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LAB-001 · R05

A release is more than an audio file

Once the local acts had to function as independent artists, it became clear how many parts an identity has. Each needed artwork (standardised at 3000 × 3000 px JPG), an avatar, a header, gallery images, a bio, a Spotify Canvas, a release description, a teaser, distributor sales facts, social copy and possibly a concept video. Twenty-three songs became twenty-three small product launches, and hundreds of individual deliverables. Generative tools lowered the cost per asset; the management load grew much faster.

Several lessons came from this layer:

  • Script is branding. The Serbian act already existed as POSLEDNJA TURA in Latin script. Its new lyric was first written in Cyrillic — linguistically correct, but it read as a different identity — so it was moved to Latin Serbian: "JOŠ JEDNA USRANA GODINA". Likewise, 逆�

�電台 was built in traditional Chinese characters, so later releases had to stay traditional.

  • Metadata is the identity. A wrong Lithuanian band name in distributor copy had to be corrected back to BETONO GĖLĖS. At this scale, one such error pollutes the catalogue.
  • Covers: a family, not a template. Twenty-three identical images with different titles give the experiment away; twenty-three unrelated images lose the series. The solution was one art direction — the aftermath of a Christmas party: half-empty bottle, glass, crooked decorations, wrapping paper, warm light against cool shadows — with environment and details changed per market, and no automatic snow.
  • Avoid faces where identity must scale. Generated band members changed subtly between images — age, hairline, build — which shows when Spotify places images side by side. Backs, silhouettes, movement and wide shots proved more robust, and became a visual language of their own.
  • Short formats reward icons. The Canvas became one loop: an abandoned table after a failed Christmas drink, a bottle rolling a few centimetres. For longer concept videos, complex human movement broke continuity, so scenes were built around what the tools do well: objects, architecture, close-ups, silhouettes.