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Hello, everyone!

So, out of nowhere recently, I found myself thinking, "I should do a proper retrospective on Shoost!" But when I actually sat down to write it, I couldn't figure out where to start. Everything I wanted to say felt scattered, and the words just wouldn't come together.

Then it hit me. What if I answered questions instead of just writing freely? An interview format might help me get things out more naturally.

The only problem? I didn't have anyone to interview me.

So I made one. I had an AI play the role of interviewer, and went through the whole thing with voice input, talking through everything from how Shoost came to be, to where I want to take it next. It turned out feeling more like an actual interview than I expected, so I hope you enjoy it!

Q: What made you start building Shoost?

Before Shoost, I was working on a piece of software called PlayAniMaker, a VR tool for creating anime. Even back then, I had this ongoing feeling that I wanted to make anime easier to create. Then at another job, someone taught me about anime compositing and post-processing techniques, and I found it genuinely exciting. That's really where the idea came from. I wanted to find a way to make that kind of work more accessible, and that's how Shoost got started.

Q: Shoost has a strong image as a VTuber tool. Was that the plan from the beginning?

Well, not quite! I did think it would be nice if VTubers used it, but I was building it as a creative tool, not specifically as a VTuber application. I did have this idea that just like people use filters to make their selfies look better, there are probably people out there who want to make their own characters look as good as possible.

Q: Does it make you happy when you see people actually using it?

Oh, definitely! When I catch someone using it live in a stream, or I come across a post on X showing off what they made with it, it just makes me happy. Getting survey responses like "Shoost made my stream look so much better and more fun" really does make me feel like it was all worth building.

Q: What's been the hardest part of development?

Keeping the performance light is genuinely tricky. If I just implement an effect the way I want it to look, the processing load gets too heavy, so there's this constant balancing act of getting the visual result right without pushing things too far. Lately, another challenge has been the UI. As the feature set has grown, the interface has gotten more complex, and I do hear from people that it can feel overwhelming at first glance. Finding the right balance between simplicity and the depth that lets people customize things exactly how they want, that's something I think about a lot.

Q: Are there any tools or references that influence your development?

I pay attention to editing tools quite a bit. After Effects, Photoshop, DaVinci Resolve. But honestly, the thing I reference most is how users actually use Shoost. Watching how people work with it gives me more ideas than anything else. I'm also conscious of not just copying what those established tools do, because if I go too far in that direction, people will just say "why not use After Effects?" I want to make sure Shoost stays different from those tools.

Q: How do user feedback and requests factor into development?

I run surveys on FANBOX and Patreon every so often. Things I assumed weren't high priority turn out to be things people really want. Automatic scene loading on startup and the ability to rename layers are recent examples of that. The recording feature was one I thought of as a minor extra, but I got a lot of requests for offline rendering from video creators. I had assumed everyone was recording with OBS, so that caught me off guard a little.

Q: Where do your ideas for new features come from?

Watching people stream is a big one. I'll notice something and think, 'that could be so much more interesting if Shoost did this.' But I don't just act on those instincts immediately. I tend to sit with an idea for a long time, turning it over and over, sometimes even dreaming about it. I like to think things through pretty thoroughly before I start building anything.

Q: What direction do you want to take Shoost in going forward?

I feel like the core anime compositing and post-processing features are mostly in place now, so the next thing I want to focus on is making things more effortless. Like, being able to get something looking really good with just one click. I'm also interested in going beyond graphic effects and taking more advantage of its real-time capabilities. Things like having the visuals react to your voice, your gestures, your mouse and keyboard input.

Q: Last question. How would you describe Shoost in a single phrase?

That's a tough one. But I think the core concept I keep coming back to is 'accelerating creativity.' I want it to be something where anyone can produce quality visuals, and where you just think, hey, this is actually fun to make stuff. If people come away feeling that way, that makes me really happy!

And that's a wrap on the self-interview! It was genuinely nice to put into words things I don't usually articulate out loud. A good excuse to reflect on everything.

Thanks for sticking with Shoost. More to come!

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Comments

Blizado

Was an interesting interview. I'm here since PlayAniMaker, but the newest version I have from Shoost is 0.3.1. Had some plans to use it 4 years ago but plans changed, but while I read this interview maybe there is another use case for it for me in the future. It also brought up a question where I could not find an answer yet. Most of the stuff over the years are new stuff directly for the optics. I've followed its development over the years more or less closely, and I've even shown the tool to other people from time to time, especially with some of the more fascinating updates. But what I can't remember is if Shoost has an API to control at least some of the settings from outside of the app?

SGLilac

Hey Muro, I've used and supported Shoost for many years now and appreciate everything you do, but am hurt and disappointed in your use of AI for the sake of this "interview". The damage caused by generative AI and LLMs is very well documented at this point especially in creative spaces such as VTubing which to my knowledge is your primary demographic. This could have easily been done by coming up with your own questions and/or asking your audience what they would want to know about your development process. I hope you reconsider using it for things like this in the future.

MuRo

Thank you for following along since PlayAniMaker! There is no API for external control at the moment. It is not something I have planned right now, but it is not completely out of the question for the future.

MuRo

Thanks for the feedback. I know AI is a difficult subject for many people in creative communities. That said, I think how it's used matters more than whether it's used at all.

SGLilac

Being perfectly clear, a large part of why I take issue with it in this context is it now brings into question if you've been using generative AI for Shoost's development which I would appreciate transparency on

MuRo

For Shoost's development, I have not used generative AI for image or effect generation.

SGLilac

And coding?

Blizado

So you think every creator need to say where he/she didn't used AI? Really? That is stupid. Only important is that you say where you used AI, what he did, anything other is not the problem of the creator. If you have so less trust that you question everyone who use AI in any way (and even say it - many do not), that is your own problem, so don't make it to a creators problem. I know it is hard to trust creators on this because there are so many black sheep, many of them are not even creators in first place. But I also don't want to live in a world where everyone is blamed for possible using AI in any way. "Made with AI" can mean anything, for example the whole image or for example only a tiny detail in the image thanks to inpainting. If we go that way, then why photographers don't need to mark every tiny change in their photo they have done in photoshop? We already have enough users who blame creators for using AI while they don't have used AI at all and are often only beginners who make mistakes that somehow look like what AI could have done wrong.

Cakra

I'm wondering if this is planned to be released as well as a unity plugin, as it seems to be interesting for it to be used for a live2d visual novel (?)