@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
  1056. package/studio/ui/dist/assets/ExportCenter-DEyy1vs_.js +0 -1
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@@ -1,146 +0,0 @@
1
- # Creative Direction
2
-
3
- ## Principle
4
-
5
- The first job of an ad is attention. Do not make a slide deck with fades. Build a thumb-stopping hook, a visual metaphor, and a conversion path.
6
-
7
- Run divergent concepts before committing. Write `concepts.json` per
8
- `references/concept-contract.md`, score them, and pass `validate-creative.mjs`
9
- before the storyboard. Pull mechanics from `references/ad-exemplars.md` so the bar
10
- is great ads, not the stock template.
11
-
12
- ## Insight First
13
-
14
- Creativity comes from a sharp insight, not from filling a template. Before hooks
15
- and layouts, name the one true tension the ad weaponizes: a vivid customer pain, a
16
- surprising approved fact, a distinctive mechanism, or a cultural/format moment.
17
- Every concept's `insight` field should make a person say "that's true." Generic
18
- feature lists produce generic ads; a specific insight produces a specific ad.
19
-
20
- ## Anti-Template Collapse
21
-
22
- The stock hook/pain/demo/proof/cta arc is a fallback, not a default. If every ad
23
- you ship reuses it, the output is template-filler, not creative.
24
-
25
- - Let the chosen concept choose the structure. Plan an arc of scene blocks that
26
- fits the idea (cold-open payoff, snap-compare, POV ritual, stat slam, gameplay
27
- spectacle, feed-native), not the same five scenes every time.
28
- - Two concepts that produce the same arc are not real alternatives. Make them
29
- diverge in hook mechanic and structure, not just color and copy.
30
- - Do not reuse the default arc unless the concept records a `forceDefaultReason`.
31
- - Vary the visual system per concept: layout shock, motion language, pacing, and
32
- type treatment should follow the idea and the brand's harvested assets, not a
33
- fixed look.
34
-
35
- ## Bold By Default — Exaggeration & Spectacle
36
-
37
- A tasteful, reasonable, presentation-safe ad loses the scroll. The default
38
- emotional register for this skill is loud, dramatized, and a little too much.
39
- "Would a brand manager call this restrained?" should be a *no*. Push every idea
40
- one notch past comfortable before you build it.
41
-
42
- What "exaggerate" means here:
43
-
44
- - Dramatize the *feeling*, not the facts. Blow up the pain to absurd scale, make
45
- the relief euphoric, make the speed look impossible, make the transformation
46
- total. Every numeric and factual claim stays honest and source-backed — the
47
- exaggeration lives in the visual and emotional register, never in the numbers.
48
- - Spectacle moves: surreal scale (a phone the size of a building, a single
49
- feature filling the sky), impossible physics (gravity flips, time freezes,
50
- the UI shatters into a thousand shards), world-bending (the product warps the
51
- room around it), and maximal kinetic energy (whip pans, snap zooms, hits on
52
- every beat).
53
- - Hyperbolic before/after: the "before" world is a comic disaster, the "after"
54
- snaps to perfect on a single beat. Lean into the contrast hard.
55
- - One outrageous idea, executed at full volume. Bold is not busy — a single
56
- surreal mechanic carried through the whole spot beats five timid flourishes.
57
- If you can describe the ad without a "wait, what?" moment, it is not bold yet.
58
-
59
- Anti-tameness checklist — revise before storyboard if any is true:
60
-
61
- - The boldest description of the ad is still "clean," "modern," or "sleek."
62
- - A competitor could run the same spot by swapping the logo.
63
- - The hook is a statement, not a spectacle, surprise, or pattern break.
64
- - Nothing on screen is dramatically oversized, distorted, or physically impossible.
65
- - The energy is even throughout instead of building to a peak.
66
-
67
- The creative gate enforces this: the chosen concept must score `boldness` >= 4
68
- (plus `attention` >= 4 and `distinctiveness` >= 4). A merely-acceptable idea
69
- does not pass. See `references/ad-exemplars.md` for spectacle mechanics to reach for.
70
-
71
- ## Hook Patterns
72
-
73
- - Chat becomes action: message bubbles transform into completed tasks.
74
- - Before/after split: old workflow breaks, product resolves it.
75
- - Impossible demo: show the result first, then reveal the product.
76
- - UI explosion: product capabilities fly out from a real screenshot.
77
- - Countdown: one urgent command or offer lands in the first 2 seconds.
78
- - Format-native imitation: for feeds, games, editors, or commerce apps, imitate the product's core interaction instead of explaining it.
79
-
80
- ## Thumb-Stopping Layouts
81
-
82
- Before storyboard, choose a Layout Shock move. A good ad still should look like
83
- it wants attention even before it moves.
84
-
85
- - poster-scale type: one word, number, or CTA is dramatically larger than the rest.
86
- - one dominant visual: icon, product, phone, screenshot crop, avatar, or game object owns the frame.
87
- - aggressive crop: zoom into the most recognizable product/app detail instead of showing a tidy full screenshot.
88
- - asymmetric pressure: place the main visual off-center and let text slam, orbit, stack, or collide around it.
89
- - reveal stack: hide the payoff behind a wipe, swipe, terminal cursor, door, crate, card, or product layer.
90
- - kinetic split screen: old/new, before/after, fail/rescue, input/output, or chaos/control.
91
-
92
- Keep the first frame to maximum two text groups: a large hook and a short support
93
- or CTA. Do not fill the viewport with several similarly sized labels.
94
-
95
- ## Numeric Proof Motion
96
-
97
- If the source gives usable numbers, treat them as a motion surface, not a line
98
- of copy. Ratings, discounts, prices, savings, review counts, download counts,
99
- scores, speed, or time saved should count, tick, roll, pop, or meter-fill toward
100
- the exact approved final number.
101
-
102
- - Rating examples: `0.0` -> `4.8`, with stars or a badge snapping in at the end.
103
- - Discount examples: `0%` -> `50%`, with a flash, price slash, or offer sticker.
104
- - Price examples: `$0` -> `$29`, or old price crossed out while savings count up.
105
- - Game/app examples: score and coins climb with bursts, combos, or HUD-style pops.
106
-
107
- Never invent a higher number for drama. If the number is inferred or blocked,
108
- animate the product behavior instead and keep the proof claim out of the render.
109
-
110
- ## Motion Requirements
111
-
112
- Use the `src/motion.ts` vocabulary (`tween`, `springPop`, `staggerDelay`, eases)
113
- and `KineticText` rather than bare linear `interpolate` — see
114
- `references/motion-language.md`. Apply them (they wrap Remotion's
115
- `useCurrentFrame()`, `spring()`, and `interpolate()`) for:
116
-
117
- - Logo or product reveal.
118
- - Staggered task/card entrances.
119
- - Kinetic headline movement.
120
- - Dynamic numeric counters or meters when the ad uses source-backed proof.
121
- - At least one continuous background or particle motion.
122
- - CTA emphasis in the final scene.
123
-
124
- Avoid:
125
-
126
- - Plain centered title cards.
127
- - One visual repeated for the whole video.
128
- - Long body copy.
129
- - CSS transitions or CSS keyframe animations.
130
- - Dense equal-weight text blocks.
131
- - Safe, centered composition in every scene.
132
- - Static numeric proof where the same number could be animated safely.
133
-
134
- ## Commercial QA
135
-
136
- Before handoff, ask:
137
-
138
- - Would the first 2 seconds stop someone scrolling?
139
- - Is the product visible or visually implied immediately?
140
- - Is there a clear reason to click?
141
- - Are source assets used, not just generic placeholders?
142
- - Does the CTA feel like an action, not a footer note?
143
- - Does the motion feel native to the product category, not just animated presentation slides?
144
- - Does the layout feel bold enough for a paid ad rather than a product explainer?
145
- - Is there at least one "wait, what?" spectacle moment — surreal scale, impossible physics, or a dramatized payoff — rather than a tasteful, restrained execution?
146
- - Does the voiceover carry energy and dynamics, or does it read like a flat description?
@@ -1,86 +0,0 @@
1
- # Fast Test Workflow
2
-
3
- Use this for skill tests, iteration, and first-pass creative QA. The goal is to make obvious issues cheap and reserve full MP4 render for the final candidate.
4
-
5
- ## Default Fast Path
6
-
7
- 1. Run source classification and create or update `ad-brief.json`:
8
-
9
- ```bash
10
- node scripts/classify-ad-source.mjs "<url>" --brief-out examples/<brand>-ad/ad-brief.json
11
- ```
12
-
13
- 2. Harvest assets and create the source summary.
14
- 3. Generate concept cards and choose one direction using the brief.
15
- 4. Run text/claim/asset/secret checks before rendering.
16
- 5. Stage the example into the shared lab:
17
-
18
- ```bash
19
- node scripts/fast-ad-lab.mjs stage examples/<brand>-ad
20
- ```
21
-
22
- 6. Render low-resolution stills. This command uses one Remotion bundle for the
23
- requested frames instead of re-bundling per frame:
24
-
25
- ```bash
26
- node scripts/fast-ad-lab.mjs stills examples/<brand>-ad --frames 30,150,285,390 --scale 0.5
27
- ```
28
-
29
- 7. Inspect stills. If motion timing needs review, render a low-resolution preview:
30
-
31
- ```bash
32
- node scripts/fast-ad-lab.mjs preview examples/<brand>-ad --scale 0.35 --crf 30
33
- ```
34
-
35
- 8. Render a half-size draft MP4 only after the stills or preview pass:
36
-
37
- ```bash
38
- node scripts/fast-ad-lab.mjs render examples/<brand>-ad --scale 0.5 --crf 24
39
- ```
40
-
41
- 9. Render full-size production MP4 only when the user explicitly approves the final candidate:
42
-
43
- ```bash
44
- node scripts/fast-ad-lab.mjs final examples/<brand>-ad --scale 1 --crf 18
45
- ```
46
-
47
- ## Blocking vs Non-Blocking
48
-
49
- Blocking before full render:
50
-
51
- - Blank or broken frame.
52
- - Product/logo missing from hook.
53
- - Text overlap that makes copy unreadable.
54
- - Unsupported or risky claim rendered as fact.
55
- - Actual secret, token, private URL, or customer data.
56
- - Wrong product visual that could misrepresent the product.
57
- - Typecheck or Remotion render failure.
58
- - Font-load render timeout: non-default `fontPreset` values fetch from Google
59
- Fonts at render time. On offline or network-restricted machines keep
60
- `fontPreset` unset (`clean-sans`); a font fetch failure aborts the render.
61
-
62
- The template depends on `@remotion/google-fonts` — when staging new-template
63
- projects into an older shared lab or reusing an existing project's
64
- `node_modules`, install the dependency first or the bundle fails.
65
-
66
- Non-blocking for skill tests:
67
-
68
- - Placeholder variable names such as `api_key`, `REACHAPI_BASE_URL`, or `PROJECT_KEY` when no real value is present.
69
- - Minor copy polish that does not change claim meaning.
70
- - A harvested asset kept in the manifest but not used.
71
- - Small layout preference that does not impair readability.
72
- - Dependency audit warnings inherited from the template.
73
-
74
- Do not rerender full-size MP4 for non-blocking issues. Record them as notes unless the user asks for production polish.
75
- Do not render full-size MP4 before low-resolution stills and draft video pass.
76
-
77
- ## Time Budget
78
-
79
- For ordinary skill tests, target:
80
-
81
- - 3-6 minutes to source summary, preflight defaults, concept score, and draft stills.
82
- - 1-3 minutes for a low-resolution preview when motion timing needs review.
83
- - Half-size draft MP4 is the default video deliverable for skill tests: vertical 540x960, square 540x540, landscape 960x540.
84
- - Full-size MP4 is the expensive final step; run it only after the draft video is accepted or the user explicitly asks for production output.
85
-
86
- If a task exceeds the budget, stop after the draft stills and report the blocker or decision needed.
@@ -1,75 +0,0 @@
1
- # Game Ad Patterns
2
-
3
- Use this reference for casual games, mobile games, app-store game listings, puzzle games, hypercasual games, idle games, merge games, runners, and simple gameplay loops.
4
-
5
- ## Core Rule
6
-
7
- Simple-game ads should feel like high-energy gameplay. Do not explain the game with feature cards first. Simulate the most satisfying loop immediately, then use store assets as fast proof moments.
8
-
9
- Default duration is 15s. A 30s game ad must be explicitly requested or justified by a deeper story.
10
-
11
- The common failure mode is making a mini slide deck: gameplay hook, proof card, feature card, CTA card. Avoid that. Shot cuts are allowed and often useful, but each shot should be kinetic: gameplay action, world/character motion, screenshot motion, reward motion, or CTA motion.
12
-
13
- ## First 2 Seconds
14
-
15
- Start with one clear action and payoff:
16
-
17
- - Match: swap pieces, trigger a combo, explode the board.
18
- - Merge: drag two objects together, reveal a better object.
19
- - Runner: near-miss obstacle, collect chain, speed burst.
20
- - Puzzle: wrong move tension, one smart move solves it.
21
- - Idle/reward: tap or unlock triggers a coin/reward cascade.
22
-
23
- Use a short command-style headline such as `ONE MOVE. BIG BLAST.`, `MERGE IT. UNLOCK MORE.`, or `TAP. COLLECT. LEVEL UP.` Keep product/app icon visible in the first scene.
24
-
25
- ## Asset Use
26
-
27
- Use app-store assets in this order:
28
-
29
- 1. Icon: brand anchor, header, CTA.
30
- 2. Screenshots: product proof, stacked cards, swipe carousel, before/after reveal.
31
- 3. Feature image or hero art: mid-video world/character context.
32
- 4. Rating/download/review numbers: proof cards, not the opening hook.
33
-
34
- If screenshots are static, recreate the gameplay motion with custom Remotion shapes over or beside them. Do not rely on panning screenshots as the main animation.
35
-
36
- Proof numbers, ratings, screenshots, and feature art should enter as fast overlays, stickers, flashes, swipe cards, match cuts, or side pops. They should not become static information screens.
37
-
38
- ## Motion Systems
39
-
40
- Minimum for 15s game ads:
41
-
42
- - Gameplay loop: one animated mechanic that resembles the actual game category.
43
- - Payoff: particles, burst, score pop, reward cascade, or level-up moment.
44
- - Asset proof: app-store screenshot/icon/feature-art reveal as a kinetic shot or overlay.
45
- - CTA pulse: button/icon with a reason to install.
46
- - Tempo: a meaningful visual change every 0.5-1.5 seconds.
47
-
48
- Prefer `useCurrentFrame()`, `spring()`, `interpolate()`, and deterministic arrays for pieces, particles, boards, cards, and score pops. See `references/motion-language.md`: use `Burst` (confetti/coins/sparks/debris) for reward cascades, score pops, and explosions, and the `eases`/`staggerDelay` vocabulary so gameplay motion is springy, not linear.
49
-
50
- ## 15s Storyboard Pattern
51
-
52
- - 0-2s: immediate action and payoff.
53
- - 2-5s: second combo, fail-rescue, or reward cascade.
54
- - 5-8s: screenshot/feature art proof enters as a kinetic cut, overlay, or match-cut.
55
- - 8-11s: bigger payoff, level-up, multiplier, or challenge moment.
56
- - 11-15s: CTA with motion, such as icon pop, reward burst, card swipe, or gameplay background.
57
-
58
- Use 30s only when needed:
59
-
60
- - 0-3s hook.
61
- - 3-12s continuous gameplay variations.
62
- - 12-20s proof and features as kinetic shots or overlays.
63
- - 20-26s challenge/event/social mechanic.
64
- - 26-30s CTA with motion.
65
-
66
- ## QA Checks
67
-
68
- - Would the first second still read without sound?
69
- - Is the core mechanic visible before social proof?
70
- - Do proof and CTA use kinetic shots or motion instead of static cards?
71
- - Does the ad include real store assets plus custom motion?
72
- - Are screenshots supporting the ad rather than replacing animation?
73
- - Would any still look like a presentation slide? If yes, revise with a cut, motion, or payoff.
74
- - Are store claims copied accurately and documented in the source summary?
75
- - Are third-party asset rights called out before commercial handoff?
@@ -1,90 +0,0 @@
1
- # Hyperframes Output
2
-
3
- Use this reference when `ad-brief.json` resolves `renderEngine` to
4
- `hyperframes`, the user asks for Hyperframes, the target repo is already a
5
- Hyperframes project, or open-source licensing matters more than Remotion's
6
- React-based authoring model.
7
-
8
- ## Engine Choice
9
-
10
- - Render-engine selection order is explicit user/caller choice, existing target
11
- project stack, then local renderer availability.
12
- - Use `renderEngine: "hyperframes"` when selected explicitly, when an existing
13
- Hyperframes project is present, or when it is the only locally available
14
- renderer.
15
- - If both engines are available, ask the user. If neither is available, ask the
16
- user to choose one to install.
17
- - Do not use Hyperframes' `remotion-to-hyperframes` workflow for a new ad. That
18
- workflow is for porting existing Remotion code; new ads should be native
19
- Hyperframes HTML.
20
-
21
- ## Project Shape
22
-
23
- Copy `assets/hyperframes-template/` into the target project, or adapt an
24
- existing Hyperframes project. Hyperframes requires Node.js 22+ and FFmpeg.
25
-
26
- Core files:
27
-
28
- - `index.html`: source of truth for the composition.
29
- - `variables.json`: approved ad copy, CTA, colors, local asset paths, and
30
- format fields (`width`, `height`, `layoutMode`).
31
- - `package.json`: local dev-loop commands.
32
-
33
- Composition rules:
34
-
35
- - The root composition is an HTML element with `data-composition-id`,
36
- `data-start`, `data-duration`, `data-width`, and `data-height`.
37
- - Every clip has `data-start`, `data-duration`, and `data-track-index`.
38
- - Declare editable fields on the `<html>` root with
39
- `data-composition-variables`.
40
- - Read variables once in script with `window.__hyperframes.getVariables()`.
41
- - Write `variables.width` and `variables.height` back to `data-width`,
42
- `data-height`, `--stage-width`, and `--stage-height` so square and landscape
43
- outputs do not render through the vertical starter layout.
44
- - Register one paused GSAP timeline with
45
- `window.__timelines["<composition-id>"] = tl`.
46
- - Keep internal ids and enum values in English. Use `outputLanguage` for
47
- rendered copy.
48
-
49
- ## Commands
50
-
51
- Run the Hyperframes loop instead of Remotion commands:
52
-
53
- ```bash
54
- npm install
55
- npx hyperframes lint
56
- npx hyperframes inspect --samples 12
57
- npx hyperframes preview
58
- npx hyperframes render --variables-file ./variables.json --quality draft
59
- ```
60
-
61
- For handoff, report the Hyperframes Studio URL from `preview`, typically:
62
-
63
- ```text
64
- http://localhost:<port>/#project/<project-directory-name>
65
- ```
66
-
67
- ## Asset And Audio Rules
68
-
69
- - Store approved media locally next to the project, for example
70
- `assets/<brand>/logo.svg` and `assets/<brand>/hero.png`.
71
- - Reference local asset paths through `variables.json`; do not hard-code remote
72
- URLs in the final composition.
73
- - If `audioMode` is `sfx-only`, first create or choose a generated or
74
- rights-cleared SFX file, then add an explicit `<audio src="./assets/...">`
75
- clip in `index.html`. Do not leave empty audio tags or unresolved audio
76
- variables; Hyperframes lint requires concrete media `src` values. If no sound
77
- file exists yet, report that audio is not implemented in the current
78
- Hyperframes draft.
79
-
80
- ## QA Differences
81
-
82
- For Hyperframes, replace Remotion still/typecheck gates with:
83
-
84
- - `npx hyperframes lint` for composition and track structure.
85
- - `npx hyperframes inspect` for timeline layout overflow and clipping.
86
- - Browser preview for motion review.
87
- - Draft render with `--quality draft` before full/high quality output.
88
-
89
- The same ad QA still applies: product visible early, hook/middle/CTA differ,
90
- text fits mobile, claims are approved, and rights gaps are reported.
@@ -1,71 +0,0 @@
1
- # Industry Angle Library
2
-
3
- Use this when the product category is not already covered by game or social-feed patterns. Pick one primary angle and one backup angle before storyboarding.
4
-
5
- ## SaaS and AI Tools
6
-
7
- - Hook: show the result first, then collapse the old workflow.
8
- - Visual: real UI screenshot, task cards completing, agent/chat actions becoming product output.
9
- - Proof: integration count, time saved, waitlist, customer quote, or user-supplied result.
10
- - Avoid: abstract glowing dashboards with no product behavior.
11
-
12
- ## Ecommerce and Physical Products
13
-
14
- - Hook: tactile problem, messy before, or satisfying transformation.
15
- - Visual: product close-up, use-in-context, before/after, bundle reveal, comparison grid.
16
- - Proof: materials, rating, review, guarantee, shipping/offer when source-backed.
17
- - Avoid: generic product beauty shots without a use case.
18
-
19
- ## Local Services
20
-
21
- - Hook: urgent local problem or calendar/time pressure.
22
- - Visual: location cue, booking flow, technician/service moment, map pin, before/after.
23
- - Proof: review score, response time, service area, license/insurance only if source-backed.
24
- - Avoid: broad brand film language.
25
-
26
- ## Education and Courses
27
-
28
- - Hook: specific skill gap or outcome preview.
29
- - Visual: lesson snippet, progress path, project/result reveal, instructor credibility.
30
- - Proof: curriculum, completion asset, user-supplied student result, certification if verified.
31
- - Avoid: income or job guarantees unless approved.
32
-
33
- ## Health, Fitness, and Wellness
34
-
35
- - Hook: routine friction or visible form/behavior improvement.
36
- - Visual: safe movement demo, habit tracker, product-in-use, progress cues.
37
- - Proof: trainer credential, user-supplied testimonial, app rating.
38
- - Avoid: medical claims, body-shaming, or guaranteed health outcomes.
39
-
40
- ## Finance, Legal, Insurance, and Regulated Offers
41
-
42
- - Hook: clarity, speed, or control, not fear-mongering.
43
- - Visual: calculators, document flow, comparison, checklist, secure workflow.
44
- - Proof: rates, returns, legal outcomes, coverage, or savings only when approved.
45
- - Avoid: rendering inferred claims. Use disclaimers and conservative copy.
46
-
47
- ## B2B Operations
48
-
49
- - Hook: operational bottleneck, manual handoff, or failed status board.
50
- - Visual: pipeline, queue, alert, approval, spreadsheet-to-system transformation.
51
- - Proof: SLA, error reduction, team adoption, integration, or user-supplied metric.
52
- - Avoid: consumer-style hype that hides the workflow.
53
-
54
- ## Creative and Productivity Apps
55
-
56
- - Hook: blank page becomes finished output.
57
- - Visual: timeline, canvas, editor controls, asset generation, export moment.
58
- - Proof: templates, export formats, collaboration, rating, creator quote.
59
- - Avoid: showing only final art without the creation interaction.
60
-
61
- ## Fallback Content Checklist
62
-
63
- If no category fits, make sure the ad *contains* these five ingredients - this
64
- is a content checklist, **not** a scene structure; the scene order still comes
65
- from the chosen concept's `structure` (see `concept-contract.md`):
66
-
67
- 1. Problem or desire surfaced in the first 2 seconds.
68
- 2. Product visible immediately.
69
- 3. One concrete product behavior.
70
- 4. One source-backed proof point.
71
- 5. CTA with a specific next action.