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refactor(skill): slim SKILL.md to step-pointer index, push to step files
SKILL.md grew to 192 lines from a 124-line baseline. Most of the
bloat was content duplicated in the step reference files it points
to. Removed 6 sections that duplicated step content, composed 2
small additions into the step files where they actually belonged.
Removed from SKILL.md (already covered elsewhere):
- "Take your time" / "Quality matters more than speed" paragraph
— operational philosophy already implicit in step-6-validate's
cell-by-cell review prose.
- "Creative Tension Principle" section — step-3-storyboard.md:21
already has the exact "What makes this video different from a
generic [video type] for any [industry] brand?" single-sentence
test. Duplicate removed; storyboard is the right home.
- "Step -1: What we're actually making" (30 lines: anti-patterns,
video grammar, shot framing, camera moves) — duplicates step-3-
storyboard.md:197+ (shot types), :229–232 (anti-patterns), and
beat-builder-guide.md:126+ (shot framing).
- "Sub-agent mode" + "No sub-agents" preamble — step-5-build.md:286
–292 already handles both parallel and serial runtimes.
- "Image-viewing capability" warning — operationally implicit in
step-0 ("View the contact sheets") and step-6 ("View snapshots/
contact-sheet.jpg cell-by-cell").
- "User Interaction Points" table — redundant with the inline 💬
markers on Steps 3 and 4.
Composed into step files (content that wasn't there yet):
- step-1-design.md "Target length" paragraph: added the fast-pacing
/ billboard-per-beat exception (50-line DESIGN.md is enough when
beats are single hero elements on full-bleed backgrounds, not
full UIs).
- step-2-brief.md "Surprise me" section: added the global-propagation
rule — when the user signals autonomous mode at Step 2, every 💬
gate downstream (Step 3 storyboard approval, Step 4 TTS choice) is
also skipped.
Step 5 SKILL.md gate paragraph trimmed from a 6-clause description
of the per-beat read to one line that points at step-5-build.md
for the full checklist.
Updated the techniques.md reference counts from "20" to "13" in
SKILL.md, beat-builder-guide.md, and step-3-storyboard.md to match
the techniques.md trim in the upstream branch.
Net: SKILL.md 192 → 131 lines.
This commit is contained in:
@@ -14,7 +14,7 @@ You are building ONE beat of a multi-beat video composition. This file tells you
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| Resource | What it covers | Read when |
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| ------------------------------------------------------------------------------------- | ----------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------- |
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| [techniques.md](../../hyperframes/references/techniques.md) | 20 visual techniques with code: SVG path drawing, Canvas 2D, CSS 3D, kinetic type, variable fonts, MotionPath, counters | Beat uses any of these techniques |
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| [techniques.md](../../hyperframes/references/techniques.md) | 13 primitive animation techniques: SVG path drawing, Canvas 2D, CSS 3D, kinetic type, variable fonts, MotionPath, etc. | Beat uses any of these techniques |
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| [text-effects.md](../../hyperframes/references/text-effects.md) | 24 named text animations: soft-blur-in, typewriter, kinetic-center-build, line-reveal, stagger, crossfade, shared-axis | Beat has text animation |
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| [html-in-canvas-patterns.md](../../hyperframes/references/html-in-canvas-patterns.md) | HTML-in-Canvas: iPhone/MacBook mockups, liquid glass, magnetic, portal, shatter, text cursor | Beat uses device mockups or WebGL effects on HTML |
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| [transitions.md](../../hyperframes/references/transitions.md) | Shader transition API, HyperShader.init() pattern, all 14 WebGL shaders | Beat has shader transitions |
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@@ -6,6 +6,8 @@ DESIGN.md is the brand inflection sub-agents layer on top of every composed beat
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**Target length: 250–350 lines.** Sub-agents in Step 5 compose UIs from scratch (divs/SVG/CSS) using your DESIGN.md as the spec — the more precise the component CSS values you encode here, the more brand-faithful the composed beats will look. Going under 200 lines tends to produce generic-looking dark-cinematic videos because sub-agents have no brand component DNA to compose with.
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**Fast-pacing exception:** For billboard-per-beat videos (short social ads where each beat is a single hero element on full-bleed background), a 50-line DESIGN.md with just colors + fonts + 3-5 do's/don'ts is enough. The Step 5 sub-agent prompt pastes brand values inline, so DESIGN.md depth only matters when the beats render full UIs.
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**User preferences always override brand rules.** If the user says "make it bright even though the site is dark" or "use serif fonts even though the brand is sans" — follow the user. DESIGN.md describes the captured website. The video might deliberately break that.
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You read `tokens.json` and `design-styles.json` in Step 0. If you remember the values, use them; if not, re-read. Don't guess.
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@@ -116,6 +116,8 @@ When the user gives no creative direction, default to what the brand's visual id
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With that minimum in hand, still write an ambitious storyboard. "Surprise me" means "impress me," not "play it safe." Go bold.
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**Autonomous mode propagates.** When the user signals "surprise me" / "decide for me" / "just build it" here at Step 2, that signal kills every downstream 💬 gate too — Step 3's storyboard approval, Step 4's TTS provider choice, captions. Make all creative decisions yourself and present the finished video at the end. Do not ask four separate questions across four separate steps. Read the room once and commit.
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### Specific direction
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If they say something vague ("make it really cool"), push back gently:
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@@ -62,7 +62,7 @@ Beat 3: composed kanban (4 cards-as-divs per column) + counter chip on In-Progre
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- **DESIGN.md** — your color palette, font rules, components, Do's/Don'ts. Every visual must be grounded in this brand identity. If it says "white backgrounds with purple accent" — plan light scenes, not dark moody ones.
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- **Asset discovery — use the contact sheets.** View `capture/assets/contact-sheet-*.jpg` and `capture/assets/svgs/contact-sheet-*.jpg`. Each grid cell is labeled with the filename. This is how you browse what's available without opening 50 individual files. When you find an asset that earns its place in a beat, note the filename from the label and reference it as `capture/assets/<filename>`. If an asset looks promising but you need to check resolution or detail, THEN open the individual file. Also read `capture/extracted/asset-descriptions.md` for one-line summaries. **Never use contact sheets or scroll screenshots in the video** — contact sheets have grid labels and headers baked in, scroll screenshots are raw browser captures. Both are for AI to BROWSE and understand the site, not to place in compositions.
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- **[techniques.md](../../hyperframes/references/techniques.md)** — 20 visual techniques with code patterns. Pick for beats, these are starting points to adapt, not templates to copy.
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- **[techniques.md](../../hyperframes/references/techniques.md)** — 13 primitive animation techniques with code patterns. Pick for beats, these are starting points to adapt, not templates to copy.
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- **[text-effects.md](../../hyperframes/references/text-effects.md)** — 24 named text animation effects bundled in the repo. Read the catalog now and assign a specific effect ID to every headline, label, and copy element in every beat — not generic "fades in" descriptions.
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The storyboard is the creative north star. It tells the engineer exactly what to build for each beat — mood, camera, animations, transitions, assets, appearance, sound. Write it as if you're briefing a motion designer who's never seen the website.
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