takomi 2.1.45 → 2.5.4

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 (679) hide show
  1. package/.pi/README.md +5 -5
  2. package/.pi/agents/architect.md +2 -2
  3. package/.pi/agents/designer.md +2 -2
  4. package/.pi/agents/worker.md +32 -0
  5. package/.pi/extensions/oauth-router/README.md +3 -3
  6. package/.pi/extensions/oauth-router/config.ts +34 -34
  7. package/.pi/extensions/oauth-router/report-ui.ts +205 -205
  8. package/.pi/extensions/oauth-router/scripts/vibe-verify.py +5 -5
  9. package/.pi/extensions/takomi-context-manager/diagnostics.ts +560 -560
  10. package/.pi/extensions/takomi-context-manager/model-policy-gate.ts +15 -103
  11. package/.pi/extensions/takomi-context-manager/policy-tools.ts +93 -93
  12. package/.pi/extensions/takomi-context-manager/skill-categories.d.ts +11 -11
  13. package/.pi/extensions/takomi-context-manager/skill-tools.ts +208 -208
  14. package/.pi/extensions/takomi-context-manager/tool-renderers.ts +112 -112
  15. package/.pi/extensions/takomi-runtime/command-text.ts +5 -4
  16. package/.pi/extensions/takomi-runtime/commands.ts +17 -17
  17. package/.pi/extensions/takomi-runtime/gate-provenance.ts +24 -24
  18. package/.pi/extensions/takomi-runtime/index.ts +278 -86
  19. package/.pi/extensions/takomi-runtime/model-routing-defaults.ts +168 -232
  20. package/.pi/extensions/takomi-runtime/profile.ts +9 -8
  21. package/.pi/extensions/takomi-runtime/routing-policy.ts +84 -65
  22. package/.pi/extensions/takomi-runtime/shared.ts +7 -30
  23. package/.pi/extensions/takomi-runtime/tool-renderers.ts +234 -234
  24. package/.pi/extensions/takomi-runtime/workflow-catalog.ts +54 -54
  25. package/.pi/extensions/takomi-subagents/agents.ts +5 -0
  26. package/.pi/extensions/takomi-subagents/async-lifecycle.ts +401 -401
  27. package/.pi/extensions/takomi-subagents/detached-results.ts +940 -940
  28. package/.pi/extensions/takomi-subagents/index.ts +4 -0
  29. package/.pi/extensions/takomi-subagents/native-render.ts +253 -250
  30. package/.pi/extensions/takomi-subagents/pi-subagents-engine.ts +7 -1
  31. package/.pi/extensions/takomi-subagents/result-heartbeat.ts +55 -55
  32. package/.pi/extensions/takomi-subagents/subagent-ux.ts +162 -162
  33. package/.pi/extensions/takomi-subagents/tool-runner.ts +65 -1
  34. package/.pi/settings.json +39 -36
  35. package/.pi/takomi/model-routing.md +6 -0
  36. package/.pi/takomi-profile.json +8 -4
  37. package/README.md +1 -1
  38. package/assets/.agent/skills/embedded-captions/CATALOG.md +93 -93
  39. package/assets/.agent/skills/embedded-captions/SKILL.md +286 -286
  40. package/assets/.agent/skills/embedded-captions/assets/brand/CDPR-fankit-terms.txt +35 -35
  41. package/assets/.agent/skills/embedded-captions/assets/brand/cyberpunk-widths.json +115 -115
  42. package/assets/.agent/skills/embedded-captions/assets/fonts/char-widths.json +2211 -2211
  43. package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScript1.svg +241 -241
  44. package/assets/.agent/skills/embedded-captions/assets/strokefonts/HersheyScriptMed.svg +241 -241
  45. package/assets/.agent/skills/embedded-captions/dna/README.md +148 -148
  46. package/assets/.agent/skills/embedded-captions/dna/chrome.json +68 -68
  47. package/assets/.agent/skills/embedded-captions/dna/cream.json +69 -69
  48. package/assets/.agent/skills/embedded-captions/dna/documentary.json +62 -62
  49. package/assets/.agent/skills/embedded-captions/dna/editorial.json +70 -70
  50. package/assets/.agent/skills/embedded-captions/dna/glitch.json +82 -82
  51. package/assets/.agent/skills/embedded-captions/dna/ink.json +65 -65
  52. package/assets/.agent/skills/embedded-captions/dna/keynote.json +62 -62
  53. package/assets/.agent/skills/embedded-captions/dna/loud.json +75 -75
  54. package/assets/.agent/skills/embedded-captions/dna/neon.json +58 -58
  55. package/assets/.agent/skills/embedded-captions/dna/velocity.json +89 -89
  56. package/assets/.agent/skills/embedded-captions/modes/cinematic/README.md +48 -48
  57. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/spec.md +98 -98
  58. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/champion/template.html +188 -188
  59. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/spec.md +134 -134
  60. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/memory-wall/template.html +179 -179
  61. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/spec.md +81 -81
  62. package/assets/.agent/skills/embedded-captions/modes/cinematic/_archive/portrait-header/template.html +170 -170
  63. package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/spec.md +16 -16
  64. package/assets/.agent/skills/embedded-captions/modes/cinematic/cinematic-cream/template.html +226 -226
  65. package/assets/.agent/skills/embedded-captions/modes/cinematic/engine.html +355 -355
  66. package/assets/.agent/skills/embedded-captions/modes/standard/_anatomy.md +233 -233
  67. package/assets/.agent/skills/embedded-captions/modes/standard/_motion.md +192 -192
  68. package/assets/.agent/skills/embedded-captions/modes/standard/fonts/build-fonts-css.cjs +97 -97
  69. package/assets/.agent/skills/embedded-captions/references/aesthetic-principles.md +168 -168
  70. package/assets/.agent/skills/embedded-captions/references/anti-patterns.md +188 -188
  71. package/assets/.agent/skills/embedded-captions/references/bespoke-vs-presets.md +178 -178
  72. package/assets/.agent/skills/embedded-captions/references/caption-grouping.md +130 -130
  73. package/assets/.agent/skills/embedded-captions/references/composition-craft.md +522 -522
  74. package/assets/.agent/skills/embedded-captions/references/direction-catalog.md +138 -138
  75. package/assets/.agent/skills/embedded-captions/references/example-renders/champion.html +371 -371
  76. package/assets/.agent/skills/embedded-captions/references/example-renders/memory-wall.html +334 -334
  77. package/assets/.agent/skills/embedded-captions/references/failure-modes.md +145 -145
  78. package/assets/.agent/skills/embedded-captions/references/layout-heuristics.md +238 -238
  79. package/assets/.agent/skills/embedded-captions/references/motion-vocabulary.md +148 -148
  80. package/assets/.agent/skills/embedded-captions/references/rail.md +68 -68
  81. package/assets/.agent/skills/embedded-captions/references/reference-bar.md +47 -47
  82. package/assets/.agent/skills/embedded-captions/references/scene-types.md +94 -94
  83. package/assets/.agent/skills/embedded-captions/references/test-set.md +66 -66
  84. package/assets/.agent/skills/embedded-captions/references/typographic-moves.md +266 -266
  85. package/assets/.agent/skills/embedded-captions/references/typography-presets.md +63 -63
  86. package/assets/.agent/skills/embedded-captions/scripts/audio-envelope.cjs +95 -95
  87. package/assets/.agent/skills/embedded-captions/scripts/check-occlusion.cjs +250 -250
  88. package/assets/.agent/skills/embedded-captions/scripts/check-overflow.cjs +194 -194
  89. package/assets/.agent/skills/embedded-captions/scripts/check-rail-climax.cjs +233 -233
  90. package/assets/.agent/skills/embedded-captions/scripts/check-timing.cjs +173 -173
  91. package/assets/.agent/skills/embedded-captions/scripts/fill-timings.cjs +124 -124
  92. package/assets/.agent/skills/embedded-captions/scripts/fit-fonts.cjs +158 -158
  93. package/assets/.agent/skills/embedded-captions/scripts/gen-stroke-path.py +46 -46
  94. package/assets/.agent/skills/embedded-captions/scripts/inject-fonts.cjs +169 -169
  95. package/assets/.agent/skills/embedded-captions/scripts/lib-dna.cjs +201 -201
  96. package/assets/.agent/skills/embedded-captions/scripts/make-cinematic.cjs +1205 -1205
  97. package/assets/.agent/skills/embedded-captions/scripts/make-composition.cjs +404 -404
  98. package/assets/.agent/skills/embedded-captions/scripts/make-theme.cjs +8781 -8781
  99. package/assets/.agent/skills/embedded-captions/scripts/matte.cjs +279 -279
  100. package/assets/.agent/skills/embedded-captions/scripts/measure-layout.cjs +293 -293
  101. package/assets/.agent/skills/embedded-captions/scripts/prepare.sh +39 -39
  102. package/assets/.agent/skills/embedded-captions/scripts/preview-frames.cjs +268 -268
  103. package/assets/.agent/skills/embedded-captions/scripts/render-and-composite.sh +469 -469
  104. package/assets/.agent/skills/embedded-captions/scripts/render-theme.sh +34 -34
  105. package/assets/.agent/skills/embedded-captions/scripts/safe-zones.cjs +813 -813
  106. package/assets/.agent/skills/embedded-captions/scripts/transcribe.cjs +332 -332
  107. package/assets/.agent/skills/embedded-captions/themes/PORTING.md +49 -49
  108. package/assets/.agent/skills/embedded-captions/themes/README.md +244 -244
  109. package/assets/.agent/skills/embedded-captions/themes/anchor.json +27 -27
  110. package/assets/.agent/skills/embedded-captions/themes/arcade.json +51 -51
  111. package/assets/.agent/skills/embedded-captions/themes/aurora.json +41 -41
  112. package/assets/.agent/skills/embedded-captions/themes/biolume.json +35 -35
  113. package/assets/.agent/skills/embedded-captions/themes/brush.json +74 -74
  114. package/assets/.agent/skills/embedded-captions/themes/chalkboard.json +52 -52
  115. package/assets/.agent/skills/embedded-captions/themes/dossier.json +56 -56
  116. package/assets/.agent/skills/embedded-captions/themes/graffiti.json +62 -62
  117. package/assets/.agent/skills/embedded-captions/themes/hologram.json +41 -41
  118. package/assets/.agent/skills/embedded-captions/themes/inkwater.json +43 -43
  119. package/assets/.agent/skills/embedded-captions/themes/laser.json +46 -46
  120. package/assets/.agent/skills/embedded-captions/themes/lastpage.json +33 -33
  121. package/assets/.agent/skills/embedded-captions/themes/neonsign.json +53 -53
  122. package/assets/.agent/skills/embedded-captions/themes/nightcity.json +56 -56
  123. package/assets/.agent/skills/embedded-captions/themes/ordnance.json +54 -54
  124. package/assets/.agent/skills/embedded-captions/themes/papercut.json +37 -37
  125. package/assets/.agent/skills/embedded-captions/themes/popup.json +46 -46
  126. package/assets/.agent/skills/embedded-captions/themes/ransom.json +62 -62
  127. package/assets/.agent/skills/embedded-captions/themes/scoreboard.json +54 -54
  128. package/assets/.agent/skills/embedded-captions/themes/spectrum.json +46 -46
  129. package/assets/.agent/skills/embedded-captions/themes/stardust.json +29 -29
  130. package/assets/.agent/skills/embedded-captions/themes/stomp.json +43 -43
  131. package/assets/.agent/skills/embedded-captions/themes/terminal.json +49 -49
  132. package/assets/.agent/skills/embedded-captions/themes/thunder.json +44 -44
  133. package/assets/.agent/skills/embedded-captions/themes/transit.json +44 -44
  134. package/assets/.agent/skills/embedded-captions/themes/vhs.json +47 -47
  135. package/assets/.agent/skills/faceless-explainer/SKILL.md +209 -209
  136. package/assets/.agent/skills/faceless-explainer/references/cut-catalog.md +215 -215
  137. package/assets/.agent/skills/faceless-explainer/references/motion-language.md +156 -156
  138. package/assets/.agent/skills/faceless-explainer/references/story-design.md +248 -248
  139. package/assets/.agent/skills/faceless-explainer/references/visual-design.md +146 -146
  140. package/assets/.agent/skills/faceless-explainer/scripts/assemble-index.mjs +570 -570
  141. package/assets/.agent/skills/faceless-explainer/scripts/audio.mjs +253 -253
  142. package/assets/.agent/skills/faceless-explainer/scripts/build-frame.mjs +536 -536
  143. package/assets/.agent/skills/faceless-explainer/scripts/captions.mjs +508 -508
  144. package/assets/.agent/skills/faceless-explainer/scripts/lib/assets.mjs +55 -55
  145. package/assets/.agent/skills/faceless-explainer/scripts/lib/dimensions.mjs +45 -45
  146. package/assets/.agent/skills/faceless-explainer/scripts/lib/storyboard.mjs +249 -249
  147. package/assets/.agent/skills/faceless-explainer/scripts/lib/tokens.mjs +204 -204
  148. package/assets/.agent/skills/faceless-explainer/scripts/lib/transition-registry.mjs +38 -38
  149. package/assets/.agent/skills/faceless-explainer/scripts/lib/transitions.json +71 -71
  150. package/assets/.agent/skills/faceless-explainer/scripts/transitions.mjs +320 -320
  151. package/assets/.agent/skills/faceless-explainer/sub-agents/frame-worker.md +75 -75
  152. package/assets/.agent/skills/figma/SKILL.md +121 -121
  153. package/assets/.agent/skills/general-video/SKILL.md +143 -143
  154. package/assets/.agent/skills/hyperframes/SKILL.md +164 -164
  155. package/assets/.agent/skills/hyperframes-animation/SKILL.md +84 -84
  156. package/assets/.agent/skills/hyperframes-animation/adapters/animate-text.md +64 -64
  157. package/assets/.agent/skills/hyperframes-animation/adapters/animejs.md +114 -114
  158. package/assets/.agent/skills/hyperframes-animation/adapters/css-animations.md +143 -143
  159. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-easing-and-stagger.md +118 -118
  160. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-timeline-and-labels.md +96 -96
  161. package/assets/.agent/skills/hyperframes-animation/adapters/gsap-transforms-and-perf.md +96 -96
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  163. package/assets/.agent/skills/hyperframes-animation/adapters/html-in-canvas-patterns.md +507 -507
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  167. package/assets/.agent/skills/hyperframes-animation/adapters/waapi.md +101 -101
  168. package/assets/.agent/skills/hyperframes-animation/blueprints/comparison-split.md +27 -27
  169. package/assets/.agent/skills/hyperframes-animation/blueprints/constellation-hub.md +44 -44
  170. package/assets/.agent/skills/hyperframes-animation/blueprints/cta-morph-press.md +28 -28
  171. package/assets/.agent/skills/hyperframes-animation/blueprints/cursor-ui-demo.md +57 -57
  172. package/assets/.agent/skills/hyperframes-animation/blueprints/dataviz-countup.md +46 -46
  173. package/assets/.agent/skills/hyperframes-animation/blueprints/device-surface-showcase.md +53 -53
  174. package/assets/.agent/skills/hyperframes-animation/blueprints/grid-card-assemble.md +66 -66
  175. package/assets/.agent/skills/hyperframes-animation/blueprints/kinetic-type-beats.md +78 -78
  176. package/assets/.agent/skills/hyperframes-animation/blueprints/logo-assemble-lockup.md +69 -69
  177. package/assets/.agent/skills/hyperframes-animation/blueprints/overwhelm-surround.md +28 -28
  178. package/assets/.agent/skills/hyperframes-animation/blueprints/spatial-pan-stations.md +37 -37
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  184. package/assets/.agent/skills/hyperframes-animation/examples/brand-reveal-assemble-zoom.html +382 -382
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- # Story design — PR → narrative
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- Use this reference in Step 3 to write `STORYBOARD.md` and `SCRIPT.md` for a **PR-to-video** — a code change (the diff, commits, files, +/− stats, and the people behind it) turned into an explainer. There is **no website and no captured assets**; the PR was ingested into `capture/extracted/` in Step 1.
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- This file defines the story: what the video explains, in what order, and why each frame exists. It does not define layout, effects, animation, or file syntax. For exact storyboard syntax follow `../hyperframes-core/references/storyboard-format.md` and `../hyperframes-core/references/script-format.md`.
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- ## Read first
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-
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- 1. `hyperframes.json` — locked brief: angle (archetype), audience, length, aspect, language.
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- 2. `frame.md` — tone, type, design system (the shipped preset is **claude**: warm editorial, a serif that thinks, scarce coral, a navy code surface).
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- 3. `capture/extracted/visible-text.txt` — the assembled PR brief: title, meta (`base ← head · +N/−M across F files`), people, body, commits, changed files, and a budget-bounded set of **representative diff hunks**. This is your source of **information**.
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- 4. `capture/diff.patch` — the full unified diff, for deeper hunk selection than the brief's excerpt.
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- 5. `capture/extracted/people.json` — contributors (author / committers / reviewers / commenters), bot-filtered, each with an avatar in `assets/<login>.png` (for an optional credits close).
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-
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- ## Output
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- - `STORYBOARD.md` — the explanation plan, one frame per beat.
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- - `SCRIPT.md` — the locked narration, only for spoken frames.
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- Every frame includes the required storyboard-format fields plus the narrative metadata below.
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-
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- ## Core rule
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- A diff is a list of edits. A video is a guided act of understanding.
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- Do **not** narrate the diff file-by-file or read the PR description aloud — that is the single most common failure. **Explain the change** — and where the change has a runtime behavior, **show that behavior in motion** (a `mechanism` beat — see "Show the behavior" below), don't just display the lines that changed. Reorder, merge, omit, compress: surface the one change that matters and drop the incidental churn (lockfile bumps, formatting, generated files) unless it _is_ the story. Scene order comes from narrative design, not from the diff's file order or the commit list.
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- Default to a **plain, technical, unhurried developer voice** — accurate, specific, no hype, no marketing gloss. You are explaining a real change to engineers; respect their time and intelligence. `frame.md` (claude) tunes the voice toward considered and literary; it does not change the structure.
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- ## PR archetypes
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- Choose **one** archetype (or name a compound). Each is a complete path through understanding a change — do not splice phases from different archetypes.
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- - **Changelog** — "here's what shipped." Hook naming the headline → **2–4 roughly co-equal change items** → ship/wrap. Best for release PRs, multi-change PRs, "what's new in vN." Items are parallel → `cut` / `push-slide` between them. Rule-of-three is strongest when changes compress. An item with a visible behavior can be a `mechanism` mini-demo instead of a bare `diff`.
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- - **Feature-reveal** — "we built X; here's what it does." Hook (the new capability) → name it (`change`) → the new code typing on (`diff`) → **animate what it does (`mechanism`)** → why it matters (`impact`) → close. Best for a PR that adds **one notable feature**. The new code is the protagonist, but the `mechanism` beat is where the viewer _sees_ the feature work — not just reads its diff.
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- - **Fix-explainer** — "this was broken; here's the fix." Symptom/bug (`problem`) → **animate the broken behavior (`mechanism`)** → the fix as a before→after (`diff`) → **the behavior now working (`mechanism`)** or the result (`impact`). Best for bugfix PRs. Seeing the bug _happen_ and then _not_ happen is the turn — a stronger shape (tension → turn → relief) than the diff alone.
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- - **Refactor-walkthrough** — "same behavior, better shape." Hook (the smell / the why) → old shape vs new shape (`before_after`) → **the structure untangling, same inputs → same outputs (`mechanism`)** → payoff (`evidence` — lines removed, perf delta, files touched). Best for refactors, perf, cleanups, migrations. A `mechanism` animation _proves_ "same behavior, better shape" far better than asserting it.
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- **Choosing:** one notable new capability → feature-reveal; a bug fix → fix-explainer; a behavior-preserving cleanup/perf/migration → refactor-walkthrough; many co-equal changes / a release → changelog. Tie-breakers: a feature that also fixes a bug → feature-reveal with the fix as one body beat; a fix that needed a small refactor → fix-explainer (the fix is the headline). **Compound:** write `arc` as `"<outer> with <inner>"`, e.g. `"feature-reveal with changelog"`. Outer = the macro arc the viewer rides; inner = the body rhythm.
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- ## PR-native frame types
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-
43
- Set each frame's `type` to one of these PR-native values. (The storyboard parser keeps `type` verbatim; it is a narrative + pacing label, not a hard enum.) Each maps to a claude frame treatment and a typical visual — so the type, the design, and the visual stay aligned end to end. Note `mechanism` is the **show-the-behavior** beat (an invented animated diagram), distinct from `diff` (show the code).
44
-
45
- | `type` | The frame's job | claude treatment (frame.md) | typical visual (see code-vocabulary.md) |
46
- | -------------- | ---------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------- |
47
- | `hook` | The high-leverage opening 3–5s | Cover | — (or `code-3d-extrude` for a hero code moment) |
48
- | `problem` | The bug / smell / pain / why-care the PR resolves | Statement or Pull-quote | `code-highlight` (spotlight the offending line) |
49
- | `change` | Name the change / the feature / the PR itself | Statement or Cover | — |
50
- | `diff` | The change body — a before→after, a hunk, new code typed on | **Code Surface** (navy) | `code-diff` / `code-morph` / `code-typing` |
51
- | `before_after` | Explicit old-shape vs new-shape comparison (refactor/fix) | Code Surface (split / morph) | `code-morph` / `code-diff` |
52
- | `mechanism` | **Show what the change DOES at runtime** — the request retrying, the cache filling, serial→parallel, the race resolved | invented diagram on cream (hairline ink + one coral active marker) | **invented SVG/GSAP**; `flowchart` / `flowchart-vertical` / `data-chart` where they fit |
53
- | `impact` | The payoff — what now works, what's now possible | Number / Impact | `number-lockup` (no code block needed) |
54
- | `evidence` | Concrete grounding — `+N/−M`, a passing test, a benchmark | Number / Impact | `code-diff` red→green / `number-lockup` |
55
- | `credits` | Shipped-by close — the humans behind the change | Closing | — (avatar row from `assets/<login>.png`) |
56
- | `cta` | The closing ask — pull it, upgrade, read the PR | Closing | — (coral-callout) |
57
-
58
- The body of a PR video **alternates `diff` (show the code that changed) with `mechanism` (show what it does at runtime)**, landing on `impact` / `evidence` (the result). A body that is all `diff` reads as code show-and-tell — the `mechanism` beat is what makes the change _legible_ and is the usual cure for a video that feels flat. Every PR has a change, so at least one `diff` (or `change`) frame always exists; most PRs also have a behavior worth animating.
59
-
60
- ## Hook strategy
61
-
62
- The hook is the highest-leverage 3–5 seconds. Pick one:
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-
64
- | Strategy | When | Example |
65
- | ---------------------- | ----------------------------------- | ---------------------------------------------------------- |
66
- | Shocking statistic | The change quantifies the stakes | "This PR deletes 1,200 lines." / "40% faster cold starts." |
67
- | Counterintuitive claim | The change contradicts intuition | "We made the client slower — and that fixed it." |
68
- | Pain validation | The audience already feels the bug | "Every deploy, the same flaky timeout." |
69
- | Concept announcement | The change has a name worth landing | "Meet retry-with-backoff." |
70
- | Before/after teaser | The diff is the whole story | "One line threw. Now it recovers." |
71
- | Stakes / consequence | The "why care now" is a real cost | "This crash hit every user on a flaky network." |
72
- | Direct address | The audience is clearly defined | "If you've ever waited on a 5-minute CI run…" |
73
-
74
- Do not open with a generic repo/company description.
75
-
76
- ## Clarity / rhetoric technique catalog
77
-
78
- Each frame's `persuasion` is a **named** technique, not "explain the change." Combine when several are active:
79
-
80
- - **Make-concrete** — Worked example (one real request/input) · Analogy (backoff as "knock, wait longer, knock again") · Concretization (abstract change → one tangible code line)
81
- - **Reveal-in-order** — Progressive disclosure (the diff one line at a time) · Build-up (the simple call, then the edge case) · Signposting ("before… after…")
82
- - **Contrast** — Before/after diff · Old shape vs new shape · The bug vs the fix · Two approaches compared
83
- - **Structure** — Rule of three (three changes) · Numbered enumeration · Question→answer · Frame-then-fill (state the shape, then the code)
84
- - **Evidence** — `+N/−M` stat · Passing test / green check · Benchmark / perf delta · Causal chain (request → 5xx → retry → success)
85
- - **Memory & landing** — Callback (return to the hook's bug) · Distillation (the change in one line) · Generalization (this fix → the principle)
86
-
87
- ## Emotional beats
88
-
89
- `beat` is one word or a short compound (e.g. "Recognition and relief"). Avoid generic "positive". A PR video rides a comprehension arc:
90
-
91
- - **Negative valley** — _open the gap_ (`hook`/`problem`): curiosity · frustration · recognition · concern · "ugh, that bug"
92
- - **Pivot** — _orient_ (`change`): clarity · orientation · anticipation · focus
93
- - **Build** — _build understanding_ (`diff`/`before_after`/`impact`/`evidence`): comprehension · "aha" · confidence · momentum · conviction · relief (for a fix)
94
- - **Resolution** — _land_ (`credits`/`cta`): satisfaction · resolve · "ship it" · inevitability
95
-
96
- Compound beats are often strongest: "Recognition _and_ relief" (a fix), "Curiosity _and_ confidence" (a feature).
97
-
98
- ## The body is a sequence
99
-
100
- A PR video's core is **2–5 body frames**, each advancing one change / one before→after / one item, building cumulatively. **Alternate `diff` (the code) with `mechanism` (the behavior)** — don't stack code surfaces:
101
-
102
- - **changelog:** a `diff` (or a `mechanism` mini-demo) per change item; parallel → default `cut` / `push-slide`.
103
- - **feature-reveal:** `change` (name it) → `diff` (the code, often typing/morphing on) → `mechanism` (animate it working) → `impact`.
104
- - **fix-explainer:** `problem` (symptom) → `mechanism` (the bug happening) → `diff` (cause + fix, before→after) → `impact` (result, or a `mechanism` of it working).
105
- - **refactor-walkthrough:** `before_after` structure → `mechanism` (the structure untangling, behavior preserved) → an `evidence` numbers beat.
106
-
107
- ## Continuity across frames
108
-
109
- This framework builds **one frame per worker** — there is no multi-frame "continue run." A sequence reads as one continuous shot through two storyboard-level levers, both yours:
110
-
111
- 1. **A consistent stage** — consecutive body frames share one composition idea (the same navy code window filling in, the same before|after split, the same counter advancing), stated in each frame's `scene` so Step 4 and the workers keep the stage stable.
112
- 2. **A consistent transition** — pick one seam type for a run (`crossfade` for a soft code reveal, `push-slide` for the next change item) and repeat it.
113
-
114
- When a single element genuinely _transforms_ between two ideas (the failing test flips green, the old function becomes the new one), keep it **within one frame** as a development beat (entrance → transform → settle) — the worker owns that motion (a `code-diff` or `code-morph` block). Note the intent in `scene` / narrative; Step 4 wraps it in a time-coded shot sequence around the block (a `code-diff` / `code-morph`).
115
-
116
- ## Transitions
117
-
118
- Use only registry transition names in `transition_in`:
119
-
120
- `cut | crossfade | blur-crossfade | push-slide LEFT | push-slide RIGHT | push-slide UP | push-slide DOWN | zoom-through | squeeze`
121
-
122
- Pick 2–3 for the whole video and repeat. Frame 1 is `cut` (no previous frame). Match the seam to the narrative: ordered change items → a consistent `push-slide`; a soft reveal / into-the-cause → `crossfade` / `blur-crossfade`; zooming into a code line or pulling back to the file tree → `zoom-through`; a clean new change item → `cut`.
123
-
124
- ## The diff is the centerpiece
125
-
126
- Code beats live on the **navy code surface** (claude's Code Surface treatment) — but the body is **not** all code (pair them with `mechanism` beats, next section). Plan the code beats deliberately:
127
-
128
- - **Feature 2–4 real diff hunks**, named in each frame's `scene` — each a small, legible snippet (~4–12 lines), **never a whole file**. Pull them from `capture/diff.patch` / the brief's "Representative diff."
129
- - Name **which code animation block** the frame wants in `scene` (the Step-4 visual phase and the worker read it). See `code-vocabulary.md` for the full map; the short version: before→after = `code-diff`; refactor/rename continuity = `code-morph`; new code written on = `code-typing`; spotlight one line = `code-highlight`; walk a long file = `code-scroll`; a hero reveal = `code-3d-extrude` / `code-particle-assemble`.
130
- - Numbers (`+1,204 / −318`, files touched, perf delta) belong on an `impact` / `evidence` frame as a `number-lockup`, **not** read aloud in narration.
131
-
132
- ## Show the behavior — the mechanism beat (not just the diff)
133
-
134
- A diff shows **what changed in the code**. It does **not** show **what the change does** — and "what it does" is usually the more memorable, more explanatory beat. The single biggest reason a PR video feels flat is that every body frame is a code surface or a number: it _tells_ (here are the lines, here is the stat) but never _shows_ (here is the request actually recovering).
135
-
136
- A **`mechanism` frame animates the runtime behavior** the PR changes — built as an **invented animated diagram** (SVG / HTML / GSAP on claude's cream ground: hairline-ink nodes / edges / lanes, one coral marker on the active or changed element), where **the build _is_ the teaching** — each part appears on beat, the flow plays out across the shot. It is **not** a code block and **not** a headline. Reach for the `flowchart` / `flowchart-vertical` / `data-chart` registry blocks where they fit; otherwise invent it (visual-design.md's diagram / abstract-graphics register).
137
-
138
- Plan **at least one `mechanism` beat** for any PR with a visible runtime behavior (most feature and fix PRs have one). What to animate, by what the change touches:
139
-
140
- | The change touches… | Animate (the behavior, not the code) |
141
- | ------------------------------- | -------------------------------------------------------------------------------------------------- |
142
- | Retry / backoff / resilience | a request lifecycle: fire → 500 → wait (delay growing) → retry → 200 |
143
- | Caching / memoization | two lanes racing: cold (slow, hits the DB) vs cached (fast, hits the cache) |
144
- | Concurrency / parallelism | a serial single lane reshaping into parallel lanes |
145
- | Race / ordering bug | the broken behavior first (items dropped, two writers colliding), then the fixed flow |
146
- | Performance | two timelines / bars racing, the new one finishing first (a `data-chart` fits) |
147
- | Refactor / migration | a tangled call-graph untangling into a clean one; same inputs → same outputs |
148
- | New endpoint / pipeline / state | data flowing through the new path; a state machine lighting up step by step (`flowchart-vertical`) |
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-
150
- Name the mechanism in the frame's `scene` ("animate the request retrying: fire → 500 → backoff → 200, invented SVG flow") so Step 4 and the worker build it. The `diff` frame and the `mechanism` frame are **complementary** — the diff is the proof in code, the mechanism is the proof in motion; alternate them rather than stacking code surfaces.
151
-
152
- ## Optional close: a credits / shipped-by scene
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-
154
- A PR is shipped by people. `capture/extracted/people.json` lists real contributors (bot-filtered), and Step 1 downloaded each avatar to `assets/<login>.png` (the `avatarFetched: true` entries — confirm with `ls assets/`). `reviewDecision` (e.g. `APPROVED`) is honest grounding.
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-
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- > **The PR `author` only opened the PR — not necessarily who wrote the code.** A teammate often authors most commits. Lead the credits with `committer`s by `commitCount`, not the opener.
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-
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- You **may** add one closing `credits` frame naming the humans — an avatar row with names + roles + an "approved" check. On that frame only, set `asset_candidates` to 2–6 entries of `assets/<login>.png — <login>, <role>` (commit authors by `commitCount` first, then reviewers; only `avatarFetched: true` logins). The body stays code-only — avatars appear **only** on this close, never decorating a diff frame. This is **optional and tasteful**: a one-line hotfix or a solo PR with no reviews doesn't need a credits roll; a feature or release the team rallied around earns one.
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-
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- Every other frame has **no** `asset_candidates` (the visuals are invented downstream from `scene` + the diff).
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-
162
- ## Per-frame length budget — ≤ 9 s, word count is the real measurement
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-
164
- The largest quality bug in PR videos is **scripts that talk too long**. TTS runs at **~2.2 words/second**, so a 45-word "7-second" script is really 20 seconds, and the visual phase has to pad the tail with idle drift (the video reads as "shimmering"). Budget by word count:
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-
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- | Bound | Words (@2.2 wps) | Duration | When |
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- | -------------------------- | ---------------- | ------------ | ----------------------------------------------------------------------------- |
168
- | **Soft target — default** | **≤ 19** | **≤ 9 s** | Every frame aims here; the cut stays alive. |
169
- | **Exception — ≤ 2 frames** | ≤ 26 | ≤ 12 s | The main `diff` (the one change you must explain) or a causal-chain `change`. |
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- | **Hard cap** | > 26 | > 12 s | Trim or split. |
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- | **Whole-film target** | ≤ ~400 | up to ~3 min | Sweet spot ~30–90 s (≤ ~155 words); the body carries the load. |
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-
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- Estimate while writing: `duration ≈ ceil(word_count / 2.2)`. 29 words → 13s (trim); 17 words → 8s; 12 words → 6s. Trim techniques: cut the lead-in clause ("Until now, the agent shipped…" → "The agent shipped…"); move numbers off-script onto a counter; split only when the halves carry distinct beats (cause then effect). **Silent frames are allowed and common** — a diff typing on, a before→after morph, a counter running. Set `voiceover` empty, omit from `SCRIPT.md`, and make `narrativeRole` carry it. A complex change does not need a long script; it needs a careful one — if you can't headline the change in 19 words, the headline isn't sharp yet.
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-
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- **Write each line as discrete cues, not one run-on breath.** Step 5 reveals each on-screen piece _when the voiceover names it_ (the anti-PowerPoint mechanism). A line with clear phrase boundaries — "Three retries — then it backs off — then it gives up clean" — hands the shot its reveal cadence for free; a single long clause leaves the frame nothing to pace to.
176
-
177
- ## Frame template
178
-
179
- ```md
180
- ## Frame N — Short name
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-
182
- - scene: one clear visual idea — name the hunk/file + the code-\* block ("the request() retry block, ~6 lines, code-diff")
183
- - voiceover: "spoken guide text, or empty"
184
- - duration: ceil(word_count / 2.2) seconds
185
- - transition_in: crossfade
186
- - status: outline
187
- - src: compositions/frames/NN-short-name.html
188
- - type: diff
189
- - persuasion: Before/after contrast
190
- - beat: comprehension
191
- - blueprint: <candidate id from the role→blueprint menu, or omit — a code beat usually omits it (the code-\* block is the shape)>
192
-
193
- narrativeRole: What this frame does in the viewer's understanding (its job, not what's on screen).
194
- keyMessage: The one thing the viewer should understand after this frame (one sentence).
195
- ```
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-
197
- The `credits` frame additionally carries an `asset_candidates:` line (see the credits section); no other frame does.
198
-
199
- ## Final checklist
200
-
201
- - One archetype is named (compound only when explicit); the sequence is narrative-driven, not diff-order-driven.
202
- - The opening uses a named hook strategy; you do not read the PR description aloud.
203
- - Each frame has one job; the body builds cumulatively, **alternating `diff` (the code) with `mechanism` (the behavior)** + `impact` / `evidence` — not a single isolated body frame, and not an unbroken stack of code surfaces.
204
- - Every frame has `type` (PR-native), `persuasion` (a named technique), and `beat` (specific). The emotional arc matches the archetype (fix = frustration → relief; feature = curiosity → confidence).
205
- - Each `voiceover` is phrase-segmented into cues (each a piece Step 5 can reveal on), not one run-on clause; a candidate `blueprint:` is tagged from the role→blueprint menu where a proven shape fits (a code beat usually omits it — the `code-*` block is the shape).
206
- - **2–4 real diff hunks** featured, each a small legible snippet (not a whole file), each naming its `code-*` block in `scene`.
207
- - **At least one `mechanism` beat** animates what the change _does_ at runtime (an invented diagram, or a `flowchart` / `data-chart`), named in its `scene` — unless the PR genuinely has no visible behavior (a pure docs / config bump). The body is not an unbroken run of code surfaces.
208
- - Transitions use only registry names and repeat 2–3 types; frame 1 is `cut`.
209
- - `asset_candidates` is absent on every frame except an optional `credits` close (2–6 `assets/<login>.png` entries, `avatarFetched: true` only).
210
- - Each `script` fits the budget — ≤ 19 words / ≤ 9 s default, ≤ 2 frames at the ≤ 26 / ≤ 12 s exception; `duration = ceil(word_count / 2.2)`, not a guess.
211
- - `SCRIPT.md` contains only locked spoken narration; silent frames are intentional and omitted from it.
1
+ # Story design — PR → narrative
2
+
3
+ Use this reference in Step 3 to write `STORYBOARD.md` and `SCRIPT.md` for a **PR-to-video** — a code change (the diff, commits, files, +/− stats, and the people behind it) turned into an explainer. There is **no website and no captured assets**; the PR was ingested into `capture/extracted/` in Step 1.
4
+
5
+ This file defines the story: what the video explains, in what order, and why each frame exists. It does not define layout, effects, animation, or file syntax. For exact storyboard syntax follow `../hyperframes-core/references/storyboard-format.md` and `../hyperframes-core/references/script-format.md`.
6
+
7
+ ## Read first
8
+
9
+ 1. `hyperframes.json` — locked brief: angle (archetype), audience, length, aspect, language.
10
+ 2. `frame.md` — tone, type, design system (the shipped preset is **claude**: warm editorial, a serif that thinks, scarce coral, a navy code surface).
11
+ 3. `capture/extracted/visible-text.txt` — the assembled PR brief: title, meta (`base ← head · +N/−M across F files`), people, body, commits, changed files, and a budget-bounded set of **representative diff hunks**. This is your source of **information**.
12
+ 4. `capture/diff.patch` — the full unified diff, for deeper hunk selection than the brief's excerpt.
13
+ 5. `capture/extracted/people.json` — contributors (author / committers / reviewers / commenters), bot-filtered, each with an avatar in `assets/<login>.png` (for an optional credits close).
14
+
15
+ ## Output
16
+
17
+ - `STORYBOARD.md` — the explanation plan, one frame per beat.
18
+ - `SCRIPT.md` — the locked narration, only for spoken frames.
19
+
20
+ Every frame includes the required storyboard-format fields plus the narrative metadata below.
21
+
22
+ ## Core rule
23
+
24
+ A diff is a list of edits. A video is a guided act of understanding.
25
+
26
+ Do **not** narrate the diff file-by-file or read the PR description aloud — that is the single most common failure. **Explain the change** — and where the change has a runtime behavior, **show that behavior in motion** (a `mechanism` beat — see "Show the behavior" below), don't just display the lines that changed. Reorder, merge, omit, compress: surface the one change that matters and drop the incidental churn (lockfile bumps, formatting, generated files) unless it _is_ the story. Scene order comes from narrative design, not from the diff's file order or the commit list.
27
+
28
+ Default to a **plain, technical, unhurried developer voice** — accurate, specific, no hype, no marketing gloss. You are explaining a real change to engineers; respect their time and intelligence. `frame.md` (claude) tunes the voice toward considered and literary; it does not change the structure.
29
+
30
+ ## PR archetypes
31
+
32
+ Choose **one** archetype (or name a compound). Each is a complete path through understanding a change — do not splice phases from different archetypes.
33
+
34
+ - **Changelog** — "here's what shipped." Hook naming the headline → **2–4 roughly co-equal change items** → ship/wrap. Best for release PRs, multi-change PRs, "what's new in vN." Items are parallel → `cut` / `push-slide` between them. Rule-of-three is strongest when changes compress. An item with a visible behavior can be a `mechanism` mini-demo instead of a bare `diff`.
35
+ - **Feature-reveal** — "we built X; here's what it does." Hook (the new capability) → name it (`change`) → the new code typing on (`diff`) → **animate what it does (`mechanism`)** → why it matters (`impact`) → close. Best for a PR that adds **one notable feature**. The new code is the protagonist, but the `mechanism` beat is where the viewer _sees_ the feature work — not just reads its diff.
36
+ - **Fix-explainer** — "this was broken; here's the fix." Symptom/bug (`problem`) → **animate the broken behavior (`mechanism`)** → the fix as a before→after (`diff`) → **the behavior now working (`mechanism`)** or the result (`impact`). Best for bugfix PRs. Seeing the bug _happen_ and then _not_ happen is the turn — a stronger shape (tension → turn → relief) than the diff alone.
37
+ - **Refactor-walkthrough** — "same behavior, better shape." Hook (the smell / the why) → old shape vs new shape (`before_after`) → **the structure untangling, same inputs → same outputs (`mechanism`)** → payoff (`evidence` — lines removed, perf delta, files touched). Best for refactors, perf, cleanups, migrations. A `mechanism` animation _proves_ "same behavior, better shape" far better than asserting it.
38
+
39
+ **Choosing:** one notable new capability → feature-reveal; a bug fix → fix-explainer; a behavior-preserving cleanup/perf/migration → refactor-walkthrough; many co-equal changes / a release → changelog. Tie-breakers: a feature that also fixes a bug → feature-reveal with the fix as one body beat; a fix that needed a small refactor → fix-explainer (the fix is the headline). **Compound:** write `arc` as `"<outer> with <inner>"`, e.g. `"feature-reveal with changelog"`. Outer = the macro arc the viewer rides; inner = the body rhythm.
40
+
41
+ ## PR-native frame types
42
+
43
+ Set each frame's `type` to one of these PR-native values. (The storyboard parser keeps `type` verbatim; it is a narrative + pacing label, not a hard enum.) Each maps to a claude frame treatment and a typical visual — so the type, the design, and the visual stay aligned end to end. Note `mechanism` is the **show-the-behavior** beat (an invented animated diagram), distinct from `diff` (show the code).
44
+
45
+ | `type` | The frame's job | claude treatment (frame.md) | typical visual (see code-vocabulary.md) |
46
+ | -------------- | ---------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------ | --------------------------------------------------------------------------------------- |
47
+ | `hook` | The high-leverage opening 3–5s | Cover | — (or `code-3d-extrude` for a hero code moment) |
48
+ | `problem` | The bug / smell / pain / why-care the PR resolves | Statement or Pull-quote | `code-highlight` (spotlight the offending line) |
49
+ | `change` | Name the change / the feature / the PR itself | Statement or Cover | — |
50
+ | `diff` | The change body — a before→after, a hunk, new code typed on | **Code Surface** (navy) | `code-diff` / `code-morph` / `code-typing` |
51
+ | `before_after` | Explicit old-shape vs new-shape comparison (refactor/fix) | Code Surface (split / morph) | `code-morph` / `code-diff` |
52
+ | `mechanism` | **Show what the change DOES at runtime** — the request retrying, the cache filling, serial→parallel, the race resolved | invented diagram on cream (hairline ink + one coral active marker) | **invented SVG/GSAP**; `flowchart` / `flowchart-vertical` / `data-chart` where they fit |
53
+ | `impact` | The payoff — what now works, what's now possible | Number / Impact | `number-lockup` (no code block needed) |
54
+ | `evidence` | Concrete grounding — `+N/−M`, a passing test, a benchmark | Number / Impact | `code-diff` red→green / `number-lockup` |
55
+ | `credits` | Shipped-by close — the humans behind the change | Closing | — (avatar row from `assets/<login>.png`) |
56
+ | `cta` | The closing ask — pull it, upgrade, read the PR | Closing | — (coral-callout) |
57
+
58
+ The body of a PR video **alternates `diff` (show the code that changed) with `mechanism` (show what it does at runtime)**, landing on `impact` / `evidence` (the result). A body that is all `diff` reads as code show-and-tell — the `mechanism` beat is what makes the change _legible_ and is the usual cure for a video that feels flat. Every PR has a change, so at least one `diff` (or `change`) frame always exists; most PRs also have a behavior worth animating.
59
+
60
+ ## Hook strategy
61
+
62
+ The hook is the highest-leverage 3–5 seconds. Pick one:
63
+
64
+ | Strategy | When | Example |
65
+ | ---------------------- | ----------------------------------- | ---------------------------------------------------------- |
66
+ | Shocking statistic | The change quantifies the stakes | "This PR deletes 1,200 lines." / "40% faster cold starts." |
67
+ | Counterintuitive claim | The change contradicts intuition | "We made the client slower — and that fixed it." |
68
+ | Pain validation | The audience already feels the bug | "Every deploy, the same flaky timeout." |
69
+ | Concept announcement | The change has a name worth landing | "Meet retry-with-backoff." |
70
+ | Before/after teaser | The diff is the whole story | "One line threw. Now it recovers." |
71
+ | Stakes / consequence | The "why care now" is a real cost | "This crash hit every user on a flaky network." |
72
+ | Direct address | The audience is clearly defined | "If you've ever waited on a 5-minute CI run…" |
73
+
74
+ Do not open with a generic repo/company description.
75
+
76
+ ## Clarity / rhetoric technique catalog
77
+
78
+ Each frame's `persuasion` is a **named** technique, not "explain the change." Combine when several are active:
79
+
80
+ - **Make-concrete** — Worked example (one real request/input) · Analogy (backoff as "knock, wait longer, knock again") · Concretization (abstract change → one tangible code line)
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+ - **Reveal-in-order** — Progressive disclosure (the diff one line at a time) · Build-up (the simple call, then the edge case) · Signposting ("before… after…")
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+ - **Contrast** — Before/after diff · Old shape vs new shape · The bug vs the fix · Two approaches compared
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+ - **Structure** — Rule of three (three changes) · Numbered enumeration · Question→answer · Frame-then-fill (state the shape, then the code)
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+ - **Evidence** — `+N/−M` stat · Passing test / green check · Benchmark / perf delta · Causal chain (request → 5xx → retry → success)
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+ - **Memory & landing** — Callback (return to the hook's bug) · Distillation (the change in one line) · Generalization (this fix → the principle)
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+
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+ ## Emotional beats
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+
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+ `beat` is one word or a short compound (e.g. "Recognition and relief"). Avoid generic "positive". A PR video rides a comprehension arc:
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+
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+ - **Negative valley** — _open the gap_ (`hook`/`problem`): curiosity · frustration · recognition · concern · "ugh, that bug"
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+ - **Pivot** — _orient_ (`change`): clarity · orientation · anticipation · focus
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+ - **Build** — _build understanding_ (`diff`/`before_after`/`impact`/`evidence`): comprehension · "aha" · confidence · momentum · conviction · relief (for a fix)
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+ - **Resolution** — _land_ (`credits`/`cta`): satisfaction · resolve · "ship it" · inevitability
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+
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+ Compound beats are often strongest: "Recognition _and_ relief" (a fix), "Curiosity _and_ confidence" (a feature).
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+
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+ ## The body is a sequence
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+
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+ A PR video's core is **2–5 body frames**, each advancing one change / one before→after / one item, building cumulatively. **Alternate `diff` (the code) with `mechanism` (the behavior)** — don't stack code surfaces:
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+
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+ - **changelog:** a `diff` (or a `mechanism` mini-demo) per change item; parallel → default `cut` / `push-slide`.
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+ - **feature-reveal:** `change` (name it) → `diff` (the code, often typing/morphing on) → `mechanism` (animate it working) → `impact`.
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+ - **fix-explainer:** `problem` (symptom) → `mechanism` (the bug happening) → `diff` (cause + fix, before→after) → `impact` (result, or a `mechanism` of it working).
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+ - **refactor-walkthrough:** `before_after` structure → `mechanism` (the structure untangling, behavior preserved) → an `evidence` numbers beat.
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+
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+ ## Continuity across frames
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+
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+ This framework builds **one frame per worker** — there is no multi-frame "continue run." A sequence reads as one continuous shot through two storyboard-level levers, both yours:
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+
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+ 1. **A consistent stage** — consecutive body frames share one composition idea (the same navy code window filling in, the same before|after split, the same counter advancing), stated in each frame's `scene` so Step 4 and the workers keep the stage stable.
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+ 2. **A consistent transition** — pick one seam type for a run (`crossfade` for a soft code reveal, `push-slide` for the next change item) and repeat it.
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+
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+ When a single element genuinely _transforms_ between two ideas (the failing test flips green, the old function becomes the new one), keep it **within one frame** as a development beat (entrance → transform → settle) — the worker owns that motion (a `code-diff` or `code-morph` block). Note the intent in `scene` / narrative; Step 4 wraps it in a time-coded shot sequence around the block (a `code-diff` / `code-morph`).
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+
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+ ## Transitions
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+
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+ Use only registry transition names in `transition_in`:
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+
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+ `cut | crossfade | blur-crossfade | push-slide LEFT | push-slide RIGHT | push-slide UP | push-slide DOWN | zoom-through | squeeze`
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+
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+ Pick 2–3 for the whole video and repeat. Frame 1 is `cut` (no previous frame). Match the seam to the narrative: ordered change items → a consistent `push-slide`; a soft reveal / into-the-cause → `crossfade` / `blur-crossfade`; zooming into a code line or pulling back to the file tree → `zoom-through`; a clean new change item → `cut`.
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+
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+ ## The diff is the centerpiece
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+
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+ Code beats live on the **navy code surface** (claude's Code Surface treatment) — but the body is **not** all code (pair them with `mechanism` beats, next section). Plan the code beats deliberately:
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+
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+ - **Feature 2–4 real diff hunks**, named in each frame's `scene` — each a small, legible snippet (~4–12 lines), **never a whole file**. Pull them from `capture/diff.patch` / the brief's "Representative diff."
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+ - Name **which code animation block** the frame wants in `scene` (the Step-4 visual phase and the worker read it). See `code-vocabulary.md` for the full map; the short version: before→after = `code-diff`; refactor/rename continuity = `code-morph`; new code written on = `code-typing`; spotlight one line = `code-highlight`; walk a long file = `code-scroll`; a hero reveal = `code-3d-extrude` / `code-particle-assemble`.
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+ - Numbers (`+1,204 / −318`, files touched, perf delta) belong on an `impact` / `evidence` frame as a `number-lockup`, **not** read aloud in narration.
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+
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+ ## Show the behavior — the mechanism beat (not just the diff)
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+
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+ A diff shows **what changed in the code**. It does **not** show **what the change does** — and "what it does" is usually the more memorable, more explanatory beat. The single biggest reason a PR video feels flat is that every body frame is a code surface or a number: it _tells_ (here are the lines, here is the stat) but never _shows_ (here is the request actually recovering).
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+
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+ A **`mechanism` frame animates the runtime behavior** the PR changes — built as an **invented animated diagram** (SVG / HTML / GSAP on claude's cream ground: hairline-ink nodes / edges / lanes, one coral marker on the active or changed element), where **the build _is_ the teaching** — each part appears on beat, the flow plays out across the shot. It is **not** a code block and **not** a headline. Reach for the `flowchart` / `flowchart-vertical` / `data-chart` registry blocks where they fit; otherwise invent it (visual-design.md's diagram / abstract-graphics register).
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+
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+ Plan **at least one `mechanism` beat** for any PR with a visible runtime behavior (most feature and fix PRs have one). What to animate, by what the change touches:
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+
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+ | The change touches… | Animate (the behavior, not the code) |
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+ | ------------------------------- | -------------------------------------------------------------------------------------------------- |
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+ | Retry / backoff / resilience | a request lifecycle: fire → 500 → wait (delay growing) → retry → 200 |
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+ | Caching / memoization | two lanes racing: cold (slow, hits the DB) vs cached (fast, hits the cache) |
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+ | Concurrency / parallelism | a serial single lane reshaping into parallel lanes |
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+ | Race / ordering bug | the broken behavior first (items dropped, two writers colliding), then the fixed flow |
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+ | Performance | two timelines / bars racing, the new one finishing first (a `data-chart` fits) |
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+ | Refactor / migration | a tangled call-graph untangling into a clean one; same inputs → same outputs |
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+ | New endpoint / pipeline / state | data flowing through the new path; a state machine lighting up step by step (`flowchart-vertical`) |
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+
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+ Name the mechanism in the frame's `scene` ("animate the request retrying: fire → 500 → backoff → 200, invented SVG flow") so Step 4 and the worker build it. The `diff` frame and the `mechanism` frame are **complementary** — the diff is the proof in code, the mechanism is the proof in motion; alternate them rather than stacking code surfaces.
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+
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+ ## Optional close: a credits / shipped-by scene
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+ A PR is shipped by people. `capture/extracted/people.json` lists real contributors (bot-filtered), and Step 1 downloaded each avatar to `assets/<login>.png` (the `avatarFetched: true` entries — confirm with `ls assets/`). `reviewDecision` (e.g. `APPROVED`) is honest grounding.
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+ > **The PR `author` only opened the PR — not necessarily who wrote the code.** A teammate often authors most commits. Lead the credits with `committer`s by `commitCount`, not the opener.
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+ You **may** add one closing `credits` frame naming the humans — an avatar row with names + roles + an "approved" check. On that frame only, set `asset_candidates` to 2–6 entries of `assets/<login>.png — <login>, <role>` (commit authors by `commitCount` first, then reviewers; only `avatarFetched: true` logins). The body stays code-only — avatars appear **only** on this close, never decorating a diff frame. This is **optional and tasteful**: a one-line hotfix or a solo PR with no reviews doesn't need a credits roll; a feature or release the team rallied around earns one.
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+
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+ Every other frame has **no** `asset_candidates` (the visuals are invented downstream from `scene` + the diff).
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+
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+ ## Per-frame length budget — ≤ 9 s, word count is the real measurement
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+
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+ The largest quality bug in PR videos is **scripts that talk too long**. TTS runs at **~2.2 words/second**, so a 45-word "7-second" script is really 20 seconds, and the visual phase has to pad the tail with idle drift (the video reads as "shimmering"). Budget by word count:
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+
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+ | Bound | Words (@2.2 wps) | Duration | When |
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+ | -------------------------- | ---------------- | ------------ | ----------------------------------------------------------------------------- |
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+ | **Soft target — default** | **≤ 19** | **≤ 9 s** | Every frame aims here; the cut stays alive. |
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+ | **Exception — ≤ 2 frames** | ≤ 26 | ≤ 12 s | The main `diff` (the one change you must explain) or a causal-chain `change`. |
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+ | **Hard cap** | > 26 | > 12 s | Trim or split. |
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+ | **Whole-film target** | ≤ ~400 | up to ~3 min | Sweet spot ~30–90 s (≤ ~155 words); the body carries the load. |
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+
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+ Estimate while writing: `duration ≈ ceil(word_count / 2.2)`. 29 words → 13s (trim); 17 words → 8s; 12 words → 6s. Trim techniques: cut the lead-in clause ("Until now, the agent shipped…" → "The agent shipped…"); move numbers off-script onto a counter; split only when the halves carry distinct beats (cause then effect). **Silent frames are allowed and common** — a diff typing on, a before→after morph, a counter running. Set `voiceover` empty, omit from `SCRIPT.md`, and make `narrativeRole` carry it. A complex change does not need a long script; it needs a careful one — if you can't headline the change in 19 words, the headline isn't sharp yet.
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+
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+ **Write each line as discrete cues, not one run-on breath.** Step 5 reveals each on-screen piece _when the voiceover names it_ (the anti-PowerPoint mechanism). A line with clear phrase boundaries — "Three retries — then it backs off — then it gives up clean" — hands the shot its reveal cadence for free; a single long clause leaves the frame nothing to pace to.
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+
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+ ## Frame template
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+
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+ ```md
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+ ## Frame N — Short name
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+
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+ - scene: one clear visual idea — name the hunk/file + the code-\* block ("the request() retry block, ~6 lines, code-diff")
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+ - voiceover: "spoken guide text, or empty"
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+ - duration: ceil(word_count / 2.2) seconds
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+ - transition_in: crossfade
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+ - status: outline
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+ - src: compositions/frames/NN-short-name.html
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+ - type: diff
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+ - persuasion: Before/after contrast
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+ - beat: comprehension
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+ - blueprint: <candidate id from the role→blueprint menu, or omit — a code beat usually omits it (the code-\* block is the shape)>
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+
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+ narrativeRole: What this frame does in the viewer's understanding (its job, not what's on screen).
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+ keyMessage: The one thing the viewer should understand after this frame (one sentence).
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+ ```
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+
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+ The `credits` frame additionally carries an `asset_candidates:` line (see the credits section); no other frame does.
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+
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+ ## Final checklist
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+
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+ - One archetype is named (compound only when explicit); the sequence is narrative-driven, not diff-order-driven.
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+ - The opening uses a named hook strategy; you do not read the PR description aloud.
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+ - Each frame has one job; the body builds cumulatively, **alternating `diff` (the code) with `mechanism` (the behavior)** + `impact` / `evidence` — not a single isolated body frame, and not an unbroken stack of code surfaces.
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+ - Every frame has `type` (PR-native), `persuasion` (a named technique), and `beat` (specific). The emotional arc matches the archetype (fix = frustration → relief; feature = curiosity → confidence).
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+ - Each `voiceover` is phrase-segmented into cues (each a piece Step 5 can reveal on), not one run-on clause; a candidate `blueprint:` is tagged from the role→blueprint menu where a proven shape fits (a code beat usually omits it — the `code-*` block is the shape).
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+ - **2–4 real diff hunks** featured, each a small legible snippet (not a whole file), each naming its `code-*` block in `scene`.
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+ - **At least one `mechanism` beat** animates what the change _does_ at runtime (an invented diagram, or a `flowchart` / `data-chart`), named in its `scene` — unless the PR genuinely has no visible behavior (a pure docs / config bump). The body is not an unbroken run of code surfaces.
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+ - Transitions use only registry names and repeat 2–3 types; frame 1 is `cut`.
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+ - `asset_candidates` is absent on every frame except an optional `credits` close (2–6 `assets/<login>.png` entries, `avatarFetched: true` only).
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+ - Each `script` fits the budget — ≤ 19 words / ≤ 9 s default, ≤ 2 frames at the ≤ 26 / ≤ 12 s exception; `duration = ceil(word_count / 2.2)`, not a guess.
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+ - `SCRIPT.md` contains only locked spoken narration; silent frames are intentional and omitted from it.