Waterman Down
Expanding what's possible.
Starting with the story.
Waterman Down started with a story I wanted to tell—a Southern Gothic mystery set among the watermen of the Chesapeake Bay.
I wrote the story. I created the characters. I chose the locations and developed the world they would inhabit.
Then I started asking how emerging technology might help me bring those ideas to life.
Not as the storyteller. As an assistant to the storyteller.
Creating the pieces.
Generative AI gave me new ways to create the raw material I needed.
Characters. Locations. Boats. Marshes. Performances. Voices. Music.
But every one of those elements started with a creative decision. Who is this character? What should this place feel like? Where should the camera be? What's the performance? What's the mood?
The technology helped me explore those decisions, iterate on them and sometimes discover possibilities I hadn't considered.
It didn't replace the storytelling. It amplified it.
Crafting the story.
Once I had the material, the process became very familiar.
I brought everything into a traditional editing environment and started working the way I always have—selecting performances, restructuring moments, building tension, working with pacing, sound and music, and continually asking whether the story was working.
Some things worked. Others didn't. New ideas emerged from the edit and sent me back to create new material.
The tools may be new. The storytelling decisions aren't.
Experience + Curiosity.
That's what Waterman Down ultimately became for me: an exploration of what happens when decades of storytelling experience meet an entirely new set of creative tools.
The technology didn't give me the story.
It gave me new ways to tell it.