@autoaiai/aicut 0.1.11 → 0.1.13

This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
Files changed (1063) hide show
  1. package/MANUAL.md +94 -94
  2. package/package.json +1 -1
  3. package/skills/aicut-motion/SKILL.md +69 -3
  4. package/skills/aicut-motion/THIRD_PARTY_NOTICES.md +14 -0
  5. package/skills/aicut-motion/assets/atlas/lib/harness.js +116 -0
  6. package/skills/aicut-motion/assets/atlas/lib/sound.js +274 -0
  7. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/code.js +937 -0
  8. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/poster.jpg +0 -0
  9. package/skills/aicut-motion/assets/atlas/styles/001-flat-vector-science/style.json +13 -0
  10. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/code.js +909 -0
  11. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/poster.jpg +0 -0
  12. package/skills/aicut-motion/assets/atlas/styles/002-watercolor-wash/style.json +13 -0
  13. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/code.js +881 -0
  14. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/poster.jpg +0 -0
  15. package/skills/aicut-motion/assets/atlas/styles/003-shadow-puppet-theatre/style.json +13 -0
  16. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/code.js +897 -0
  17. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/poster.jpg +0 -0
  18. package/skills/aicut-motion/assets/atlas/styles/004-whiteboard-explainer/style.json +13 -0
  19. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/code.js +814 -0
  20. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/poster.jpg +0 -0
  21. package/skills/aicut-motion/assets/atlas/styles/005-psychedelic-poster/style.json +13 -0
  22. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/code.js +990 -0
  23. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/poster.jpg +0 -0
  24. package/skills/aicut-motion/assets/atlas/styles/006-tech-glow-explainer/style.json +13 -0
  25. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/code.js +994 -0
  26. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/poster.jpg +0 -0
  27. package/skills/aicut-motion/assets/atlas/styles/007-papercraft-models/style.json +13 -0
  28. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/code.js +792 -0
  29. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/poster.jpg +0 -0
  30. package/skills/aicut-motion/assets/atlas/styles/008-1940s-film-noir/style.json +13 -0
  31. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/code.js +840 -0
  32. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/poster.jpg +0 -0
  33. package/skills/aicut-motion/assets/atlas/styles/009-manim-style-math/style.json +13 -0
  34. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/code.js +1126 -0
  35. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/poster.jpg +0 -0
  36. package/skills/aicut-motion/assets/atlas/styles/010-illuminated-manuscript/style.json +13 -0
  37. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/code.js +854 -0
  38. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/poster.jpg +0 -0
  39. package/skills/aicut-motion/assets/atlas/styles/011-editorial-essay-collage/style.json +13 -0
  40. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/code.js +1124 -0
  41. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/poster.jpg +0 -0
  42. package/skills/aicut-motion/assets/atlas/styles/012-bioluminescent-deep-sea/style.json +13 -0
  43. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/code.js +728 -0
  44. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/poster.jpg +0 -0
  45. package/skills/aicut-motion/assets/atlas/styles/013-product-launch-reveal/style.json +13 -0
  46. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/code.js +664 -0
  47. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/poster.jpg +0 -0
  48. package/skills/aicut-motion/assets/atlas/styles/014-halftone-pop-panel/style.json +13 -0
  49. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/code.js +991 -0
  50. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/poster.jpg +0 -0
  51. package/skills/aicut-motion/assets/atlas/styles/015-isometric-pastel/style.json +13 -0
  52. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/code.js +801 -0
  53. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/poster.jpg +0 -0
  54. package/skills/aicut-motion/assets/atlas/styles/016-oscilloscope-vector-art/style.json +13 -0
  55. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/code.js +692 -0
  56. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/poster.jpg +0 -0
  57. package/skills/aicut-motion/assets/atlas/styles/017-risograph-zine/style.json +13 -0
  58. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/code.js +756 -0
  59. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/poster.jpg +0 -0
  60. package/skills/aicut-motion/assets/atlas/styles/018-claymation-set/style.json +13 -0
  61. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/code.js +922 -0
  62. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/poster.jpg +0 -0
  63. package/skills/aicut-motion/assets/atlas/styles/019-neon-sign-at-night/style.json +13 -0
  64. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/code.js +852 -0
  65. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/poster.jpg +0 -0
  66. package/skills/aicut-motion/assets/atlas/styles/020-kawaii-anime/style.json +13 -0
  67. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/code.js +724 -0
  68. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/poster.jpg +0 -0
  69. package/skills/aicut-motion/assets/atlas/styles/021-ukiyo-e-woodblock/style.json +13 -0
  70. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/code.js +793 -0
  71. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/poster.jpg +0 -0
  72. package/skills/aicut-motion/assets/atlas/styles/022-16-bit-pixel-odyssey/style.json +13 -0
  73. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/code.js +846 -0
  74. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/poster.jpg +0 -0
  75. package/skills/aicut-motion/assets/atlas/styles/023-chalkboard-lesson/style.json +13 -0
  76. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/code.js +1008 -0
  77. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/poster.jpg +0 -0
  78. package/skills/aicut-motion/assets/atlas/styles/024-cut-paper-diorama/style.json +13 -0
  79. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/code.js +680 -0
  80. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/poster.jpg +0 -0
  81. package/skills/aicut-motion/assets/atlas/styles/025-cathedral-glass/style.json +13 -0
  82. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/code.js +633 -0
  83. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/poster.jpg +0 -0
  84. package/skills/aicut-motion/assets/atlas/styles/026-editorial-chart/style.json +13 -0
  85. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/code.js +757 -0
  86. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/poster.jpg +0 -0
  87. package/skills/aicut-motion/assets/atlas/styles/027-synthwave-outrun/style.json +13 -0
  88. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/code.js +828 -0
  89. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/poster.jpg +0 -0
  90. package/skills/aicut-motion/assets/atlas/styles/028-origami-studio/style.json +13 -0
  91. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/code.js +697 -0
  92. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/poster.jpg +0 -0
  93. package/skills/aicut-motion/assets/atlas/styles/029-linocut-relief-print/style.json +13 -0
  94. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/code.js +687 -0
  95. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/poster.jpg +0 -0
  96. package/skills/aicut-motion/assets/atlas/styles/030-holographic-foil-card/style.json +13 -0
  97. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/code.js +727 -0
  98. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/poster.jpg +0 -0
  99. package/skills/aicut-motion/assets/atlas/styles/031-voxel-diorama/style.json +13 -0
  100. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/code.js +903 -0
  101. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/poster.jpg +0 -0
  102. package/skills/aicut-motion/assets/atlas/styles/032-sumi-e-ink-wash/style.json +13 -0
  103. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/code.js +662 -0
  104. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/poster.jpg +0 -0
  105. package/skills/aicut-motion/assets/atlas/styles/033-etch-a-sketch-toy/style.json +13 -0
  106. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/code.js +951 -0
  107. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/poster.jpg +0 -0
  108. package/skills/aicut-motion/assets/atlas/styles/034-cosmic-star-chart/style.json +13 -0
  109. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/code.js +759 -0
  110. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/poster.jpg +0 -0
  111. package/skills/aicut-motion/assets/atlas/styles/035-punk-zine-collage/style.json +13 -0
  112. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/code.js +738 -0
  113. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/poster.jpg +0 -0
  114. package/skills/aicut-motion/assets/atlas/styles/036-thermal-camera/style.json +13 -0
  115. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/code.js +793 -0
  116. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/poster.jpg +0 -0
  117. package/skills/aicut-motion/assets/atlas/styles/037-engineering-blueprint/style.json +13 -0
  118. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/code.js +673 -0
  119. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/poster.jpg +0 -0
  120. package/skills/aicut-motion/assets/atlas/styles/038-impasto-night/style.json +13 -0
  121. package/skills/aicut-motion/assets/atlas/styles/039-win95-desktop/code.js +907 -0
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  124. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/code.js +833 -0
  125. package/skills/aicut-motion/assets/atlas/styles/040-low-poly-faceted/poster.jpg +0 -0
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  127. package/skills/aicut-motion/assets/atlas/styles/041-manga-page/code.js +845 -0
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  130. package/skills/aicut-motion/assets/atlas/styles/042-wood-type-letterpress/code.js +496 -0
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  133. package/skills/aicut-motion/assets/atlas/styles/043-light-painting/code.js +635 -0
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  136. package/skills/aicut-motion/assets/atlas/styles/044-felt-patchwork/code.js +799 -0
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  139. package/skills/aicut-motion/assets/atlas/styles/045-phosphor-terminal/code.js +547 -0
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  142. package/skills/aicut-motion/assets/atlas/styles/046-glassmorphism-ui/code.js +592 -0
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  145. package/skills/aicut-motion/assets/atlas/styles/047-tarot-card/code.js +768 -0
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  148. package/skills/aicut-motion/assets/atlas/styles/048-transit-map/code.js +666 -0
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  157. package/skills/aicut-motion/assets/atlas/styles/051-art-deco-foil/code.js +606 -0
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  1028. package/skills/vox-director/SKILL.md +0 -351
  1029. package/skills/vox-director/references/beat-layer.md +0 -143
  1030. package/skills/vox-director/references/host-mode.md +0 -120
  1031. package/skills/vox-director/references/local-engine.md +0 -73
  1032. package/skills/vox-director/references/models-and-gotchas.md +0 -91
  1033. package/skills/vox-director/references/prompt-guide.md +0 -275
  1034. package/skills/vox-director/references/voices.md +0 -59
  1035. package/skills/xingchen-vox-collage/SKILL.md +0 -251
  1036. package/skills/xingchen-vox-collage/references/asset-layer-contract.md +0 -98
  1037. package/skills/xingchen-vox-collage/references/creative-exploration.md +0 -19
  1038. package/skills/xingchen-vox-collage/references/learned-branches.md +0 -34
  1039. package/skills/xingchen-vox-collage/references/remotion-scene-contract.md +0 -77
  1040. package/skills/xingchen-vox-collage/references/visual-language.md +0 -74
  1041. package/skills/xingchen-vox-collage/references/visual-qa.md +0 -59
  1042. package/skills/youtube/SKILL.md +0 -147
  1043. package/skills/youtube/references/algorithm-guide.md +0 -59
  1044. package/skills/youtube/references/analytics-benchmarks.md +0 -67
  1045. package/skills/youtube/references/dataforseo-integration.md +0 -51
  1046. package/skills/youtube/references/monetization-guide.md +0 -62
  1047. package/skills/youtube/references/repurposing-guide.md +0 -54
  1048. package/skills/youtube/references/retention-scripting-guide.md +0 -75
  1049. package/skills/youtube/references/seo-playbook.md +0 -77
  1050. package/skills/youtube/references/shorts-playbook.md +0 -64
  1051. package/skills/youtube/references/thumbnail-ctr-guide.md +0 -73
  1052. package/skills/youtube-shorts-factory/SKILL.md +0 -358
  1053. package/skills/youtube-shorts-factory/resources/adaptation-guide.md +0 -133
  1054. package/skills/youtube-shorts-factory/resources/storyboard-template.md +0 -271
  1055. package/skills/youtube-shorts-factory/resources/workflow-steps.md +0 -139
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@@ -1,186 +0,0 @@
1
- # Ad Exemplars
2
-
3
- A swipe file of strong ad ideas, by category. Use it to raise the quality bar
4
- above the stock template and to borrow *mechanics*, not copy. The default template
5
- ad (a tidy hook/pain/demo/proof/cta desk lamp) is a baseline, not the target.
6
-
7
- Each exemplar names a hook mechanic, a structure, and why it works. Adapt the
8
- mechanic to the real product; never reuse another brand's specific copy or claims.
9
- Two warnings about how to use this file:
10
-
11
- - **Copy the frame-level exemplars below, not just the names.** A mechanic name
12
- ("UI explosion") degrades into a generic card layout; a timed shot list does not.
13
- - **Do not copy the structures verbatim either.** The category lists below are all
14
- 4-beat arcs ending in `cta` — that sameness is a known failure mode. Treat the
15
- shapes in "Structure-Diverse Shapes" as equally legal.
16
-
17
- ## Frame-Level Exemplars (copy the craft, swap the product)
18
-
19
- ### Notification Hijack — 15s, vertical (uses `ui-takeover`)
20
-
21
- The bold version, timed at 30fps. The same product done timidly is shown after.
22
-
23
- | Time | What happens | Implementation | Audio |
24
- |---|---|---|---|
25
- | 0.0–0.1s | Near-black frame, faint brand-color glow top-center. No logo, no headline — nothing reads "ad". | `ui-takeover` block, scene 1 (0–4s) | silence |
26
- | 0.1s (f3) | A push notification drops from the top edge and lands with a spring. App icon = product logo, app name = brand, title = the hook line ("Your desk called. It wants better light"). | built-in: banner springPop | `sfx-notification` f3 |
27
- | 0.7–1.7s | Banner hovers with a barely-visible bob. The viewer's muscle memory reads it as *their* notification. | built-in hover | — |
28
- | 1.8s (f54) | Banner gets pressed: darkens + dips to 0.96. | built-in press beat (45%) | `sfx-tap` f54 |
29
- | 1.9–2.5s | The banner expands into the full-bleed product hero (shared-element morph, corners un-round as it grows), small flash on press, landing shake when it fills the frame. | built-in FlipMove expand | `sfx-whoosh` f58, `sfx-impact` f76 |
30
- | 2.5–4.0s | Headline knife-cuts in word-by-word over the hero (`enter="clip"`), proof line spring-pops (when captions are on, the proof rides the caption track instead — that is the template-wide `hasCaptions` behavior). | built-in | `sfx-reveal-hit` |
31
- | 4.0s | Whip-left into the demo scene — both scenes push as one camera move. | `transitionOut: "whip-left"` | `sfx-whoosh` on the boundary |
32
- | 4–9s | `device-frame` demo: screen content "switches pages" at 30%, punch-in at 55%, light impact at 90%. | built-in beats | `sfx-swipe`, `sfx-reveal-hit` |
33
- | 9–12s | `stat-slam` with `colorMode: "inverted"` — the screen floods brand color, the approved number counts up and locks with shake + flash. | `impact` on the lock frame | `sfx-count-tick` ×n, `sfx-impact` |
34
- | 12s | Luma-wipe into the CTA (panel sweeps, cut hides under cover). | `transitionOut: "luma-wipe"` | `sfx-swipe` |
35
- | 12–15s | `cta-card`: button winds up, springs past 1, squashes on landing, pulses with a looping sheen; confetti; CTA holds to the end. | built-in | `sfx-bass-drop`, `sfx-success` |
36
-
37
- Voiceover (5 beats, word-synced `captions` with `emphasis` on the operative
38
- words): hook question → pain jab → demo verb line → the number → spoken CTA.
39
-
40
- **The timid version of the same product** (what this file exists to prevent):
41
- fade in a centered title card → screenshot with three bullet points → "4.8/5"
42
- as static text → logo + button. Every beat is a fade, nothing reacts to
43
- anything, and the ad could belong to any competitor.
44
-
45
- ### 99% Squeeze — 12s, vertical (uses `charge-reveal`, scene 1 = 0–4s)
46
-
47
- Beats scale to the scene length (rush ends ~26%, slam lands ~63% — use
48
- `chargeTimings(sceneFrames)` from `src/ChargeBar.tsx` for exact frames,
49
- including `tickFrames` for the per-tick SFX). For a 4s charge scene at 30fps:
50
-
51
- | Time | What happens | Implementation | Audio |
52
- |---|---|---|---|
53
- | 0–1.0s | Cold open on the percent counter already RUSHING 0→88 with the bar's glow head streaking. No setup — momentum is the hook. | `charge-reveal` block, rush beat | `sfx-riser` |
54
- | 1.0–2.5s | The crawl: 88→99 in discrete +1 ticks, bar trembling harder near the top, charging label ("CALIBRATING LIGHT…") cycling its dots. Each tick is a micro-event. | built-in crawl beat | `sfx-count-tick` on each `tickFrames` entry |
55
- | ~2.5s | Dead stop at 99%. Two frames of nothing — the inhale. | built-in hold | silence (cut the riser) |
56
- | ~2.55s | SLAM to 100%: fill overshoots, full-frame white flash, screen shake, confetti from the bar tip, and the label flips to the payoff headline popping in word-by-word. | built-in slam | `sfx-impact` + `sfx-success` same frame |
57
- | 2.6–4s | The payoff line holds while the bar settles — let it be read. | built-in | — |
58
- | 4s | Zoom-punch into the payoff demo (the thing that is now "ready"). | `transitionOut: "zoom-punch"` | `sfx-bass-drop` |
59
- | 4–8s | Demo of the unlocked result. | per concept | — |
60
- | 8–12s | Proof beat and CTA per the concept. | — | — |
61
-
62
- Why it works: the 99% stall is loss-aversion — the viewer physically cannot
63
- scroll away one percent before completion. The payoff line lands *with* the
64
- release, so the value proposition is welded to a dopamine beat.
65
-
66
- ## Structure-Diverse Shapes
67
-
68
- Legal, encouraged shapes beyond "4 beats ending in cta". If all three concepts
69
- in `concepts.json` are 4-beat-cta arcs, at least one is not a real alternative.
70
-
71
- - **CTA-early echo** — `["ui-takeover", "cta-card", "proof-montage", "cta-echo"]`:
72
- the CTA lands at second 4 while attention is at its peak, then proof keeps
73
- earning it, and a 1-second CTA echo closes. Works for products with instant
74
- comprehension.
75
- - **Triple escalation** — `["action-1x", "action-10x", "action-100x", "cta"]`:
76
- the same core action repeated three times at absurdly increasing scale
77
- (surreal-scale ramp). The repetition *is* the structure.
78
- - **Countdown inversion** — `["charge-reveal", "payoff-blowout", "cta"]`: the
79
- meter/countdown is the whole first act; everything after is release.
80
- - **Single take** — `["one-take-morph"]` ×3 scenes chained with `hero-morph` /
81
- match cuts so the spot reads as one continuous camera move through before →
82
- during → after. No hard cuts at all is itself a pattern interrupt.
83
-
84
- ## Ecommerce / Physical Product
85
-
86
- - **Cold-open payoff** - open on the after-state (glare gone, stain lifted, knot
87
- untangled), then reveal the product that caused it. Structure:
88
- `["cold-open-payoff", "cause-reveal", "demo", "cta"]`. Works because it earns the
89
- first 2 seconds before asking for attention.
90
- - **Same-object snap** - hold one object in frame and snap between the old way and
91
- the product way on a beat. `["split-before-after", "snap-compare", "proof", "cta"]`.
92
- - **Oddly-satisfying loop** - a single tactile action (peel, click, pour, fold)
93
- shot huge and looped. `["macro-loop", "product-reveal", "benefit", "cta"]`.
94
-
95
- ## SaaS / Tool / App
96
-
97
- - **Impossible demo** - show an end result that looks too fast, then reveal the
98
- product doing it. `["impossible-result", "how-reveal", "proof", "cta"]`.
99
- - **UI explosion** - a real screenshot bursts its capabilities outward as labeled
100
- shards. `["screenshot-lock", "feature-explosion", "payoff", "cta"]`.
101
- - **Chat becomes action** - message bubbles transform into completed work.
102
- `["chat-open", "bubbles-to-done", "proof", "cta"]`.
103
-
104
- ## Game / App Store
105
-
106
- - **Gameplay spectacle** - imitate the core loop (merges, swaps, collisions, near-
107
- fail rescues, reward cascades) instead of explaining features.
108
- `["cold-open-gameplay", "escalation", "reward-burst", "cta"]`.
109
- - **Score-HUD climb** - a score, combo, or coin counter bursts upward like an
110
- in-game HUD. `["gameplay-hook", "score-climb", "level-up", "cta"]`.
111
-
112
- ## Social / Short-Video App
113
-
114
- - **Feed-native imitation** - a phone frame scrolls, swaps, and reacts so the ad
115
- feels like the platform itself. `["feed-scroll", "creator-clip", "shop-or-live", "cta"]`.
116
- - **POV ritual** - first-person hands perform the product's core gesture.
117
- `["pov-hands", "one-tap-tune", "settle", "cta"]`.
118
-
119
- ## Numeric-Proof-Led (any category, only with source-backed numbers)
120
-
121
- - **Stat slam** - the strongest approved number lands huge in the first second,
122
- then the product earns it. `["stat-slam", "earn-the-number", "proof", "cta"]`.
123
- Animate the value (count, snap, roll, meter-fill) toward the exact approved
124
- figure; never inflate.
125
-
126
- ## Spectacle / Exaggeration Mechanics
127
-
128
- Reach for these to push a concept past "tasteful" into bold. Dramatize the
129
- *feeling* — every factual or numeric claim still stays honest and source-backed.
130
- The token in parentheses is the exact `spectacleMove` value for `concepts.json`.
131
-
132
- - **Surreal scale** (`surreal-scale`) - blow one element up past physical sense:
133
- a phone the size of a skyscraper, a single feature filling the sky, the
134
- product as a planet. `["surreal-scale-hook", "earn-the-scale", "proof", "cta"]`.
135
- - **Impossible physics** (`impossible-physics`) - gravity flips, time freezes
136
- mid-air, the UI shatters into shards, liquid runs upward, the room folds. The
137
- product is the cause. `["impossible-physics", "cause-reveal", "payoff", "cta"]`.
138
- - **World-bending** (`world-bend`) - the product warps the world around it: the
139
- room recolors, the street reshapes, the feed bends toward the user.
140
- `["world-bend", "ripple", "benefit", "cta"]`.
141
- - **Hyperbolic before/after** (`hyperbolic-before-after`) - the "before" world
142
- is a comic disaster (chaos, clutter, doom-spiral), then it snaps to perfect on
143
- a single beat. Lean the contrast to the extreme.
144
- `["disaster-before", "snap-fix", "after-bliss", "cta"]`.
145
- - **Maximal kinetic burst** (`maximal-kinetic-burst`) - whip pans, snap zooms,
146
- match cuts, and an impact on every beat so the spot feels overclocked.
147
- `["kinetic-cold-open", "escalation", "drop", "cta"]`.
148
- - **Dramatized stakes** (`dramatized-stakes`) - exaggerate the consequence of
149
- *not* using the product to absurd, funny, or epic scale, then the product
150
- rescues the moment. `["stakes-blowup", "rescue", "relief", "cta"]`.
151
- - **UI comes alive** (`ui-comes-alive`) - the interface behaves like a physical
152
- being: a notification gets pressed and swallows the screen (`ui-takeover`), a
153
- button outgrows its container, chat bubbles do the work.
154
- `["ui-takeover", "ui-acts", "payoff", "cta"]`.
155
- - **Time break** (`time-break`) - the spot manipulates time itself: a freeze
156
- with a record-scratch, a countdown that refuses to finish (`charge-reveal`),
157
- a rewind that replays the disaster in reverse.
158
- `["charge-reveal", "payoff-blowout", "cta"]`.
159
-
160
- Rule: one outrageous mechanic carried at full volume beats five timid flourishes.
161
- If the spot has no "wait, what?" beat, it is not bold enough yet.
162
-
163
- ## Hook Mechanics To Reach For
164
-
165
- Pattern interrupt, bold approved stat, a question the viewer wants answered,
166
- visual surprise, the after-state first, a negative hook ("stop doing X"), an
167
- unexpected use, a satisfying loop, format-native imitation, surreal scale,
168
- impossible physics, hyperbolic before/after.
169
-
170
- ## Cliche Ban List
171
-
172
- Reject these openers and any close paraphrase. They signal template-filler, not an
173
- idea. `validate-creative.mjs` rejects the worst of them in `hookLine`/`angle`.
174
-
175
- - "Meet your / Meet the ..."
176
- - "Introducing ..."
177
- - "The future of ..."
178
- - "Say goodbye to ..."
179
- - "Game changer" / "game-changing"
180
- - "Next level" / "take it to the next level"
181
- - "Revolutionary"
182
- - "Unleash ..."
183
- - "Elevate your ..."
184
- - "World-class"
185
-
186
- Prefer concrete, specific, benefit-led lines tied to the product's real moment.
@@ -1,54 +0,0 @@
1
- # Ad Intake
2
-
3
- ## Required Inputs
4
-
5
- Use the smallest reliable source set:
6
-
7
- - `source_url`: Product page, Google Play link, App Store link, landing page, or brief.
8
- - `product_name`: Product, app, or service name.
9
- - `target_customer`: Who the ad is for.
10
- - `pain_or_desire`: Main problem, outcome, or use case.
11
- - `conversion_goal`: Install, buy, trial, lead, waitlist, or retargeting.
12
- - `size_preset`: Vertical, square, landscape, or a platform-specific alias.
13
- - `duration_seconds`: 15, 30, or 45 unless the user asks otherwise.
14
- - `assets`: Logo, screenshots, product images, clips, music, SFX, voice, fonts.
15
- - `rights_status`: User-owned, licensed, generated, public reference only, or unknown.
16
-
17
- If the user supplies only a URL, ask the compact questions in `preflight-questionnaire.md` only when the missing choice changes the output. Otherwise infer defaults and record them.
18
-
19
- Recorded default:
20
-
21
- - `audio_mode`: default `sfx-only`; ask only when the user requests silent-safe,
22
- music plus SFX, voiceover, or a specific sound direction.
23
-
24
- ## Source Confidence Tags
25
-
26
- Tag every claim:
27
-
28
- - `observed`: Directly visible in supplied or inspected source.
29
- - `user_supplied`: Provided by the user.
30
- - `inferred`: Reasonable interpretation, must be phrased softly.
31
- - `blocked`: Not safe to use until confirmed.
32
-
33
- Do not render `blocked` claims.
34
-
35
- ## Extraction Checklist
36
-
37
- For product pages:
38
-
39
- - Product name, category, price or offer, main benefit, proof points, images, variants, shipping or guarantee, CTA.
40
-
41
- For app store pages:
42
-
43
- - App name, category, rating count, screenshots, core features, target user, pricing or trial, privacy-sensitive claims.
44
-
45
- For SaaS or landing pages:
46
-
47
- - Value proposition, problem, workflow, differentiators, proof, integrations, target segment, CTA.
48
-
49
- ## Safety Rules
50
-
51
- - Do not include secrets, tokens, one-time IDs, personal data, or private customer content in prompts, docs, screenshots, or videos.
52
- - Do not assume reviews, app screenshots, music, logos, or product photos are commercially reusable.
53
- - Regulated claims need supplied approved copy.
54
- - Note whether Remotion commercial licensing needs review for the intended use.
@@ -1,56 +0,0 @@
1
- # Asset Harvest
2
-
3
- ## Minimum URL Harvest
4
-
5
- When the user gives a product, app, or landing-page URL, fetch safe public assets before designing the ad:
6
-
7
- - HTML metadata: title, description, canonical URL.
8
- - Open Graph image: `og:image`.
9
- - Favicon and apple touch icon.
10
- - Public logo image when clearly linked.
11
- - Public product/app screenshots when clearly part of the marketing page.
12
- - CSS color tokens or obvious brand colors.
13
-
14
- For ecommerce product URLs, the product page is the source of truth. Run the
15
- root harvester before writing creative:
16
-
17
- ```bash
18
- node scripts/harvest-ecommerce-assets.mjs "<product-url>" --brand "<brand>" --out-dir <public-brand-dir>
19
- ```
20
-
21
- Product-link rules:
22
-
23
- - Product main image is mandatory for a product-first ad when the page exposes one.
24
- - Search engines are last-resort fallback only; never use search before trying the supplied product URL.
25
- - Do not treat platform chrome, category banners, empty-state art, app-store badges, logo files, risk/challenge pages, or generic brand imagery as product photos.
26
- - If the harvester reports `blocked: true` or exits with `Main image: not harvested`, stop the production path and report the blocker. Do not make a fake product ad from placeholders.
27
- - If the user's own browser can open the page but headless/curl cannot, use a browser-backed extraction mode or ask for browser access/image URLs instead of switching to search.
28
- - If crawler plus browser-backed extraction still cannot get the product image, stop and ask the user to provide product images/screenshots. Do not generate or search a substitute for the product main image.
29
- - Ecommerce copy should introduce the linked item first; platform or store context can be secondary proof only.
30
-
31
- Store harvested assets under the generated example or target project `public/<brand>/` folder and reference them with Remotion `staticFile()`.
32
-
33
- When practical, create an asset manifest after harvesting:
34
-
35
- ```bash
36
- node skills/remotion-ad-video/scripts/build_asset_manifest.mjs <public-brand-dir> --brand <Brand> --source <URL> --out <public-brand-dir>/asset-manifest.json
37
- ```
38
-
39
- ## Use Rules
40
-
41
- - Use the product/app's own logos, icons, screenshots, feature graphic, and OG images as creative assets by default. They are standard inputs for the install/UA/affiliate ads this skill produces; do not stall waiting for "rights confirmation" on the advertised product's public store assets.
42
- - Keep genuinely off-limits material out unless the user confirms rights: licensed/third-party music, celebrity or identifiable-person likeness, and paid stock/fonts. When a page mixes in other products (e.g. "similar apps"), only use assets that belong to the product being advertised.
43
- - The advertiser owns final trademark/licensing decisions for their channel; flag residual responsibility in the handoff, do not block the build.
44
- - Prefer local copies for stable renders.
45
- - Keep the asset source URL and rights status in the source summary.
46
- - Keep asset dimensions, inferred type, source URL, and rights status in `asset-manifest.json` when generated.
47
- - If no product visual is available, create a custom motion graphic instead of leaving an empty placeholder.
48
-
49
- ## Minimum Visual Bar
50
-
51
- Do not ship an ad that is only text panels. Every commercial sample should include at least one of:
52
-
53
- - Product screenshot or app screenshot.
54
- - Logo/icon plus animated product UI reconstruction.
55
- - OG/hero image.
56
- - Generated or custom-coded motion scene that visualizes the product outcome.
@@ -1,202 +0,0 @@
1
- # Audio and Caption System
2
-
3
- Use this when adding music, sound effects, voiceover, captions, or silent-autoplay readability. Short-form ads should work with sound on and still read with sound off.
4
-
5
- ## Audio Layers
6
-
7
- Prefer three separate layers:
8
-
9
- - `musicBed`: beat or loop that defines cut timing.
10
- - `sfx`: whoosh, pop, snap, coin, click, glitch, riser, impact, or UI sound.
11
- - `voiceover`: scripted narration that drives the hook, benefit, and spoken CTA.
12
-
13
- Do not use copyrighted music, voices, or celebrity likenesses unless the user supplies rights-cleared assets. A generated TTS voice is allowed: mark it `rightsStatus: generated`.
14
-
15
- ## Audio Posture By Job Type
16
-
17
- The soundscape scales with the ambition of the job, not a single global default:
18
-
19
- - Quick URL jobs, fast tests, and first-pass iterations: `sfx-only` with short generated interaction sounds (or `silent-safe` if the user asks). Keep it cheap and fast.
20
- - Commercial-quality requests, batch variants, or any "make it more creative / bolder" ask: default to a full soundscape — `music-sfx` plus a scripted `voiceover` — not bare `sfx-only`. A bold ad with no voice and a single repeated click sounds thin. Plan the music bed, dense SFX, and voiceover together.
21
- - Always honor an explicit user audio choice over these defaults.
22
-
23
- Audio is a default implementation detail, not a required preflight or QA gate. Do not interrogate the user about audio; pick the posture from the job type and proceed.
24
-
25
- ## Music Bed Decision
26
-
27
- - Keep URL jobs on `sfx-only` by default.
28
- - Use `music-sfx` only when the user asks for music, sound polish, a platform-native sound plan, or supplies a rights-cleared track.
29
- - A music bed must be generated, licensed, or user-supplied. Never imply commercial reuse of platform music or trending songs from the source page.
30
- - When using generated music, prefer a short loopable bed with a stable BPM so cuts and SFX can land on beat.
31
- - When using user-supplied or licensed music, record source, license status, and allowed usage in the asset manifest or handoff.
32
-
33
- ## Voiceover Scriptcraft
34
-
35
- When the job uses voiceover, treat it as a performance, not a flat readout of the
36
- on-screen text. A rich voiceover is what makes an ad feel alive.
37
-
38
- - Write a `voiceover` script with explicit beats, not one run-on sentence. A 15s
39
- spot usually has 3-5 spoken beats: a spoken hook, one or two benefit/proof
40
- beats, and a landed CTA. Give each beat its own line.
41
- - The spoken hook should NOT just read the on-screen headline. Let voice and text
42
- play off each other — voice asks, text answers; voice teases, text reveals.
43
- - Vary the delivery across beats. Annotate each line with a short `delivery` note:
44
- energy (whisper -> shout), pace (slow burn -> rapid-fire), and tone (deadpan,
45
- hyped, conspiratorial, urgent, warm). Flat, even narration is the failure mode.
46
- - Use punchy fragments and concrete verbs over full grammatical sentences.
47
- "Glare? Gone. One tap." beats "This lamp will reduce the glare on your screen."
48
- - Build to a peak. The energy should rise into the CTA so the spoken close lands
49
- the action ("Tap to try it." / "Get it free."), not trail off.
50
- - Keep it tight: roughly 30-40 spoken words for 15s so the voice has room to
51
- breathe and hit beats; never wall-to-wall talk. Leave gaps for SFX and music
52
- to punch through.
53
- - Match `outputLanguage` from `ad-brief.json`. Write the voiceover in the video's
54
- language, and caption it exactly if captions are on.
55
- - A generated TTS voice is fine (`rightsStatus: generated`). Pick a voice persona
56
- that fits the brand energy and note it in the track. Never imitate a real,
57
- identifiable, or celebrity voice without cleared rights.
58
- - Each `voiceover` track maps to its beat with `sync.sceneId` / `sync.anchor` and
59
- `startFrame` like any other cue, so lines land on the picture.
60
-
61
- Voiceover beat example:
62
-
63
- ```json
64
- {
65
- "kind": "voiceover",
66
- "rightsStatus": "generated",
67
- "persona": "hyped, fast, confident",
68
- "lines": [
69
- { "text": "Still squinting at your screen?", "delivery": "conspiratorial, slow", "sync": { "sceneId": "hook", "anchor": "scene-start" } },
70
- { "text": "One tap. Glare gone.", "delivery": "snap, punchy", "sync": { "sceneId": "demo", "anchor": "visual-lock" } },
71
- { "text": "Your desk, finally calm.", "delivery": "warm, settling", "sync": { "sceneId": "benefit", "anchor": "headline-enter" } },
72
- { "text": "Tap to try it free.", "delivery": "rising, urgent CTA", "sync": { "sceneId": "cta", "anchor": "cta-land" } }
73
- ]
74
- }
75
- ```
76
-
77
- The `lines` array above is the voiceover *script*. In the Remotion template each
78
- spoken beat renders as its own audio track carrying the generated clip via `src`
79
- or `preset` plus its `startFrame`/`sync`; the template audio schema strips unknown
80
- fields, so do not expect a raw `lines` array in props to produce sound.
81
-
82
- ## Sync Discipline
83
-
84
- - Every SFX track must map to a visible event: tap, click, swipe, card pop, score burst, block placement, CTA button press, transition, or reward.
85
- - Write a cue sheet with `frame/time -> scene -> visual event -> sound` before final render when SFX are included.
86
- - Prefer short interactive sounds over a generic music bed for test drafts.
87
- - For `sfx-only`, generate or include small click/pop/whoosh/impact sounds before rendering; do not downgrade to `silent-safe` just because the user did not provide audio.
88
- - If a sound does not have a clear on-screen trigger, remove it. A silent-safe ad is better than mismatched audio.
89
- - Place cues within roughly 2-4 frames of the visual event unless intentionally leading a transition.
90
-
91
- ## Frame-Locked Cue Sheet
92
-
93
- - Use exact `startFrame` for generated template SFX whenever the composition fps is known; keep `startSecond` as a readable mirror of `startFrame / fps`.
94
- - Use `durationFrames` for short hits that must not smear across cuts. Use `durationSecond` only for external music, voiceover, or clips whose source timing matters more than frame trimming.
95
- - Each SFX cue should include `sync.sceneId`, `sync.anchor`, and optional `sync.offsetFrames` so the sound can be audited against a visible scene event.
96
- - Valid anchors should describe the picture event, for example `scene-start`, `scene-cut`, `headline-enter`, `visual-lock`, `metric-count`, `cta-land`, `transition-lead`, or `reward`.
97
- - Treat a cue without `startFrame` or `sync.anchor` as a draft placeholder, not a final sound pass.
98
-
99
- ## SFX Palette
100
-
101
- Use a varied palette instead of repeating one click or pop:
102
-
103
- - Core UI: click, tap, pop, notification, success.
104
- - Motion: swipe, whoosh, riser, stinger, impact.
105
- - Game/app reward: coin, combo, burst, level-up, fail-rescue.
106
- - Ecommerce/product: tactile snap, fabric, pack open, reveal hit, comparison snap.
107
- - Social/feed: sticker pop, glitch, live ping, shop tap, camera shutter.
108
- - Physical product: light switch, pack open, camera shutter, tactile snap, reveal hit.
109
- - Proof/metric: count tick, sparkle, soft chime, notification.
110
- - Bass/impact: sub boom, bass drop, impact, stinger.
111
-
112
- Pick sounds by visual event and audio category. A 15s ad should usually use at least twelve distinct generated or rights-cleared SFX presets across product, transition, impact, UI, metric, reward, and notification categories unless the creative is intentionally restrained.
113
-
114
- ## Cue Density
115
-
116
- - For `sfx-only`, plan roughly 8-14 picture-locked cues in a 15s ad.
117
- - Use 0.5-1.5s spacing for high-energy social, game, and ecommerce ads; use fewer cues for premium or enterprise SaaS.
118
- - Reserve risers for lead-ins, impacts for hook/CTA landings, and success sounds for final confirmation.
119
- - If two visual events happen within 5 frames, use one stronger sound rather than stacking muddy hits.
120
-
121
- ## Mix Targets
122
-
123
- - Generated SFX should be clearly audible but short; start around 0.35-0.75 volume and reduce repeated hits.
124
- - Music beds should sit under SFX around 0.16-0.35 volume.
125
- - If voiceover is present, lower music and nonessential SFX under speech.
126
- - Treat near-silent output as blocking when `audio.enabled=true` and `audio.mode` is `sfx-only`, `music-sfx`, or `voiceover`.
127
-
128
- ## Implementation Contract
129
-
130
- - Store local audio under `public/<brand>/audio/` and reference it with `staticFile()`, or use generated data-URI WAV clips / template presets for small template/test SFX.
131
- - Set `audio.enabled` to `true` only when at least one track is present.
132
- - Use one track per music bed, SFX hit, or voiceover clip so cuts can be timed precisely.
133
- - Each track should include `kind`: `musicBed`, `sfx`, or `voiceover`.
134
- - Each SFX track should include an audio category such as `product`, `transition`, `impact`, `ui`, `metric`, `reward`, or `notification`.
135
- - Each generated template track should use a named `preset`; external tracks should use `src`.
136
- - Each SFX track should include an `event` that names the visible trigger.
137
- - Each final SFX track should include exact `startFrame`; include `durationFrames` for clipped hits and `sync.sceneId` / `sync.anchor` for reviewable cue timing.
138
- - Each audio track must include `rightsStatus`: `user_supplied`, `licensed`, `generated`, `public_reference`, or `needs_verification`.
139
- - A `voiceover` track may carry multiple `lines`, each with its own `text`, `delivery` note, and `sync`, or be split into one track per spoken beat. Either way, every spoken beat needs picture-locked `sync`. Record a `persona` for the voice. A generated TTS voiceover uses `rightsStatus: generated`.
140
- - For silent-safe drafts, set `audio.enabled` to `false` and keep on-screen copy readable without sound.
141
-
142
- ## Timing
143
-
144
- - Align scene cuts, sticker pops, score bursts, and CTA pulses to beat moments.
145
- - In 15s ads, use audio events roughly every 0.5-1.5 seconds.
146
- - Reserve the biggest impact sound for the hook payoff or CTA.
147
- - Keep voiceover to roughly 30-40 spoken words for 15s across 3-5 beats; leave breathing gaps so SFX and music land. See `Voiceover Scriptcraft`.
148
-
149
- ## Captions
150
-
151
- - Captions should support the ad, not duplicate every on-screen word.
152
- - Use 1-2 short lines, high contrast, and safe-area margins.
153
- - Burn in essential CTA or offer text for silent autoplay.
154
- - If voiceover is present, caption claims exactly and keep source-backed proof separate.
155
-
156
- ### Karaoke captions (Remotion `CaptionTrack`)
157
-
158
- Most feeds play muted — without burned-in, word-synced captions the voiceover
159
- effectively does not exist. Whenever the ad has a voiceover track, also fill
160
- `props.captions` (the template renders them via `src/CaptionTrack.tsx` as a
161
- global layer that survives scene cuts):
162
-
163
- ```json
164
- "captions": [
165
- { "text": "Your desk deserves better light",
166
- "startFrame": 12, "endFrame": 58,
167
- "words": [
168
- { "w": "Your", "atFrame": 12 },
169
- { "w": "desk", "atFrame": 18 },
170
- { "w": "deserves", "atFrame": 26 },
171
- { "w": "BETTER", "atFrame": 36, "emphasis": true },
172
- { "w": "light", "atFrame": 44 }
173
- ] }
174
- ]
175
- ```
176
-
177
- - One entry per spoken sentence; use the same timestamps as the voiceover
178
- audio track so the words land on the voice.
179
- - Each word pops in on its beat; the word being spoken is lit in the accent
180
- color; `emphasis: true` words land bigger, tilted, and stay lit in the
181
- accent color — mark the numbers, pain words, and brand names.
182
- - Omit `words` to spread the words evenly across the window (fine for drafts;
183
- per-word beats read better).
184
- - On `colorMode: "inverted"` scenes the caption accent automatically swaps to
185
- the background color for contrast — no extra work needed.
186
-
187
- ## Platform Notes
188
-
189
- - TikTok/Reels/Shorts: punchy SFX, rhythmic cuts, captions low or mid-low.
190
- - Games: combo, burst, reward, fail-rescue, and level-up sounds.
191
- - SaaS/productivity: click, complete, send, success, notification, whoosh.
192
- - Ecommerce: tactile product sounds, reveal hits, comparison snaps.
193
-
194
- ## Optional Audio Review
195
-
196
- Only do this when the user explicitly asks for audio review, music, voiceover,
197
- silent-safe output, or platform-specific sound polish:
198
-
199
- - Sound-on check: audio reinforces cuts instead of feeling pasted on.
200
- - Rights check: every music, SFX, and voice asset has a rights status.
201
- - Mix check: voice and key SFX are not buried by music.
202
- - Stream check: use `ffprobe` only when audio deliverables are part of the ask.
@@ -1,128 +0,0 @@
1
- # Concept Contract
2
-
3
- `concepts.json` is the mandatory creative artifact between Strategy and Storyboard.
4
- It exists for the same reason `ad-brief.json` does: to stop the ad from collapsing
5
- into a reskin of the stock template. The brief captures *what is true*; the concept
6
- artifact captures *what idea we are betting on*.
7
-
8
- ## When To Create It
9
-
10
- - Create `concepts.json` after `ad-brief.json` and before any storyboard or code —
11
- for **every** job, not only commercial-quality requests. Fast tests and quick URL
12
- jobs may use a lean version (3 concepts, one-line fields), but they do not skip
13
- the gate: lower resolution is allowed, lower creativity is not. Skip only when
14
- the user dictated one exact direction.
15
- - Validate it before building:
16
-
17
- ```bash
18
- node scripts/validate-creative.mjs examples/<brand>-ad/concepts.json
19
- ```
20
-
21
- - Do not start the storyboard until the gate passes. A failing gate means the
22
- concepts are not yet distinct, scored, or chosen.
23
-
24
- ## Shape
25
-
26
- ```json
27
- {
28
- "schemaVersion": "1.0",
29
- "sourceUrl": "https://example.com/product",
30
- "productName": "Product",
31
- "defaultArc": ["hook", "pain", "demo", "proof", "cta"],
32
- "concepts": [
33
- {
34
- "id": "glare-kill",
35
- "label": "Glare Kill",
36
- "angle": "One sentence describing the creative bet.",
37
- "insight": "The sharp customer tension or surprising truth this ad weaponizes.",
38
- "hookLine": "3 to 8 words",
39
- "firstFrame": "What is visible at frame 0-30.",
40
- "structure": ["cold-open-payoff", "cause-reveal", "angle-dim-focus", "cta"],
41
- "motionIdea": "The main moving system.",
42
- "signatureMoment": "The one frame only this product could own - a competitor could not swap their logo in. Reference the product's own element, interaction, or claim.",
43
- "spectacleMove": "surreal-scale",
44
- "proof": "Source-backed or user-supplied evidence only.",
45
- "cta": "One action.",
46
- "risk": "Rights, claim, or production concern.",
47
- "scores": {
48
- "attention": 5,
49
- "nativeFit": 4,
50
- "productProof": 4,
51
- "conversion": 4,
52
- "productionFeasibility": 4,
53
- "claimSafety": 5,
54
- "distinctiveness": 4,
55
- "boldness": 5
56
- }
57
- }
58
- ],
59
- "chosenId": "glare-kill",
60
- "selectionNote": "Why this concept beat the others, plus any beat grafted from a runner-up."
61
- }
62
- ```
63
-
64
- ## Gate Rules
65
-
66
- The validator enforces the parts that can be checked mechanically:
67
-
68
- - 3-6 concepts, each with a unique `id` and a unique `hookLine`.
69
- - Every concept declares `angle`, `insight`, `hookLine` (3-8 words), `firstFrame`,
70
- `structure` (>= 3 scene blocks), `motionIdea`, `signatureMoment`,
71
- `spectacleMove`, `proof`, `cta`, and all eight `scores` as integers 1-5.
72
- - `signatureMoment` is one sentence describing the frame only this product could
73
- own — if a competitor could swap their logo in, it fails the spirit of the
74
- field (validator floor: >= 10 chars after trim; the spirit is checked by you,
75
- not the machine). `spectacleMove` must be one of: `surreal-scale`,
76
- `impossible-physics`, `world-bend`, `hyperbolic-before-after`,
77
- `maximal-kinetic-burst`, `dramatized-stakes`, `ui-comes-alive`, `time-break` —
78
- the tokens match the mechanics in `ad-exemplars.md` (Spectacle / Exaggeration
79
- Mechanics); the "wait, what?" beat is a checkable field, not a vibe.
80
- - `scores` includes `boldness`: how exaggerated, dramatized, and visually loud the
81
- concept is. A tasteful, reasonable, "presentation-safe" idea scores low here on
82
- purpose. Boldness rates the creative register, never the truth of a claim.
83
- - Concepts must not all share one `structure`; they must be genuine alternatives.
84
- - `hookLine`, `angle`, and `label` must avoid banned cliche copy (see
85
- `ad-exemplars.md`).
86
- - `chosenId` must reference a real concept and carry a `selectionNote`.
87
- - The chosen concept must score `attention` >= 4, `distinctiveness` >= 4, and
88
- `boldness` >= 4, with `claimSafety` >= 3. A merely-acceptable 3 on attention,
89
- distinctiveness, or boldness no longer ships - pick or revise a bolder concept.
90
- - The chosen concept's `structure` must not equal `defaultArc` unless it sets a
91
- `forceDefaultReason`. The stock hook/pain/demo/proof/cta arc is a fallback, not
92
- a default.
93
-
94
- ## Scene Block Structure
95
-
96
- `structure` is an ordered list of scene-block kinds, not the stock five scenes.
97
- Use it to plan an arc that fits the chosen idea: for example
98
- `["cold-open-payoff", "cause-reveal", "snap-compare", "cta"]`,
99
- `["pov-hands", "one-tap-tune", "focus-settle", "cta"]`, or
100
- `["stat-slam", "rapid-features", "proof-burst", "cta"]`. Map these blocks to the
101
- actual Remotion scenes during storyboard. If two different concepts produce the
102
- same arc, at least one of them is not a real alternative.
103
-
104
- ## Template Blocks
105
-
106
- The Remotion template renders each scene by its `block` field, so the chosen
107
- `structure` becomes distinct layouts and motion instead of one repeated card. Map
108
- your structure onto these built-in blocks (or add a new block component):
109
-
110
- - `cold-open-payoff` - full-bleed visual first; headline slams in late.
111
- - `split-before-after` - kinetic split; dim "before" half vs colored "after" half.
112
- - `device-frame` - content inside a phone frame; feed/app-native feel.
113
- - `stat-slam` - a source-backed number dominates the frame (uses scene `metric`).
114
- - `hero-morph` - the visual flies in from a thumbnail and arcs into the hero frame (FlipMove shared-element morph).
115
- - `ui-takeover` - a fake push notification drops in, gets pressed, and expands into the hero — the system-UI hook.
116
- - `charge-reveal` - progress-bar psychology: rush to 88%, squeeze to 99%, hold, slam to 100% with the payoff line.
117
- - `cta-card` - centered conversion poster with a pulsing CTA button.
118
- - `standard` - balanced framed-visual + copy layout; the fallback, not the default.
119
-
120
- Set each storyboard scene's `block` accordingly. Do not route every scene through
121
- `standard` - that is the template-collapse the gate exists to prevent.
122
-
123
- ## Handoff
124
-
125
- - Keep `concepts.json` next to `ad-brief.json` in the project directory.
126
- - When delivering one built variant, the storyboard and props must reflect the
127
- chosen concept's `structure`, `firstFrame`, and `motionIdea`. Note in handoff
128
- why the other concepts were not built.