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Multi-Surface Output for AI Builders: Web, Stream, and Presentation from One Source

Dreams.fm TeamDreams.fm Team
February 7, 20263 min read54
Multi-Surface Output for AI Builders: Web, Stream, and Presentation from One Source

Most AI builder tools treat export as a finishing step.

You generate one result for one screen, then manually adapt it for every channel.

For teams shipping real products, that model fails fast.

You need one source of truth that can project to many surfaces:

  • product web UI,
  • live demo stream,
  • presentation and pitch surface,
  • internal review views.
  • What "multi-surface" really means

    Multi-surface output is not copy-paste between templates.

    It means the runtime holds one canonical scene state, and each surface renders it with its own constraints.

    Surface constraints include:

  • dimensions,
  • fidelity mode,
  • interaction model,
  • channel-specific formatting rules.
  • Why this matters for AI app builders

    An AI app builder that only supports one surface is still a prototype tool.

    Production teams need:

  • reusable generated structure,
  • consistent messaging across channels,
  • less manual adaptation work,
  • fewer divergence bugs.
  • Surface strategy we use

    At Dreams.fm, we classify surfaces into three groups.

    1. Interactive product surfaces

    For live editing and end-user product interaction.

    2. Broadcast and stream surfaces

    For walkthroughs, demos, and collaborative sessions.

    3. Narrative presentation surfaces

    For structured story flow with controlled pacing and emphasis.

    All three use the same scene state and timeline history.

    Projection without duplication

    To avoid duplicated logic:

  • keep business state independent from rendering details,
  • apply surface adapters at projection time,
  • keep transform semantics surface-agnostic.
  • This lets each surface evolve independently while preserving one runtime model.

    Fidelity modes

    Different surfaces need different quality and latency tradeoffs.

    We use fidelity tiers:

  • draft for immediate editing feedback,
  • preview for team review,
  • production for high-quality output.
  • The scene does not change between tiers. Rendering behavior does.

    Common mistakes

    Mistake 1: embedding surface assumptions in core state

    Fix: keep surface metadata separate from canonical scene structure.

    Mistake 2: rewriting transforms per surface

    Fix: transforms should modify runtime state once; projection should adapt output.

    Mistake 3: skipping compatibility tests

    Fix: add surface-level validation to catch layout and interaction regressions.

    Where fmEngine fits

    Internally, fmEngine handles projection routing and timeline-safe transforms. Externally, teams get one practical advantage: generate and publish to multiple channels without rebuilding the project every time.

    SEO and discoverability

    "Multi-surface" alone is not a high-volume term, so we pair this concept with stronger category terms:

  • ai app builder
  • ai studio
  • real-time ai generation
  • That keeps content discoverable while still teaching advanced runtime concepts.

    Closing

    If your AI builder cannot project one source state to multiple surfaces, scaling from prototype to production becomes expensive.

    A runtime-first, projection-aware architecture gives teams leverage and consistency.

    That is core to what we are delivering in Dreams.fm private beta.

    #multi-surface#ai app builder#ai studio#projection#real-time ai generation#scene runtime

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