The Making of
Mars and Siv

Mars and Siv is an upcoming animated series from directors Jeremy Higgins and Britton Korbel. The series follows an odd-couple pair of detectives perpetually trying to crack the the big case.

We sat down with Jeremy and Britton to discuss how they brought Runway into every step of their production process to make the pilot episode, “No Vacancy.” Mars and Siv is currently in pre-development.

Read the full interview below and watch a preview of episode one.
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Series Synopsis
​In the sprawling chaos of Galaxy City, disgraced P.I. Mars O’Maley is forced to team up with SIV, an oddball rookie with a lab-made mind. As they take on bizarre cases across the city, from cheating cultist spouses to underworld turf wars, their unlikely partnership is tested at every turn. Each episode peels back another layer of the city’s tangled web of corruption. Gritty, strange and darkly comedic, “Mars and Siv” is where classic noir meets sci-fi weird.
In Conversation with Jeremy Higgins and Britton Korbel
Runway Studios: It's been about two and a half months of development but the pilot episode of "Mars and Siv" is live. Today, I really want to get into how the team brought this episode to life. But first, let's talk about the story. Could you share the premise of the show and where it came from?
Jeremy & Britton:

For a long time we have talked about wanting to make a cartoon in the style of the old shows we grew up with, that lends itself to an episodic nature. When we started discussing what we could pitch, we threw around a few ideas but ultimately decided to let an idea grow organically.

We knew we wanted a setting where we could get creative with the characters, so space seemed like a good starting point. Then we came up with a list of jobs the main characters would do to base the show around – we played around with a delivery worker and exterminator, but landed on detective. From there, we went through a ton of old noir movies and kept our space adventure grounded in an old-timey feel that resonated from the genre.

Most of what the pilot revolves around came from us on calls every day trying to make each other laugh, such as the ideas of a gray alien sidekick, and the city running on neon power. We wanted something where the characters could be deadly serious about the stakes, but would look funny and not need to make sense to anyone watching so the viewer could just be invested in how the characters felt about the world and each other.

Runway Studios: Producing an animated pilot is a lot of work. Pulling off a six minute episode at this fidelity in under three months is no small feat. You're both traditional animators but you really embraced the idea of developing new pipelines with Runway for this project. Can you break that process down at a high level? How did you approach the challenge of integrating the various Runway tools into your process?
Jeremy & Britton:

Having restrictions in some way when creating a project always leads to unexpected and exciting results. The process of introducing Runway into our typical animation pipeline was interesting, because we had a lot of success in our early tests, but when we got deeper into real production we started to run into many different challenges.

Every aspect of the workflow started with traditional techniques, with our team designing and illustrating characters for each shot. We had a 3D artist who modeled basically every environment for us, aside from the ones we modeled by hand or had matte painted. Everything was made by a person. We then input the assets into Runway to be moved and animated in different ways. What we got from Runway were great animations that served as a base – from there, we basically reverse-animated those renders by taking specific in-between frames and creating brand-new 2D stop motion animations out of them. The result was something we were genuinely surprised by.

Runway Studios: You built "No Vacancy" with a ~12 person team. How did your workflow and collaboration differ from using only traditional filmmaking tools and techniques?
Jeremy & Britton:

Both of us have experience with animation experimentation, so we knew we'd spend the first couple of weeks learning how to mix Runway's tools with multiple mediums. We knew early on that the in-between frames would be managed by Runway, so we built a creative team with experience making highly-rendered illustrations and building 3D sets that were striking and well-lit. This new workflow gave us more time to hone in on a strong style.

For about a month, we had almost our full team working together on making the different mediums live harmoniously in this weird, early-20th century version of a space station city. What came out of that was something that feels recognizable, but at the same time brand new.

Runway Studios: Can you speak to a few specific scenes or characters in the pilot that really showcase what your AI-enhanced animation approach was capable of?
Jeremy & Britton:

The opening shot was a lot of fun for us to make in combination with AI. We built a miniature set of meteors, with a city and other small complexes scattered across them, out of foam and cardboard. We shot that with cameras, then used Image to Image generation to make the model look more like a proper city in space. Our background artist used that as a reference to create a matte painting of the final environment.

There's also a shot of our villains walking through a shipping crate under the camera, and they're silhouetted. We used Gen-4 to animate their walk, which was kind of at an awkward angle, and it worked so well. Definitely saved us time there.



Runway Studios: The final cut has a remarkably consistent look - characters, locations, style. How did you manage to blend the AI-generated elements with your traditional animation techniques to create such a seamless look and feel?
Jeremy & Britton:

Something we found out early in the process was that there's an uncontrollable element trusting AI with the animation no matter how much you plan out a shot. The fact that this film was based off of the noir genre let us lean into building all of our shots around heavy lighting, minimal movement and highly rendered illustrations. The blending of those elements with AI came in the form of using After Effects to take those animated characters and perfectly sync them vocally and movement wise.

Runway Studios: Midway through production, Runway released a new model, Gen-4. How did that affect your approach? Was it a reset moment?
Jeremy & Britton:

Gen-4 totally upgraded the AI workflow. Some shots we had previously animated with Gen-3 Alpha, we were able to improve by using Gen-4 instead, such as Mars dragging Lance into the bathroom.

Runway Studios: Were there any storytelling moments or visual sequences in the pilot that you feel were made possible because of your new AI-enhanced pipeline?
Jeremy & Britton:

Something that had excited us from the get-go was the Video to Video aspect of Runway. When we first pitched the project, Jeremy discovered that by just holding a wadded up paper towel and throwing some heavy lighting on it, we could turn it into a floating island-like asteroid.

One of our favorite shots in the beginning of the film is the slow zoom on Galaxy City. We spent a few days collecting materials and had our team build the entire city from scratch. It was entirely held together by tape, strings and wooden poles. Once it was lit and filmed, we were able to put these shots into Gen-3 Alpha, which turned our foam, cardboard and wood into a tangible city structure. After that we had our team paint a vibrant city, asteroid texture and a beautiful galactic sky over the generated image. Then, we put that image back into Runway to create a parallax zoom that made everything feel more tangible and alive.

Although they didn't make it into the final cut, we had this done to a number of sweeping inner city shots at the beginning of the film that our team worked to build, paint and light. This would have not been possible to do in our time-frame without the assistance of AI and we believe it to be one of most impressive features in Runway's arsenal.

Runway Studios: What was the most unexpected technical breakthrough during production, and how did it enhance the final product?
Jeremy & Britton:

The stop frame animation we came up with. Originally we floated it as "South Parking" the animation. This meant taking specific frames and chopping up the animations to create weird, puppet-style stop-motion animations. Once we decided that was the best way to make these animations as tight as possible, we dove in head-first, and ended up with a really interesting outcome that we are very happy with. It brought us back to a world of animation that we feel like we haven't seen since our childhood with shows like "Courage the Cowardly Dog" or "Flapjack."

Runway Studios: Now that the pilot is complete, what's next for the show? And, how are you thinking about using this new pipeline for other projects?
Jeremy & Britton:

We hope to see "Mars and Siv" solving more mysteries together and uncovering the deeper corruption within Galaxy City, hopefully with a network or on a streaming service. In terms of other things, we always have plans for more, and our workflow is ever-evolving. With new technology releasing everyday, we are excited to keep playing with it, and see how we can continue to combine it with our traditional methods.

Runway Studios: Congratulations on the pilot. Really excited to see the rest of this series come to life.


Mars and Siv in...“No Vacancy” was produced by Runway Studios and Studio Snap.
Episode One is streaming now.
For anyone with
a story to tell.
Runway Studios is the entertainment and production arm of Runway, dedicated to producing and funding films, documentaries, printed publications, music videos and other media.