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🔨 Forging the Future #1 — Choosing the Right Image Model

Welcome to the first post in a new behind-the-scenes series where I pull back the curtain on the tech, the struggles, and the decisions shaping Celina’s Calling (and the future of Morrak Games).

Today: image generation — and why it’s harder than it looks.

When building a game, I need three things from an image model:

Consistency

High Quality

Versatility

Right now? You’re lucky if you get two out of three.

🎭 Consistency vs. Complexity

Some models can produce incredibly realistic renders. With tools like IPAdapter inside ComfyUI, I can keep a character’s face extremely consistent across scenes.

The two attached images show just how consistent Celina’s face could be using that workflow.

But here’s the problem:

What about body consistency?

What about poses?

What about multiple characters interacting?

What about camera angles?

The moment you introduce more than one character, the complexity skyrockets. Keeping one face consistent is manageable. Keeping two bodies, proportions, lighting, style, and composition consistent across dozens (or hundreds) of images? That’s a different beast entirely.

🧌 Versatility (Or Lack Thereof)

Then there’s versatility.

Many modern models (Flux, Pony, SDXL derivatives, Illustrious, etc.) are trained heavily on modern photography and social media–style content. They’re excellent at:

Realistic portraits

Fashion photography

Clean studio renders

But when you ask them for:

Explicit scenes

Orcs

Trolls

Magic effects

Fantasy settings

Things start to break down.

See the attached image of the man with antlers?That was my attempt at generating an orc using a Flux-based workflow.

Technically impressive? Sure.What I needed? Not even close.

That’s the gap between a good model… and the right model for a game like this.

⚖️ The Trade-Off Problem

Could I mix models?

Yes.

But then you introduce:

Style inconsistencies

Lighting differences

Quality variations

Different “feels” between scenes

And while I already wrestle with that somewhat, I don’t want the player subconsciously feeling like they’re jumping between different visual universes every few scenes.

For a story-driven experience, cohesion matters.

🌈 Enter: Chroma

After a lot of experimentation, I’ve landed on Chroma as my base imaging model.

Why?

Because in my experience, it hits the best balance of:

Strong realism

Fantasy capability

Fewer restrictive filters

Better creature generation

More flexible styling

With my new PC setup, I’ve also been able to run the latest versions of Chroma with features I couldn’t properly utilize before. That means:

Better consistency

Faster generation

Stronger LoRA integrations

More reliable workflows

And I’m already seeing improvements.

More sample photos are coming soon. 👀

This is just the beginning of Forging the Future. As always, thank you for supporting this journey. You’re not just funding content — you’re helping build the forge that makes it possible.

— Morrak Games

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Comments

Naurd

Consistency definitely feels like the most important factor. If I had a nit pick of Celina it’s the changing face and cartoon or non cartoon look at times. You do fantastic work though. I’ve loved Celina and am very excited for this new project. Glad a new PC will make the content even better.

RyanDomxxx

I am so far removed from the game development side, but this is fascinating and i'm happy to enjoy the outcome. As a marketer that specializes in positioning, i'm good at guiding storytelling - door is open if ever you ever want to bounce ideas and assess likely general appeal, etc. Finished your masterpiece Celina for now - and re-explored again because it's so arousing. Can't get enough. Thank you for your mind.

Master Green

Celina's calling is an amazing game and one of my favorits which i played again for the 7th time from the beginning. Considered the face shape and look changing that Naurd described is indeed something to look at included the bodyshape changing and boobs size from Celina. I am not a game developer, but i like that you explain your struggles and solutions. With your new PC and engines, i know you keep making this game a success as it already is, only you always want to make the succesful stone to a brilliant diamond and with extra polishing to shine it bright. Thank you for always putting in all your efforts. I quit subscribing to some game developers who do nothing and was not worth of funding. With you i never can have that problem as you always share your heart and mind. Celena's calling is amazing and always keeping me coming for more. Keep shaping that amazing brain of yours and i can't wait to see the result. Keep it coming Morrak!

Mondaiji

I love how you use that tech, I only dabbled a bit in image creation at the start, and it took quite some time to get something good. Respect for your results so far.

Zktp

Can i ask what checkpoint do you use ?