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Visual design — faceless-explainer per-frame shot method
The method behind Step 4 (Frame visual design). You (the orchestrator) read it to enrich
STORYBOARD.mdframes in place — story-design wrote the skeleton (each frame'sscene,voiceover,transition_in, the narrative fields, and optionally a candidate blueprint id); you add how each frame looks and moves. The unit you write per frame is a time-coded shot sequence — a shot directed across its whole duration, not a static slide. You write no HTML (that's the frame workers). Because the explainer is faceless, every visual is invented — typography, abstract graphics, diagrams, data-viz — so you design the visual elements rather than select captured assets (there is nocapture/to read).frame.mdis your palette/type truth by role. Layout is a compact vocabulary in this file (the Layout section below), stated inline per Scene; motion vocabulary + the motion doctrine + the seek-safe core →motion-language.md; the proven shapes →../hyperframes-animation/blueprints-index.md+blueprints/<id>.md; concrete rules resolve in Step 5 from this skill's local../hyperframes-animation/rules/. Adding palette theory or a generic font rule here? Wrong home —frame.md+hyperframes-creative.
The unit is a time-coded shot sequence
A frame's visual layer is a sequence of time windows paced to the voiceover, not a bag of effect tags. The failure that reads as PowerPoint is front-loading: the agent rushes the whole canvas on screen in the first ~25%, and then it just sits. A time-coded shot sequence written against the VO makes that impossible: each window states what is on screen and what is moving, and nothing appears before the voiceover reaches it. In an explainer the development is the teaching — the formula assembling term by term, the diagram gaining a layer, the count-up landing the statistic. Let the build be the message.
Write each frame as a handful of windows cued by the spoken line:
Scene 1 (0.0–Xs): only what the VO is saying at t=0 enters — never the whole canvas
Scene 2 (Xs–Ys): the next piece reveals as the VO names it (a line / layer / node / stat)
… one window per spoken cue — as many or as few as the line calls for
Scene N (…–end): content has resolved; hold the read (stillness; subtle jitter at most)
- Each
Sceneline names what's on screen, what moves in this window, and where it sits (layout, inline). Times are real seconds across the frame'sduration. - Pace reveals to the voiceover; never front-load. This is the core anti-PowerPoint mechanism (→
motion-language.mdPart 2 Rule 2). At t=0 show only what the VO is saying then; reveal each further piece — a line, a layer, even an h1 — when the VO names it, spreading reveals across the shot and especially the back ~50%. The window count = the number of spoken cues the line calls for — a two-beat line is two windows, a five-item enumeration is five or six. There is no fixed count and no mandatory "middle" act; the only sin is dumping everything up front. (A silent frame — a diagram assembling itself, a worked example animating — paces its reveals to the beat instead of the VO; same discipline, no spoken cue.) - End on a held read. Once the content has resolved it holds and reads — prefer stillness to bad motion: no forced camera drift, no lazy breathing, no back-half pan/push; at most a subtle jitter keeps it alive (→
motion-language.md). On a short shot the final reveal and the hold are the same window — the hold is not a separate mandatory act. Only the final frame has a real exit; every other frame's exit is the harness transition (story'stransition_in). - A deliberately held frame — content already revealed, now reading still — is legitimate and often right (a climax, a breather, a beat of held tension before a turn). The failure is never "too still"; it is front-loaded-then-frozen (everything dumped by ~25%, nothing cued to the VO). Place held beats deliberately for rhythm so the video isn't uniformly busy (allocate them in
## Video direction). Reveal pacing + holds + the idle budget →motion-language.md.
Pick the shape — instantiate a blueprint
Don't invent each shot from scratch. The frame's role (its type / beat) points to a proven shape:
-
Match the role to a blueprint. Open
../hyperframes-animation/blueprints-index.md, find the frame's role in the role→blueprint menu, and pick the blueprint whose intent fits this beat (story may already have named a candidate id — confirm or override it). Read thatblueprints/<id>.md: it is a short, domain-agnostic, time-coded shot template with[slots]and a named signature move (the thing that makes the shape itself — the SVG ring, the push-THROUGH, the in-place token swap). -
Instantiate its
[slots]with THIS frame's invented content — three postures:- Reproduce — the blueprint fits the beat and your content maps onto its slots cleanly. Fill every
[slot]with this frame's word / shape / stat and follow its Scene timing. Write the resulting Scene lines. - Adapt — the structure fits but the content / element-count / surface doesn't (or you want a fresher surface to avoid templating). State what you keep / what you change in one line, then write the adapted Scene lines. You may extend or vary; you may never drop the signature move (drop it and you picked the wrong blueprint), and you keep the reveals paced to the VO — never collapse the shape to a single front-loaded dump.
- Compose — no blueprint fits the beat. Build the shot from the motion vocabulary in
motion-language.md: still pace the reveals to the VO across the shot, never fire everything at t=0. Mark itblueprint: compose.
- Reproduce — the blueprint fits the beat and your content maps onto its slots cleanly. Fill every
-
Keep the signature move. Whichever posture, the blueprint's signature move (named in its file) is the spine of the shot — it usually lands on the shot's key reveal. Carry it through.
The blueprint's own Scene lines, motion vocabulary, and rule mapping are your raw material; you are choosing a shape and casting this frame's invented content into it, not copying an engineering spec.
What you add to each frame
Story-design's ## Frame N block already carries the narrative. You append the shot. Story's scene / voiceover / transition_in / role fields stay untouched.
## Frame 3 — How interest compounds
- scene: a snowball rolls downhill, gaining a labeled ring each turn ← refine only if it could read sharper
- voiceover: "…" ← story's; leave it
- transition_in: crossfade ← story's; leave it
- type: feature_showcase ← story's
- persuasion: Concretization + progressive disclosure
- beat: comprehension
- blueprint: dataviz-countup (Adapt) ← you add: the id you instantiated (or "compose")
- focal: the snowball ← you add: the INVENTED hero element of this beat
- roles: snowball = foreground subject · hill = background gradient (dim ~40%) · ring labels = supporting ← you add: role per invented element
- sfx: whoosh-soft, tick ← you add: the sound the beat wants (fetched + mounted at root; never yours to embed)
Adapt: keep the count-up-ring signature; the trend chart becomes the snowball's labeled rings climbing.
Scene 1 (0.0–1.2s): solid hill gradient (dim ~40%); the snowball seats upper-left, a circular progress ring + bold center number anchor it — Centered template, ~50% of frame. Slow push-in runs underneath.
Scene 2 (1.2–3.4s): as the VO names each turn, the snowball rolls down and gains one labeled ring per turn (layer-reveal); a small total ticks up beside it (the count-up reveals on its spoken cue, not at t=0). Asymmetric 60/40, 3 depth layers.
Scene 3 (3.4–5.0s): land the final ring emphasis dead-center, accent glow blooms behind it and holds; the total reads clean and STILL — no continuing push, no breathing (a held beat beats bad motion). The stillness reads against the prior motion.
The lightweight tags:
blueprint:— the id you instantiated (with(Reproduce)/(Adapt)), orcompose. One id per frame.focal:— which invented element is the hero of this beat (a hero word, a diagram node, a chart series, a coined-term card).roles:— each invented element's role:foreground subject(the thing the eye lands on, text laid around it) ·background(full-bleed field / gradient / grid, dim 30–50%) ·supporting(labels, secondary shapes, ambient layers). Since there are no captured assets, you are designing these elements, not selecting them — keep them few and load-bearing. A user-suppliedpublic/<basename>image, if any (named in story'sasset_candidates), is treated as thefocalcutout or abackground.sfx:— name the sound the beat wants (an impact for a slam, a whoosh for a push, a tick for a count). The audio script'sfetch-sfxpass retrieves it and the assembler mounts it at the root — you only name it, never embed an<audio>element.
Layout is stated INLINE in each Scene line — name the template, density, depth, and hierarchy as part of "where it sits" (Centered, ~50% of frame, asymmetric 60/40, 3 depth layers), drawing on the Layout vocabulary below; never write px / scale / shadow recipes (the worker writes those).
Motion is named INLINE in each Scene line — name the move from motion-language.md's vocabulary (per-word reveal, layer-reveal, count-up, glow blooms) and let it settle on a long-tail curve (power3 default — smooth beats bouncy; see motion-language.md). Never write ease curves / ms / stagger (those resolve in Step 5 from this skill's local ../hyperframes-animation/rules/).
Inventing the visual — diagrams, type, data-viz
This is a faceless explainer: the frame's hero is something you design, not a screenshot. Three first-class treatments, each invented from the frame's narrativeRole / keyMessage / scene:
- Typographic / kinetic type — the hero word, the coined term, a number, a short enumeration. Treat type as the subject: full-bleed scale, weight contrast, one emphasized term. Strongest for hooks, concept names, takeaways. In a faceless explainer type is often the primary visual — lean on the type ramp hard.
- Abstract graphics — shapes, fields, paths, geometry that embody the idea (the snowball, the spotlight, the staircase-not-cliff). Build the metaphor the script names; don't decorate with generic bokeh.
- Diagram / data-viz — nodes + edges, a chart, a number line, a formula, a process flow. The build (each part appearing on beat) is the teaching — design it to assemble across the Scenes, not appear whole.
Make the invented hero fill 40–60% of the frame — a diagram big enough to read its labels, a hero word near full-bleed. Don't shrink the one designed element into decoration around empty space.
Layout — named inline per Scene
State each Scene's layout as part of "where it sits." If the blueprint already implies a composition (a ring around a center, stations on a wide canvas, two cards from opposite wings), that wins — describe it directly; the vocabulary below is for composing freely or a generic beat, not a menu you must pick from. Never write px / scale / shadow (the worker does). One frame's layout can EVOLVE across its Scenes (Scene 1 centered hero → Scene 2 rearranges to a grid). Use ≥3 different framings per video so it doesn't read as one repeated template; never the same framing twice in a row.
- Framing vocabulary — centered (hero / climax) · rule-of-thirds · split-screen (comparison) · layered-depth (immersive opening / atmosphere) · asymmetric 60/40 or 70/30 (editorial — a dense diagram + a caption rail) · triptych (three items / the rule-of-three landing) · full-width strip (a number line / timeline / enumeration). Vary the framing across the video so it doesn't read as one repeated template — let the beat decide, not a quota.
- Density — primary visual ≥ 40% of canvas; ≥ 3 depth layers (background + midground + foreground); never a lone small cluster floating in empty space. Openings and closings are prone to emptiness — add environmental layers (dual-radial swell, low-opacity scanlines, a hairline grid, brand-color ambient). Squint test: after blur you can still pick out the #1 element.
- Hierarchy — combine ≥ 2 of size (3:1) / weight (800 vs 400) / contrast / position (upper-third is golden) / motion, so one element clearly dominates. A title that is only larger (sharing weight/color/spacing with body) reads weak.
- Depth — layer 2–3 of: size, blur, opacity gradient, overlap, shadow-stack, counter-scale on a push.
- Don't show: nav bars, footers, scrollbars, real cursors / browser chrome, generic decorative shapes standing in for a designed metaphor, floating bokeh / purple-blue "AI" gradients (the default-AI cliché, banned). A faceless explainer has no real interface — an interface mock is correct only when the topic itself is about that interface and the frame intentionally reconstructs it.
Portrait & square (non-16:9 canvases)
The zones, density, hierarchy, and depth principles all still apply; the aspect ratio changes, and a wide-frame layout does not transplant into a tall one — design for the storyboard's format from the start, never plan landscape and "crop."
- Stack vertically, not side-by-side — split-screen / triptych / 60-40 become top/bottom stacks, vertical step lists, stacked bands. Square tolerates side-by-side only for two compact items.
- Vertical center moves with the canvas — anchor a centered hero around y ≈ 0.42 × height (portrait ≈806, square ≈454), not a fixed 540.
- Type runs larger, fewer words per line — narrow frames wrap long headlines badly; prefer short kinetic lines, bigger type, more vertical rhythm.
- Travels well to portrait: Centered, Layered Depth, Full-Width Strip (stacked band), vertical Rule-of-Thirds. Avoid wide Split Screen and Triptych — use stacked equivalents.
## Video direction — write the invariants ONCE
The whole video shares one look and one motion grammar. Write a ## Video direction block ONCE at the top of STORYBOARD.md so every frame inherits it and per-frame Scene lines carry only the delta. This block is load-bearing — it is what binds many independent shots into one film. Keep it.
- palette system — from
frame.md: which roles map to which hues. Never invent. - motion grammar + reveal model — long-tail eases (
power3default, smooth over bouncy) + the VO-paced reveal model every frame follows (reveal each piece on its spoken cue; never front-load) + what may stay alive during a hold (subtle jitter at most; no lazy breathing) (→motion-language.md). - rhythm / held-frame allocation — name the held / breather frames (often before a climax or the turn in a story) so the video varies its energy: most frames reveal to the VO, a few hold still (a held read beats bad motion; the anti-monotony discipline; →
motion-language.md). - negative list — what never appears: off-brand textures / effects the pack forbids, plus both motion failure modes — slideshow (front-load then freeze) and screensaver (everything floating independently) (→
motion-language.md).
Do not repeat these per frame — restating video-level rules in every frame is exactly the bloat this layer prevents.
Palette & type — from frame.md, never invented
- Palette —
frame.md(the adopted pack) is the color truth; apply its roles per frame. Generic basics (one accent, tint neutrals, avoid pure#000/#fff) →hyperframes-creative/references/house-style.md. - Type — fonts resolve via
frame.md's type tokens; reference them by role (display / body / mono / the pack's ramp), never by raw family or px. Generic typography craft (embedded fonts, dark-bg optical compensation,tabular-nums) →hyperframes-creative/references/typography.md. In a faceless explainer type is often the primary visual — the hero word, the coined term, the kinetic enumeration — so lean on the type ramp hard.
Caption-band keep-out (plan side)
The bottom ~17% of the canvas is reserved for the caption pill. Plan every frame's content into the top ~83% so nothing important lands in the band (the worker enforces the pixel cutoff; you plan the layout). When captions are enabled, primary content and key visuals cap at the band top, and a centered hero anchors at y ≈ 0.42 × height (landscape ≈454, portrait ≈806), not the canvas midpoint; background / ambient / surface layers are exempt and may stay full-bleed. Holds even when captions are disabled — bottom-edge consistency.
Where the detail lives
| For… | Read |
|---|---|
| the proven shapes + role→blueprint menu + how to pick | ../hyperframes-animation/blueprints-index.md → blueprints/<id>.md |
| motion — shot model, vocabulary, holds, idle budget, stillness, seek-safe | motion-language.md (local) |
| layout — framing, density, depth, hierarchy, inventing the visual, caption band | the Layout + Inventing the visual sections in this file |
| concrete eases / ms / stagger + rule recipe bodies (Step 5) | local ../hyperframes-animation/rules/ (the frame worker reads it; you don't) |
| palette + type tokens | the project's frame.md; basics → hyperframes-creative house-style.md / typography.md |
| "produced, not generated" foreground density | hyperframes-creative/references/video-composition.md |
| within-frame cuts / seams (zoom-through · cut-the-curve · waterfall) | cut-catalog.md (the worker builds them inside the composition) |
| transitions | story-design owns transition_in; you don't touch it |
Before you finish — checklist
## Video directionwritten once at the top (palette · motion grammar + shot model + idle budget · stillness allocation · negative list incl. both failure modes); per-frame entries are deltas, not restatements.- Every frame is a time-coded shot sequence with real second windows across its
duration— not a tag bag. - No frame front-loads — at t=0 only what the VO is saying enters; each further piece reveals on its spoken cue, across the back ~50%. Window count follows the VO (or the beat, on a silent frame), not a fixed number.
- Every frame names a
blueprint:id (Reproduce / Adapt) orcompose; an Adapt states keep/change and keeps the signature move; nothing collapses to a single front-loaded dump — reveals stay paced to the VO. - Held frames are deliberate — allocated in Video direction for rhythm; a held read is fine (prefer stillness to bad motion), but no frame may be front-loaded-then-frozen.
- Each frame names its invented
focal+ per-elementroles(foreground / background / supporting), kept few and load-bearing. - The invented hero fills 40–60% of the frame (a diagram big enough to read, a hero word near full-bleed) — not shrunk into decoration around empty space.
- Layout named inline per Scene (template / density / depth / hierarchy — the Layout vocabulary here); motion named inline per Scene from the vocabulary (
motion-language.md). No px / ease curves / ms / JS. - Content planned into the top ~83% (caption band clear).
- Palette / type pulled from
frame.mdby role — nothing invented. - You wrote no HTML; every visual is invented (no captured assets).