just a few days
the trick is letting opus direct the work inside the engine. here’s the workflow:
- step 1: connect opus 5.5 to unreal engine through mcp
- step 2: generate the character in tripo ai with smart mesh p2 for a clean low-poly mesh
- step 3: clean the asset up in blender, then import it into unreal
- step 4: have opus build the map: terrain, hills, paths, autumn trees, flower meadows
- step 5: add movement and sword attacks on top of unreal’s third person template
- step 6: have opus add sword trails with niagara
- step 7: make the grass react: it burns and darkens wherever the blade hits
- step 8: run through the world and fix what looks off up close
effects should touch the world. a sword trail is nice (dev: xikhar)
full office in 3ds max with claude opus 5.5...
claude drives 3ds max directly through mcp
the trick is building in stages and checking each against the reference. here’s the workflow:
- step 1: install max ultra mcp (free): drag the installer into the 3ds max viewport
- step 2: in max ultra’s ai client setup, click claude code to connect it, then run the test prompt
- step 3: prompt: “rebuild this office in 3ds max. use the reference images, preserve the layout, clutter and daylight”
- step 4: room shell first: walls, windows, blinds
- step 5: furniture next, then opus captures the viewport and checks the layout against the reference
- step 6: shelves and paper stacks, then close-up detail on the chair and desk
- step 7: assign materials, then match the daylight direction from the window
- step 8: capture a clean viewport and compare it side by side with the reference
who does what:
- max ultra mcp: the bridge between claude and 3ds max
- opus 5.5: modeling, layout checks, materials, light
- 3ds max: the scene and the render
name your renderer in the prompt (v-ray or corona)
otherwise opus defaults to autodesk physical materials and you redo them all
full office in 3d with claude opus 5.5 + blender...
a few reference shots in, 1,876 objects out
a smart way to set it up:
- step 1: connect opus 5.5 to blender via mcp, send 2-3 reference shots
- step 2: set a fixed camera matching the reference
- step 3: build the room shell first: walls, windows, blinds
- step 4: add big furniture, check against the reference, lock it
- step 5: fill each zone with clutter: desk, shelves, sill, floor
- step 6: add close-up detail where the camera looks most
- step 7: assign materials, then match the reference light
- step 8: render, compare side by side, fix one thing per prompt
i like to keep the reference camera fixed the whole time
same angle every stage, so you instantly see what’s still missing
full office in 3ds max with claude opus 5.5...
claude drives 3ds max directly through mcp
the trick is building in stages and checking each against the reference. here’s the workflow:
- step 1: install max ultra mcp (free): drag the installer into the 3ds max viewport
- step 2: in max ultra’s ai client setup, click claude code to connect it, then run the test prompt
- step 3: prompt: “rebuild this office in 3ds max. use the reference images, preserve the layout, clutter and daylight”
- step 4: room shell first: walls, windows, blinds
- step 5: furniture next, then opus captures the viewport and checks the layout against the reference
- step 6: shelves and paper stacks, then close-up detail on the chair and desk
- step 7: assign materials, then match the daylight direction from the window
- step 8: capture a clean viewport and compare it side by side with the reference
who does what:
- max ultra mcp: the bridge between claude and 3ds max
- opus 5.5: modeling, layout checks, materials, light
- 3ds max: the scene and the render
name your renderer in the prompt (v-ray or corona)
otherwise opus defaults to autodesk physical materials and you redo them all
full office in 3d with claude opus 5.5 + blender...
a few reference shots in, 1,876 objects out
a smart way to set it up:
- step 1: connect opus 5.5 to blender via mcp, send 2-3 reference shots
- step 2: set a fixed camera matching the reference
- step 3: build the room shell first: walls, windows, blinds
- step 4: add big furniture, check against the reference, lock it
- step 5: fill each zone with clutter: desk, shelves, sill, floor
- step 6: add close-up detail where the camera looks most
- step 7: assign materials, then match the reference light
- step 8: render, compare side by side, fix one thing per prompt
i like to keep the reference camera fixed the whole time
same angle every stage, so you instantly see what’s still missing
ghost hunter is back, this time in a clock tower i built in unreal engine 5 with claude opus 5.5..
new mechanic: echo shift
here’s the workflow:
- step 1: build echo shift as a system: q swaps two versions of the same room (past / present)
- step 2: greybox the tower: stairs, a broken bridge, the gear room, a ballroom, the clock chamber
- step 3: puzzles that need both timelines: the bridge only exists in the past, the ghost dancers only show in the present
- step 4: chain the goals: reach the clock chamber > find the winding key > hold e to power the core
- step 5: payoff: the clock face lights up and the whole city below wakes up (“clock tower restored”)
- step 6: lumen per timeline (warm lamps in the past, cold blue in the present), niagara for the ghosts and the energy core
- step 7: models from tripo, cleaned up by opus in blender, imported as fbx
- step 8: opus plays through both timelines, reads the output log and lists bugs before fixing
who does what:
> unreal engine 5: the tower, lumen, niagara, ui
> tripo + blender: the gears, the clock, the energy core, the ballroom
> opus 5.5: echo shift, puzzles, level setup, playtests
build the mechanic before the map. every room in the tower exists to use echo shift
i built a ghost-hunting game in unreal engine 5 with claude opus 5.5...
there’s a smart way to set it up:
- step 1: start a ue5 project from the third person template, connect opus 5.5 through unreal mcp
- step 2: keep the template’s movement, let opus build on top of it
- step 3: greybox 5 rooms: gallery, library, music room, attic, observatory
- step 4: vacuum beam + ghosts that get pulled in + a “captured 0/3” hud
- step 5: puzzles: hidden bookshelf door, moon lens in the attic, the lens fixes the observatory
- step 6: lumen per room (blue = haunted, gold = restored), niagara for the beam and stars
- step 7: models from tripo, cleaned up by opus in blender, imported as fbx
- step 8: opus playtests, reads the output log, lists bugs before fixing
who does what:
> unreal engine 5: the mansion, lumen, niagara, ui
> tripo + blender: the hero, the piano, the bookshelves, the telescope
> opus 5.5: blueprints and c++, level setup, effects, play tests
> you: play it and say what feels off
one system per prompt, and commit after every system that works
ghost hunter is back, this time in a clock tower i built in unreal engine 5 with claude opus 5.5..
new mechanic: echo shift
here’s the workflow:
- step 1: build echo shift as a system: q swaps two versions of the same room (past / present)
- step 2: greybox the tower: stairs, a broken bridge, the gear room, a ballroom, the clock chamber
- step 3: puzzles that need both timelines: the bridge only exists in the past, the ghost dancers only show in the present
- step 4: chain the goals: reach the clock chamber > find the winding key > hold e to power the core
- step 5: payoff: the clock face lights up and the whole city below wakes up (“clock tower restored”)
- step 6: lumen per timeline (warm lamps in the past, cold blue in the present), niagara for the ghosts and the energy core
- step 7: models from tripo, cleaned up by opus in blender, imported as fbx
- step 8: opus plays through both timelines, reads the output log and lists bugs before fixing
who does what:
> unreal engine 5: the tower, lumen, niagara, ui
> tripo + blender: the gears, the clock, the energy core, the ballroom
> opus 5.5: echo shift, puzzles, level setup, playtests
build the mechanic before the map. every room in the tower exists to use echo shift
i built a ghost-hunting game in unreal engine 5 with claude opus 5.5...
there’s a smart way to set it up:
- step 1: start a ue5 project from the third person template, connect opus 5.5 through unreal mcp
- step 2: keep the template’s movement, let opus build on top of it
- step 3: greybox 5 rooms: gallery, library, music room, attic, observatory
- step 4: vacuum beam + ghosts that get pulled in + a “captured 0/3” hud
- step 5: puzzles: hidden bookshelf door, moon lens in the attic, the lens fixes the observatory
- step 6: lumen per room (blue = haunted, gold = restored), niagara for the beam and stars
- step 7: models from tripo, cleaned up by opus in blender, imported as fbx
- step 8: opus playtests, reads the output log, lists bugs before fixing
who does what:
> unreal engine 5: the mansion, lumen, niagara, ui
> tripo + blender: the hero, the piano, the bookshelves, the telescope
> opus 5.5: blueprints and c++, level setup, effects, play tests
> you: play it and say what feels off
one system per prompt, and commit after every system that works
rewind retweeted
Jensen Huang: “… the founders of Higgsfield are visionary in the work that they do … but these are some of the brightest people in the world.”
We're grateful to Jensen and the teams at NVIDIA and TCV for believing in us. Both companies have joined Higgsfield as investors in our Series B
extension.
Since our August Series B:
• We’ve crossed $1 billion in annualized revenue.
• Enterprise contracts are up 71%, growing 100%+ month-over-month
• We’ve grown from 30 million to over 40 million users globally.
TCV has backed Netflix, Facebook, ByteDance and Spotify, companies that changed how people create and consume media. NVIDIA has powered every generation of Higgsfield, from L40 and A40 GPUs through Hopper and Blackwell, with Vera Rubin next to meet growing demand.
Thank you to our creators and customers for building with us every day, and to everyone at Higgsfield whose work brought us here.
The full Bloomberg Announcement is linked below.
Higgsfield, an AI video startup founded by a former Snap executive, said it has attracted investment from Nvidia and TCV to help fund global infrastructure and hiring to capture growing demand. bloomberg.com/news/articles/…
with no coding background built a game in 6 weeks with claude opus 5.5 + godot...
there’s a smart way to set it up:
- step 1: run opus 5.5 in claude code inside your godot project
- step 2: build one feature, test it in the game, adjust until it feels right, then start the next
- step 3: generate reference images in your game’s style with codex/astra
- step 4: save every image prompt that works as json, and use them to guide the next generations so the style doesn’t drift
- step 5: make the big 3d assets in tripo p2 from those references
- step 6: model the small props in blender, then texture them in tripo with matching refs (cheaper)
- step 7: animate in cascadeur
- step 8: document every vfx and shader in obsidian so the look stays consistent
who does what:
> opus 5.5: most of the code
> codex/astra: references and assets
> tripo p2: the big 3d models
> godot: custom tools, headless scripts, the game
one json file of good prompts is why every character, monster and prop looks like it belongs in the same game (dev: afterthewinddev)
one concept art image into a real 3d level with claude opus 5.5 + godot...
opus “churned for 33m 5s”
the trick is scoring the render against the reference instead of eyeballing it, smart way to set it up:
- step 1: pick one reference image as the target look
- step 2: have opus generate the level in code from a seed (rust + godot 4.7)
- step 3: build everything from small pieces: single stones, mixed flagstones, single planks, chains
- step 4: skip textures: stone, wood, brass, cloth and flame are all procedural shaders
- step 5: have opus write a script that compares the render with the reference (color, light, contrast, detail) and gives a 0-100 score
- step 6: fix the scene first: lighting, haze, layout
- step 7: auto-fit a color grade (lut) to the reference as the final step
- step 8: loop: render > score > side-by-side > change one thing
i like this way more than image gen > 3d model > cleanup
one generator instead of 100 assets, and no generation credits burned
with no coding background built a game in 6 weeks with claude opus 5.5 + godot...
there’s a smart way to set it up:
- step 1: run opus 5.5 in claude code inside your godot project
- step 2: build one feature, test it in the game, adjust until it feels right, then start the next
- step 3: generate reference images in your game’s style with codex/astra
- step 4: save every image prompt that works as json, and use them to guide the next generations so the style doesn’t drift
- step 5: make the big 3d assets in tripo p2 from those references
- step 6: model the small props in blender, then texture them in tripo with matching refs (cheaper)
- step 7: animate in cascadeur
- step 8: document every vfx and shader in obsidian so the look stays consistent
who does what:
> opus 5.5: most of the code
> codex/astra: references and assets
> tripo p2: the big 3d models
> godot: custom tools, headless scripts, the game
one json file of good prompts is why every character, monster and prop looks like it belongs in the same game (dev: afterthewinddev)
one concept art image into a real 3d level with claude opus 5.5 + godot...
opus “churned for 33m 5s”
the trick is scoring the render against the reference instead of eyeballing it, smart way to set it up:
- step 1: pick one reference image as the target look
- step 2: have opus generate the level in code from a seed (rust + godot 4.7)
- step 3: build everything from small pieces: single stones, mixed flagstones, single planks, chains
- step 4: skip textures: stone, wood, brass, cloth and flame are all procedural shaders
- step 5: have opus write a script that compares the render with the reference (color, light, contrast, detail) and gives a 0-100 score
- step 6: fix the scene first: lighting, haze, layout
- step 7: auto-fit a color grade (lut) to the reference as the final step
- step 8: loop: render > score > side-by-side > change one thing
i like this way more than image gen > 3d model > cleanup
one generator instead of 100 assets, and no generation credits burned
Epic Games released an official plugin that lets Claude Code control Unreal Engine directly...
hundreds of editor tools across 30+ toolsets, installed straight from anthropic’s official plugin marketplace.
here’s how to set it up:
- step 1: in claude code run /plugin install unreal-engine-skills-for-claude-code@claude-plugins-official
- step 2: in unreal, enable the modelcontextprotocol and alltoolsets plugins
- step 3: open the editor console and run ModelContextProtocol.StartServer (default port 8000)
- step 4: run ModelContextProtocol.GenerateClientConfig ClaudeCode to create the connection config
- step 5: in claude code run /mcp and check that unreal-mcp is connected
- step 6: test it: “list all actors in the current level”
for teams: add the plugin to .claude/settings.json and everyone who opens the project gets prompted to install it
commit before every long session. claude edits live assets and can move or delete them in one call
github.com/EpicGames/unreal-…
Epic Games released an official plugin that lets Claude Code control Unreal Engine directly...
hundreds of editor tools across 30+ toolsets, installed straight from anthropic’s official plugin marketplace.
here’s how to set it up:
- step 1: in claude code run /plugin install unreal-engine-skills-for-claude-code@claude-plugins-official
- step 2: in unreal, enable the modelcontextprotocol and alltoolsets plugins
- step 3: open the editor console and run ModelContextProtocol.StartServer (default port 8000)
- step 4: run ModelContextProtocol.GenerateClientConfig ClaudeCode to create the connection config
- step 5: in claude code run /mcp and check that unreal-mcp is connected
- step 6: test it: “list all actors in the current level”
for teams: add the plugin to .claude/settings.json and everyone who opens the project gets prompted to install it
commit before every long session. claude edits live assets and can move or delete them in one call
github.com/EpicGames/unreal-…
one concept art image into a real 3d level with claude opus 5.5 + godot...
opus “churned for 33m 5s”
the trick is scoring the render against the reference instead of eyeballing it, smart way to set it up:
- step 1: pick one reference image as the target look
- step 2: have opus generate the level in code from a seed (rust + godot 4.7)
- step 3: build everything from small pieces: single stones, mixed flagstones, single planks, chains
- step 4: skip textures: stone, wood, brass, cloth and flame are all procedural shaders
- step 5: have opus write a script that compares the render with the reference (color, light, contrast, detail) and gives a 0-100 score
- step 6: fix the scene first: lighting, haze, layout
- step 7: auto-fit a color grade (lut) to the reference as the final step
- step 8: loop: render > score > side-by-side > change one thing
i like this way more than image gen > 3d model > cleanup
one generator instead of 100 assets, and no generation credits burned
here’s how to build an ori-style platformer with gpt image 2.5 + tripo + claude opus 5.5...
playable on desktop and mobile
the trick is “make it exist first, then make it good”, there’s a smart way to set it up:
- step 1: mock up the mood in gpt image 2.5: night storm, piers, wrecks, one glowing boss
- step 2: turn the mockups into 3d models with tripo p2: the giant, the ships, the piers, the buoys
- step 3: clean the models up in blender: scale, pivots, low poly so they run on mobile
- step 4: make the hero a 2d sprite (run, jump, attack) and drop it into the 3d world
- step 5: have opus 5.5 write the game: movement, jumps, camera, rain, water
- step 6: build the boss around one readable rule: the giant’s light shows where its fist will land
- step 7: add sfx and music from elevenlabs
- step 8: deploy to vercel and send the link
ship an ugly version that works before you polish anything
a playable grey box beats a beautiful mockup
one concept art image into a real 3d level with claude opus 5.5 + godot...
opus “churned for 33m 5s”
the trick is scoring the render against the reference instead of eyeballing it, smart way to set it up:
- step 1: pick one reference image as the target look
- step 2: have opus generate the level in code from a seed (rust + godot 4.7)
- step 3: build everything from small pieces: single stones, mixed flagstones, single planks, chains
- step 4: skip textures: stone, wood, brass, cloth and flame are all procedural shaders
- step 5: have opus write a script that compares the render with the reference (color, light, contrast, detail) and gives a 0-100 score
- step 6: fix the scene first: lighting, haze, layout
- step 7: auto-fit a color grade (lut) to the reference as the final step
- step 8: loop: render > score > side-by-side > change one thing
i like this way more than image gen > 3d model > cleanup
one generator instead of 100 assets, and no generation credits burned
here’s how to build an ori-style platformer with gpt image 2.5 + tripo + claude opus 5.5...
playable on desktop and mobile
the trick is “make it exist first, then make it good”, there’s a smart way to set it up:
- step 1: mock up the mood in gpt image 2.5: night storm, piers, wrecks, one glowing boss
- step 2: turn the mockups into 3d models with tripo p2: the giant, the ships, the piers, the buoys
- step 3: clean the models up in blender: scale, pivots, low poly so they run on mobile
- step 4: make the hero a 2d sprite (run, jump, attack) and drop it into the 3d world
- step 5: have opus 5.5 write the game: movement, jumps, camera, rain, water
- step 6: build the boss around one readable rule: the giant’s light shows where its fist will land
- step 7: add sfx and music from elevenlabs
- step 8: deploy to vercel and send the link
ship an ugly version that works before you polish anything
a playable grey box beats a beautiful mockup
any video on your X feed is now a template...
see a video you love, tag @kylon_ai under it, and get your own version back in the replies.
here’s how to use it without just copying:
- step 1: find a video whose pacing caught your attention
- step 2: comment @kylon_ai with your idea: “same timing, make it about my coffee app”
- step 3: get your version back as a full project, not just a file
- step 4: your team leaves notes right on the video: “warmer light here”, “swap the logo, keep the timing”
- step 5: keep the rhythm, rebuild the story around what your product actually does
comment @kylon_ai under any video you love. quote + repost this to get your first month of kylon free 👇
🤝 Paid partnership
Copying is easy. Making it yours is hard.
Meet Kylon Annotations: analyze, annotate and remix to add your team's taste together.
Drop a video below and @kylon_ai , we'll remix for you.
any video on your X feed is now a template...
see a video you love, tag @kylon_ai under it, and get your own version back in the replies.
here’s how to use it without just copying:
- step 1: find a video whose pacing caught your attention
- step 2: comment @kylon_ai with your idea: “same timing, make it about my coffee app”
- step 3: get your version back as a full project, not just a file
- step 4: your team leaves notes right on the video: “warmer light here”, “swap the logo, keep the timing”
- step 5: keep the rhythm, rebuild the story around what your product actually does
comment @kylon_ai under any video you love. quote + repost this to get your first month of kylon free 👇
🤝 Paid partnership
Copying is easy. Making it yours is hard.
Meet Kylon Annotations: analyze, annotate and remix to add your team's taste together.
Drop a video below and @kylon_ai , we'll remix for you.
build a medieval town for an open-world game with claude opus 5.5 + blender + image gen...
the trick is building a kit, not a town, smart way to set it up:
- step 1: generate concept art of the town: castle on a hill, ring streets, central plaza
- step 2: generate references for each building type: timber house, stone house, tower, wall
- step 3: have opus model a modular kit in blender: walls, roofs, doors, windows, stairs
- step 4: have opus combine the kit into 5-10 house variants with different roof colors
- step 5: export to unreal engine and lay out the town in code: plaza > ring streets > houses
- step 6: place the castle, the walls and the towers on the high ground
- step 7: fill the gaps: trees, flowers, statues, fences, a forest around the town
- step 8: walk it in third person and fix anything that looks off up close
who does what:
> image gen: the look of every building
> blender + opus: the modular kit and the variants
> unreal engine: terrain, lighting, the open world
> opus 5.5: layout code, placement, fixes
> you: direction, and walking every street
make 10 good house variants and let code place 500. modeling 500 houses by hand takes forever (Founder: Shikhar)
build a medieval town for an open-world game with claude opus 5.5 + blender + image gen...
the trick is building a kit, not a town, smart way to set it up:
- step 1: generate concept art of the town: castle on a hill, ring streets, central plaza
- step 2: generate references for each building type: timber house, stone house, tower, wall
- step 3: have opus model a modular kit in blender: walls, roofs, doors, windows, stairs
- step 4: have opus combine the kit into 5-10 house variants with different roof colors
- step 5: export to unreal engine and lay out the town in code: plaza > ring streets > houses
- step 6: place the castle, the walls and the towers on the high ground
- step 7: fill the gaps: trees, flowers, statues, fences, a forest around the town
- step 8: walk it in third person and fix anything that looks off up close
who does what:
> image gen: the look of every building
> blender + opus: the modular kit and the variants
> unreal engine: terrain, lighting, the open world
> opus 5.5: layout code, placement, fixes
> you: direction, and walking every street
make 10 good house variants and let code place 500. modeling 500 houses by hand takes forever (Founder: Shikhar)
dead internet theory is starting to feel less like a theory...
now anyone with an idea can run their own higgsfield content factory
experts said 90% of online content could be ai-generated by 2026. it’s 2026
remember when a weird video meant some guy actually filmed it?
🤝 Paid partnership
dead internet theory is starting to feel less like a theory...
now anyone with an idea can run their own higgsfield content factory
experts said 90% of online content could be ai-generated by 2026. it’s 2026
remember when a weird video meant some guy actually filmed it?
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