Interview with Brennan Erbz and Stafford Schlitt, Co-Founders of Flik AI

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Brennan Erbz and Stafford Schlitt built Flik to hand one person the full machine of a production studio. In this interview, they explain what a generative computer actually does, how IP protections are built into its core, and where the platform goes from here.
Brennan Erbz and Stafford Schlitt, Co-Founders of Flik AI
Credit: Flik AI

Most marketing teams that adopt AI tools hit the same wall about three months in. The images look like stock photos that don't exist yet. The videos are impressive for ten seconds, then fall apart. The copy is clean but forgettable. The legal conversation usually comes later, after a generated asset shows a face nobody approved or a character somebody else owns. One complaint, one flagged asset, and the whole experiment gets quietly killed. Back to expensive agencies. Back to three-month timelines.

Brennan Erbz and Stafford Schlitt built Flik to fix that. Flik is a generative computer: a workspace that takes a prompt and produces complete creative work across text, image, video, and audio, with IP protection, likeness rights, and data ownership built into the architecture from the start. Not a tool that helps teams move faster. A single workspace that replaces the vendors, the timelines, and the legal guesswork that come with traditional production.

Brennan came up as a machine learning engineer at Snap before its IPO, then built Hashletes, an NFL-licensed digital trading card platform backed by Khosla Ventures, before spending years going deep on AI infrastructure and multi-agent systems. Stafford built a Bitcoin mining operation in Oklahoma and sold it to Riot Platforms, then led growth at Ethernity through multiple exits. Different backgrounds, same conclusion: the real barrier in AI creative production had nothing to do with speed. It was trust.

The hard part of AI-generated creative work was never the output. It was whether anyone could actually use it. We sat down with Brennan and Stafford to understand how Flik is built, what separates it from every other platform promising enterprise-ready AI, and why they believe safety is not a feature you add. It is the product itself.

Setting the Stage: A New Category

1. Flik calls itself a "generative computer." What does that actually mean, and why does the  framing matter?  

Brennan Erbz

A tool does one thing when you operate it. A computer is general-purpose — you bring the intent and it  coordinates whatever needs to happen to get you the result. We mean the term pretty literally, because  Flik is built like a computer. It has a persistent filesystem where your characters, scripts, references, and  finished assets all live and stay consistent. It has a multi-modal pipeline — text, image, video, audio, and  music all run on the same stack instead of in five disconnected apps. It has production skills, which are  specialized workflows for making a specific kind of thing: a short film, a kids episode, a song, a  commercial. And it has an autonomous mode that can run a job from start to finish. The generation  models — Claude, Gemini, Nano, Seedance, ElevenLabs — are the components. Flik is the machine  they plug into, and the agent layer is the operating system coordinating all of it.  

The framing matters because it changes what you can ask for. With a tool you think in tasks — generate  this clip, write this line. With a generative computer you think in outcomes — make me the episode, make  me the campaign — and the system figures out the hundred steps in between. And that's the part I  actually care about, because most people never had a hundred steps' worth of crew and budget, so their  idea just died in their head. This is what it looks like to hand that whole machine to one person.

2. Flik says it delivers complete creative work from a single prompt. Walk us through what that  process looks like start to finish.  

Brennan Erbz

Say you ask for a two-minute animated short. The system picks the production skill for that kind of work  — the specialized workflow that knows the steps — and starts by planning: it breaks the request into  script, character design, locations, shot list, score, edit. Then it executes them in dependency order, the  same way a studio would. Characters get designed and locked first, because every later scene has to  stay consistent with them. They get written into the filesystem. The world gets built and stored. Scenes  get generated against those stored references so the look holds. Dialogue and voices come in, the score  gets composed to picture, and the whole thing gets cut together into a finished file you can actually watch.  

The part that makes it work is that filesystem. Everything lives in one connected workspace, so your  character in scene one is the same character in scene fifty, and nothing resets between steps. A pile of  separate tools can't do that, because each one forgets the moment you leave it. You stay in the director's  seat the whole way — you can step in at any point and adjust — but you're not the one carrying files from  one app to the next. The system carries the production, and you get to stay in the part that was actually  fun: deciding what the thing should be.

3. Flik describes its output as "entirely net-new." What does net-new mean in practice, and how  does the platform verify that before anything reaches the user?

Stafford Schlitt

Let's be precise about it, because it's a fair question. Nothing a generative system makes comes from a  vacuum — the same way no human artist creates without having absorbed everything they've ever seen. 

So "net-new" doesn't mean the model learned nothing from existing work. It means the specific thing that  comes out is your own: an original character, an original world, an original piece — not a copy of any  existing protected work. The distinction that matters isn't "did the system ever learn from anything," it's "is  the output you're holding a reproduction of someone else's property." On Flik, it isn't, because we don't let  it be.  

The way we keep that true is by refusing the inputs that would make it untrue, before anything generates.  You can't prompt Flik into a specific real person, a copyrighted character, or someone else's brand, so the  output can't be a clone of those things in the first place. What you build instead — your characters, your  world, your brand — is yours, and you can stand behind it as original work. So can the studio or brand  sitting behind you. We'd rather refuse a generation at the door than hand someone a finished piece that  turns into a rights problem the day they publish it.

4. Inside Flik, what is the agent layer actually doing? Planning, routing, reviewing, editing, or  something else?  

Brennan Erbz

All of it — and that's what makes it different. People use "agent" to mean a chatbot that can call a tool.  What we mean is the operating system of a production machine. The agent layer plans the job, decides  which production skill applies, picks which model handles each step, routes the work between them,  reads and writes to the shared filesystem so nothing gets lost, checks the output at each stage, and  corrects course when something comes back wrong — all without a human approving every move. It also  manages the handoffs, making sure the script feeds the storyboard, the storyboard feeds the shots, the  shots feed the edit.  

The hard part was never calling one model. It was getting a system to run a multi-step creative production  reliably, catch its own mistakes, and still come out the other end with something finished. That  orchestration layer is the actual product — and honestly it's the part I'm proudest of, because it's invisible  when it works. You just get the thing you asked for. The generation models underneath it will keep getting  better and we'll keep swapping in the best ones as they ship. The thing that's hard to build — and the  thing we built — is the machine that coordinates them. Models commodify. The orchestration, the  filesystem, the skills, and the data we accumulate running it do not.  

Safety, IP, and Trust by Design

5. Flik blocks real people, copyrighted characters, and protected media before generation. How  does that work under the hood — prompt filtering, output review, similarity checks, or a  combination?  

Stafford Schlitt

It's layered, because a single check is easy to slip past. It starts at the prompt — the system reads what  you're asking for and turns away requests that reference specific real people, copyrighted characters, or  protected brands. It carries through generation — the protections aren't a setting you can prompt your  way around, they're enforced as part of how the system runs. And it checks the output before anything  reaches you, including detecting and blocking real human faces. The reason we run it at multiple stages  is that bad actors are creative, and one filter at one point is not a serious defense.

6. Flik says its IP and likeness protections were built into the architecture from the start. What  does that mean technically, and how does it affect what the system can produce? 

Stafford Schlitt

Most platforms shipped a generator first and bolted safety on afterward, which is why their protections  feel like a filter you can argue with. We did it the other way. The protections sit in the core of how the  system decides what to make — not in a layer on top — so they hold even as the models underneath  change. Practically, that means there are things Flik will simply not do. It won't make a real person, it  won't make a copyrighted character, it won't reproduce a brand that isn't yours. We don't treat those  refusals as missing features. They're the product working exactly as designed.  

The reason this matters is where the law is going. Identity and likeness rights are starting to be  enforceable at the moment something is created, not just through takedowns after the fact — you can see  it in Tennessee's ELVIS Act, recent Danish likeness legislation, the EU's work. We built for that world on  purpose, because we think the licensed, accountable market is the one that lasts, and the loose one gets  walled off from anything commercial. Buyers will regulate before governments do, because buyers have  lawyers.

7. User data, projects, and outputs are never used to train models. Most AI companies improve  by learning from usage. How does Flik get better if that loop is off?  

Stafford Schlitt

Because we don't need your work to make the system better. We're not a foundation model trying to train  on everything we can get our hands on. We're an orchestration layer, and we improve by making the  orchestration smarter — better planning, better model selection, better handoffs, better evaluation — and  by adopting the strongest generation models as they come out. None of that requires us to mine your  private projects. The thing your competitors treat as fuel, we treat as off-limits.  

And that's a deliberate trade. If you're a studio or a brand bringing sensitive, unreleased work into a  platform, the single thing you cannot tolerate is that work leaking into a model that then serves someone  else. We say it internally as: the maker's IP is sacred. Your work never trains our models, it's encrypted,  and it's traceable back to you. Giving that up would buy us a marginal model improvement and cost us  the trust the whole business runs on. That's not a close call.  

At Scale: Quality, Brand Control, and Enterprise Use

8. How does Flik evaluate whether an output is actually ready — against a creative, technical,  and legal bar — before it reaches the user?  

Brennan Erbz

There are evaluation gates between the steps. The system doesn't just generate and hand you whatever  fell out — it judges the output at each stage and decides whether it's good enough to move forward or  needs to be redone. Did the character stay consistent? Did the shot match the intent? Did it clear the  safety and rights checks? If something fails, it gets corrected or regenerated before it ever reaches you —  the same way an editor or a supervisor would catch it on a human production, except it happens  automatically at every step instead of in a review meeting at the end.  

I'll be straight that taste is the hardest bar and the one we care about most. A system can check whether  a face stayed consistent more easily than it can check whether a scene is actually good. So we built real  craft judgment into the gates — lighting, pacing, composition, the mix — not just "did it technically render."  The system has a point of view about whether something is well made. It has none about what you're  trying to say — that part is yours. A system that only checks the technical boxes and has no opinion about  quality just floods the world with average, and that was never what we were going to ship.

9. How does Flik keep tone, visual style, messaging, and product accuracy consistent across a  full campaign — not just one asset?

Stafford Schlitt

Consistency comes from the same thing that makes a character hold across an episode: the persistent  filesystem. Your brand isn't re-described every time you generate something. The product, the palette, the  logo, the voice, the approved messaging live in the workspace as references, and every asset in the  campaign gets generated against them. So the tenth ad is working from the same source of truth as the  first, instead of drifting a little further each time the way it does when you're re-prompting from scratch in a  generic tool.  

For a marketing team that's the whole ballgame. The fear with AI content isn't that you can't make one  good asset — it's that you can't make fifty that all look like they came from the same brand. We built the  filesystem and the reference system specifically so that a campaign holds together across every platform,  format, and aspect ratio, and so product accuracy doesn't degrade just because you scaled up the  volume.

10. Every asset is traceable and auditable. For a legal or compliance team, what does that audit  trail actually contain?  

Stafford Schlitt

The principle is that nothing comes out of Flik that you can't account for. Every asset is traceable back to  its origin and watermarked, so an enterprise can show how a given piece of content was produced and  confirm it was made inside the platform's protections rather than pulled from somewhere it shouldn't have  been. For a compliance team, that's the difference between trusting AI content and being afraid of it —  you can prove provenance instead of hoping for it.

11. Flik is positioned as a replacement for entire creative production stacks. Which parts is AI  genuinely handling today, and where do humans still need to be in the room?

Brennan Erbz

The production labor is the part the system genuinely handles today. The work that used to require a  crew, a studio, an editing bay, and weeks of calendar time — generating the scenes, keeping characters  consistent, scoring, cutting, producing across formats — that happens inside Flik now. That's not  aspirational, it's what's running and what people are paying for. When we say it replaces a production  stack, we mean the manufacturing part of it: the expensive, slow, headcount-heavy middle.  

Where the human stays is the part that was always the real value: vision and taste. Somebody has to  decide what's worth making, what the story is, whether the thing is actually good. The system executes,  the human directs. I don't think of that as humans being half-replaced — I think the boring, costly labor  got automated and the human got moved up to the decision that mattered in the first place. The director  didn't disappear. The hundred people they used to need just became software.  

The Founders and the Future

12. Flik's been in development for over three years and the idea goes back further. What made  this impossible to build earlier, and did the product match the original vision? 

Brennan Erbz

Three things had to be true at once, and they only all became true in roughly the last eighteen months. 

First, reasoning had to get good enough to run a multi-step production without a human babysitting every  step — the planning and self-correction the orchestration depends on. Second, the generation models —  image, video, audio — had to cross the line where a paying audience actually accepts the output instead  of recognizing it as synthetic. Third, distribution had to be cheap enough that a small team could reach  

real people. Pull any one of those and the factory doesn't run. They converged in the same window, and  that window is when this became buildable.  

As for whether it matched the original vision, the soul of it did — the idea that you should be able to make  a finished thing from an idea without needing a studio's permission. What changed is that the vision got  bigger as we built, not smaller. Once you can produce content this cheaply, you realize production was  only the first piece, and the rest of what a media company does opens up behind it. So the thing we set  out to build is the thing that's live. The thing it's becoming is larger than what we first imagined. 

13. Three to five years out, what should Flik be able to produce or coordinate that it can't reliably  do today?  

Brennan Erbz

Length and depth. Today the system is excellent at short and mid-length finished work. In a few years the  same reliability extends to long-form — a full film, a full season, something that has to hold an audience's  attention and emotional thread across hours instead of minutes. The hard problem there isn't generating  more footage — it's coherence over time: characters and story that stay true across a long run. That's  where the orchestration gets pushed hardest, and it's where a lot of our work is pointed.  

The bigger shift is from making a piece of content to running the whole loop. Production is the part we  solved first, because nothing else is possible without it. The next phases are the system coordinating not  just how something gets made but how it finds its audience, what gets made next based on what landed  — the full cycle a media company runs. The honest version of the future is that an individual, from a  laptop, operates something that used to require a company of thousands. That's not a feature on a  roadmap — it's the whole point of the thing, and the next few years are us closing the distance to it.

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