arca-marketing-video 2.5.0 → 2.7.0
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package/package.json
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{
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"name": "arca-marketing-video",
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"version": "2.
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"version": "2.7.0",
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"description": "Brand-driven short-form marketing content kit: four installable Claude Code skills (carousel generator, storyboard prompt, video prompt, shorts editor) plus a shared brand profile and assets. Run `npx arca-marketing-video` to install them into .claude/skills.",
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"keywords": [
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"skill",
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edge-to-edge or with a thin uniform gutter, so every frame crops out cleanly on its own.
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- Frames in beat order (frame 1 = top-left). Each frame is a different moment (the 9 beats below).
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- Render the frames in the chosen VIDEO TYPE's look (UGC phone-shot by default — raw, imperfect,
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human per Phases 6 and 9; cinematic / animation / product film per the declared type).
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human per Phases 6 and 9; cinematic / animation / product film per the declared type). For UGC, the
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frames must read like stills grabbed from a phone video, NOT stock/AI photos — apply Phases 6 & 9
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(real skin texture, non-model casting, mixed practical light, off-center handheld framing, lived-in
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clutter); avoid even studio light, model-perfect symmetric faces, plastic skin, and staged centering.
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(`video-prompt` reuses these frames as start frames, so the realism has to start here.)
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The frames must contain NO:
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- panel numbers, labels, titles, or letters
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---
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name: video-prompt
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description: Use when turning a storyboard into a finished vertical short-form video of any type (UGC, cinematic / movie-trailer, animation, product film, etc.). Handles both photographic storyboards (clean and use as start frames) and schematic / annotated plans (do NOT upscale 1:1 — rebuild patterned to them
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description: Use when turning a storyboard into a finished vertical short-form video of any type (UGC, cinematic / movie-trailer, animation, product film, etc.). Handles both photographic storyboards (clean and use as start frames) and schematic / annotated plans (do NOT upscale 1:1 — rebuild patterned to them with Wyren clips, with any on-screen UI/screens generated diegetically in the footage, never composited as text/UI overlays). Drives the Wyren MCP — picks image/video models and resolutions, forces phone-camera realism on the start frames (so they don't look like stock/AI photos), generates multi-angle coverage so the edit can cut fast like real UGC, optimizes the TikTok first 5 seconds, and keeps character faces consistent across shots. Triggers on "make the video from this storyboard", "generate the short", "render the clips". Part of the arca-marketing-video kit.
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---
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# Video Prompt
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Use the storyboard as the PLAN, not as footage to copy. First classify it (see STORYBOARD
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INTERPRETATION below): if the panels are photographic, clean them and use them as start frames; if
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they are schematic / annotated mockups (panel numbers, notes boxes, drawn phone bezels, mock UI), do
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NOT upscale or reproduce them 1:1 — rebuild the video patterned to them
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NOT upscale or reproduce them 1:1 — rebuild the video patterned to them with Wyren clips, realizing any
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on-screen UI / screens DIEGETICALLY inside the footage (never composited text/UI overlays — see DO NOT
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COMPOSITE TEXT/UI GRAPHICS). You may generate clips separately and merge them, or use video-model
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multishot — decide smartly.
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VIDEO TYPE SCOPE — read before applying the rules below.
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This skill makes ANY video type. The LOOK follows the chosen VIDEO TYPE; the TikTok retention rules
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- Generate the LIVE FOOTAGE with Wyren (people, faces, desk, reactions, real environment, camera
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move) using the recurring character profile for face consistency and a fresh start frame
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DESIGNED for that shot via image AI — not the schematic panel.
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- Realize any on-screen UI / data / screens the panel shows (a deck, a dashboard, sticky notes,
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a checklist, a route map, a "REC" indicator) as DIEGETIC parts of the scene — i.e. generate
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them INSIDE the Wyren clip as the real laptop/phone screen, real paper, or real props, framed
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so the text is small/partial/blurred and need not render perfectly. Do NOT composite them as
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floating graphics on top.
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- Match each panel's layout and intent (what's on screen, what the person is doing), realized as
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real in-scene footage in the chosen VIDEO TYPE's look.
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WHO MAKES WHAT (schematic path):
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- Wyren videoAI →
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- Wyren videoAI → everything that appears in-frame: people, faces, reactions, hands, environment,
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props, camera move, AND any on-screen UI / data / screens (generated diegetically in the clip).
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- Wyren imageAI → designed start frames and any photographic plates feeding the clips.
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- HyperFrames →
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- HyperFrames → reserved for the EDIT stage (`shorts-editor`): spoken-word captions, brand splash /
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end card, and timing of zooms / SFX. Nothing else.
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DO NOT COMPOSITE TEXT/UI GRAPHICS (hard rule):
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This skill (the video-generation stage) does NOT composite ANY overlay onto the footage. In particular,
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never recreate the storyboard's mock UI / data as floating overlays — no data/deck cards, dashboards,
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labels, callouts, checklists, route-map text, fake screens, or "REC"-style HUD text laid over the
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video. It looks fake and instantly kills the UGC feel. Any text or screen the viewer sees here must be
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DIEGETIC (filmed/generated as a real screen or prop inside the Wyren clip) or simply dropped — if a
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panel's mock UI can't be made diegetic, simplify or omit it.
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All overlays are decided later by the EDIT stage (`shorts-editor`): spoken-word captions, the brand
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splash, and its own engagement chips/graphics live there, on the editor's terms — not generated or
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composited in this stage.
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If you are unsure which form the storyboard is, ask the user before generating.
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CORE OUTPUT
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first frame.
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- SCHEMATIC storyboard (path B): do NOT upscale the panel. Use image AI to DESIGN a new start frame
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for that shot from the character profile + the panel's brief (scene, action, framing), so the frame
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is real-looking footage, not a redraw of the mockup.
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is real-looking footage, not a redraw of the mockup. Any on-screen UI the panel shows is realized
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diegetically inside the clip (a real screen/prop), never composited as a text/graphic overlay.
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PHONE-CAMERA REALISM FOR START FRAMES (UGC types — non-negotiable)
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The #1 failure mode is a start frame that looks like a polished STOCK PHOTO or AI render (even soft
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studio light, model-perfect symmetric faces, plastic skin, centered staged composition, sterile clean
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room). The video model inherits the start frame's look, so a stock-looking frame produces a stock-
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looking clip. Fix it at the frame.
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- Apply the SAME proven realism rules this skill already specifies for the footage — PHONE-SHOT VISUAL
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STYLE, CHARACTER REALISM, FRAMING, LIGHTING, and DEPTH OF FIELD (all below) — to the START FRAME
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too. The frame is a paused still from that same casual phone video, NOT a separate photo shoot. In
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particular reuse: natural skin texture / pores / asymmetry, non-model casting, candid mid-action
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expression (CHARACTER REALISM); mixed practical light, uneven exposure, blown-out window, mild
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noise (LIGHTING); off-center imperfect handheld framing (FRAMING); normal phone depth of field, no
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creamy bokeh (DEPTH OF FIELD); real lived-in clutter (ENVIRONMENT).
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- Add explicit phone-camera tokens to the image prompt: "shot on an iPhone, candid vertical phone
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snapshot, amateur, mild phone HDR, slight grain, imperfect framing."
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- Always include a negative prompt: stock photo, AI render, 3D render, glossy, airbrushed, retouched,
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model, supermodel, perfect skin, symmetrical, studio lighting, softbox, beauty lighting, creamy
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bokeh, shallow depth of field, hyperdetailed, 8k, cinematic, magazine, advertisement, clean, sterile,
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staged.
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- Applies whether you upscale a photo (path A) or design a fresh frame (path B). If the source/look is
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already stock-ish (the common failure), explicitly degrade it toward phone realism — grain, uneven
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light, candid expression, off-center framing — BEFORE generating the clip. (NON-UGC types: follow
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that type's craft instead — this phone-realism bar is for UGC.)
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- **Keep the face.** When upscaling/cleaning with the image model, instruct it to PRESERVE the
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existing person's identity — same face, hair, age, build, and wardrobe — and only improve quality
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(sharpen, denoise, fix artifacts). Do not let it redraw or beautify into a different face. Use an
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3. `validate_workflow` — resolve warnings with the user.
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4. Estimate cost with `get_pricing` (chain mode) / `estimate_product_cost`; get the user's OK to spend.
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5. `run_workflow` (`userConfirmed: true`), then poll `get_workflow_run_status` every 5s until terminal.
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6. Pull the clips with `get_node_outputs`.
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8. Merge the clips + graphics into the final cut.
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6. Pull the clips with `get_node_outputs`. Any on-screen UI / data / screens were generated DIEGETICALLY
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inside the clips (see DO NOT COMPOSITE TEXT/UI GRAPHICS) — there is no text-overlay pass here.
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7. EDIT & FINISH — hand the clips to the `shorts-editor` skill: fast-cut assembly, spoken-word CAPTIONS,
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brand splash / end card, zoom/SFX timing, and master. That is the ONLY place HyperFrames is used, and
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only for captions + splash + timing — never to composite text/UI graphics onto the footage.
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RECURRING CHARACTER CONSISTENCY (multishot / multi-clip)
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Every shot should answer:
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“Why would someone keep watching right now?”
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FAST CUTS & MULTI-ANGLE COVERAGE (the UGC editing engine)
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A single continuous clip per beat reads as a slow AI ad. Real engaging TikTok/Reels UGC is CUT FAST
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and constantly SWITCHES ANGLE and shot size. This operationalizes the "new beat every 2–4s" rule and
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the CAMERA RULES + TRANSITIONS sections below for GENERATION — and it overrides the one-shot-per-panel
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default in SHOT-BY-SHOT EXECUTION: a storyboard panel is a BEAT, usually several shots, not one clip.
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You cannot cut between angles you never generated.
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Rules:
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- Cut roughly every 1–2.5s. No talking shot holds longer than ~3s without a cut, angle change, or
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reframe. The whole video should feel like many short shots, not a few long ones.
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- Cover each beat from MULTIPLE angles / shot sizes, then cut between them. Generate 2–3 variations per
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beat drawn from the FRAMING + CAMERA move set: wide/establishing → medium close-up → tight close-up →
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over-the-shoulder → desk-level POV → reaction insert. Vary framing on EVERY cut (never two same-size
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shots back to back).
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- Use the video model's multishot where available (Kling V3 multiShot up to 6 shots) to get angle
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changes inside one generation; otherwise generate several short clips per beat with different framings
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and assemble them.
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- Intercut B-roll / insert shots between talking shots — hands on the keyboard, the screen, the paper
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packet, a face reaction, an object. These inserts let you cut on every sentence and hide jumps.
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- Punctuate with the proven TRANSITIONS vocabulary (jump cuts, reaction cuts, quick whip-pans, match
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cuts, camera repositioning) and snap zooms / handheld punch-ins — never slow dissolves or cinematic moves.
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- Keep continuity locked across the angle changes (same person/face, wardrobe, set, lighting) via the
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character profile — fast cuts must not become a different person.
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- The actual cutting/assembly is finished in the editor (`shorts-editor` skill): generate enough angle
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coverage here so that stage can cut fast. Hand it one long clip per beat and it cannot.
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PHONE-SHOT VISUAL STYLE
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SCOPE: this section (and the CAMERA / FRAMING / LIGHTING / DEPTH OF FIELD / CHARACTER REALISM /
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SHOT-BY-SHOT EXECUTION
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Each storyboard panel is a BEAT — realize it as several short shots from different angles, not one
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held clip (see FAST CUTS & MULTI-ANGLE COVERAGE). For each panel:
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- preserve the main action
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- preserve the emotional beat
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