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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.md frames in place — story-design wrote the skeleton (each frame's scene, 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 no capture/ to read). frame.md is 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 (0.0Xs):  only what the VO is saying at t=0 enters — never the whole canvas
Scene 2 (XsYs):   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 Scene line names what's on screen, what moves in this window, and where it sits (layout, inline). Times are real seconds across the frame's duration.
  • Pace reveals to the voiceover; never front-load. This is the core anti-PowerPoint mechanism (→ motion-language.md Part 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's transition_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:

  1. 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 that blueprints/<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).

  2. 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 it blueprint: compose.
  3. 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 (0.01.2s): 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 (1.23.4s): 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 (3.45.0s): 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)), or compose. 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 3050%) · 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-supplied public/<basename> image, if any (named in story's asset_candidates), is treated as the focal cutout or a background.
  • 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's fetch-sfx pass 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 4060% 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 23 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 (power3 default, 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

  • Paletteframe.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.mdblueprints/<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 direction written 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) or compose; 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-element roles (foreground / background / supporting), kept few and load-bearing.
  • The invented hero fills 4060% 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.md by role — nothing invented.
  • You wrote no HTML; every visual is invented (no captured assets).