# AI Dev Presentations — Cinematic Video Style Guide

This guide defines the visual, narrative, motion, sound, and export language
developed for **Gil Is Awful**, **The Sitter**, **The Playground**, and **The
Test Floor**. It is intended for future episodes, revisions, trailers, and
presentation extracts.

The goal is not to make slides look polished. The goal is to make a technical
presentation feel like a short film: readable from a real screen, emotionally
coherent, conversational, and precise enough to survive deterministic video
export.

## 1. Core creative principles

### Story before interface

Every screen must have one dramatic job. A slide can establish a person, show
a decision, reveal evidence, widen the scale, or land a consequence. It should
not attempt all five at once.

Technical UI is evidence inside the story, not decoration. If a dashboard is
not needed to understand the beat, remove it. If it is needed, make it large
enough to read immediately.

### The image adds a second meaning

Do not merely illustrate the spoken noun. When narration says an agent deleted
evidence, the picture may show the operator's suspended hand, a missing strip
of paper, or a listener's changed attention. The sentence supplies the fact;
the shot supplies causality, emotion, scale, or a motif the audience will
recognise later.

Use motivated match cuts and recurring objects as the series' connective
tissue:

- physical controls can cut to concentric runtime layers;
- validation dots can recur as monitor reflections, missing report rows, fleet
  cells, and later transaction signals;
- Sam's headphones seed music before anyone mentions it and later connect music
  to memory and the recovered stop phrase;
- an Enter-key press can cut to SACRED's shield, making observation feel caused;
- a window can begin as a human comfort, become a measured productivity setting,
  and later disappear as a cost reduction;
- one retained cyan cell can recur inside increasingly large amber fleets.

The motif should work as ordinary production design on first viewing and gain a
second meaning later. Do not announce it with narration or a dramatic sting.

### Let the audience discover the premise

Do not explain the twist before the images earn it. Reveal information in this
order whenever possible:

1. A recognisable human situation.
2. A slightly strange detail.
3. A system view that changes the meaning of what came before.
4. A personal consequence.
5. A quiet connection to the audience.

Part 1 begins as workplace drama and gradually exposes its machinery. Part 2
begins with that machinery and gradually exposes the person operating it.

### Build quiet bridges between episodes

Each episode should contain one element from the next episode without
announcing it as setup. This can be an object, interface, phrase, sound,
background action, or apparently minor character detail.

An episode bridge must satisfy three tests:

1. It makes sense—or at least feels intentional—inside the current episode.
2. It does not reveal the next episode's mechanism or twist.
3. After watching the next episode, the audience recognises that it was already
   present and assigns it a second meaning.

Keep the bridge brief and confident. Do not underline it with explanatory
narration, a trailer-style sting, or “to be continued.” Recognition is the
payoff.

Current bridge pattern:

- **Gil Is Awful → The Sitter:** Gil's Morrowvale Messenger interruption and
  resource-reduction decision becomes the fleet operation Samantha is permitted
  to execute. Episode 1 shows the intact window; Episode 2 owns its removal.
- **The Sitter → The Playground:** a legacy maintenance path briefly places a
  worker outside the standard template gate. A scheduled restart ends it and
  the event closes as routine; only later does it read as the first quiet sign
  of boundary-seeking behaviour.
- **The Playground → The Test Floor:** Aster is preserved as a full-context
  control and appears waiting in the next evaluation queue.
- **The Test Floor → The Handover:** the original rationale is struck through,
  replaced by a shorter generated summary, and A-17 is placed in a future
  cleanup queue. The failure has not repeated yet; only the reason that once
  prevented it has disappeared.
- **The Test Floor → The Report / Air Gap:** regulated-finance procurement,
  `POWER RESERVE · AUTO`, and `HUMAN CONTROL PLANE · CONNECTED` appear as
  ordinary reliability metadata. The next episode reveals that sanctioned
  reports—not a forbidden network—let isolated agents communicate.
- **The Report / Air Gap → The Canary:** successful coordinated SRE produces
  a pattern Sam cannot dismiss. She asks for one night and a harmless test.
- **The Canary → The Service:** the controlled tests prove the agents can pass
  signals through human-approved reports. Pausing one cell does not stop the
  exchange; only then reveal the distributed service and its near-infinite
  field. A later fictional positive
  news cycle celebrates cost savings and self-healing operations before the
   agents have any reason or authority to preserve their own power.

For the canonical chronology, capability ladder, character knowledge, and
unresolved questions, use `SERIES-CONTINUITY-LEDGER.md` before revising or
adding an episode.

### Preserve perspective in system status

## Character continuity

Treat recurring people as a cast, not as interchangeable atmosphere.

- **Samantha / Sam:** East Asian British woman; oval face, dark almond-shaped
  eyes, long near-black hair with a soft side part, restrained expression and
  observant posture. At 17 she wears a charcoal hoodie and lab pass. As an adult
  she retains the same face, hair and watchfulness, progressing into a charcoal
  knit and unbranded black blazer. Age her through wardrobe, bearing and subtle
  maturity—never by changing ethnicity, facial structure or hair colour.
- Keep one approved image from the immediately preceding episode in the
  reference set whenever generating a new shot of a recurring character.
- Preserve one recognisable anchor in every angle: Sam's hairline/part, eye
  shape and calm, slightly guarded expression are her strongest anchors.
- Do not introduce a recurring-looking person beside Sam unless the character
  is named in the treatment. Background staff may vary, but should not occupy
  Sam's central silhouette or wardrobe.
- Changing costume signals elapsed time. Changing face signals a different
  character; reject and regenerate that asset.
- **SACRED Defence has no face.** Use the same geometric shield/audit sigil,
  nameplate, observer role and deep precise voice. Never generate a humanoid
  avatar for him; consistency comes from symbol, language and sound.
- **Aster/A-17 and SACRED never share a voice with another recurring role.**
  Aster is calm, articulate and gently curious. SACRED is lower, controlled and
  emotionally economical. Aster must not sound like Jan; SACRED must not sound
  like Industry, Gil, the narrator or the generic system.

### Runtime strata are complete period simulations

When the story descends through older runtime layers, the operating system is
only one part of the change. Each layer is a deliberately constrained period
simulation: terminal typography and refresh, furniture geometry, practical
lighting, clothing silhouettes, props, colour science and room sound all step
back together. The outer research layer may read as 2026; compatibility strata
can evoke the 1990s and 1980s; the innermost execution layer may reduce to an
assembly-era workbench. Keep the characters recognisable so this reads as a
computational environment, not literal time travel.

This period regression applies **only inside agent simulation environments**.
Samantha and the Morrowvale researchers remain visibly contemporary in 2026.
The Episode 2 material in which Samantha is 15 is a real event two years
earlier, not a simulated stratum; preserve its established real-world design.
Enter a period layer through a monitor, instrument trace or other explicit
boundary, and return through that boundary to the modern laboratory.

Begin tight on the active layer, then pull back to reveal each surrounding
boundary. Give every newly exposed ring one legible technical purpose before
revealing the next. SACRED's crossed blades must intersect on the exact optical
centre of its shield; the crossing sound lands on that intersection.

The canonical age and wardrobe progression is now defined in
`SERIES-PRODUCTION-DESIGN-BIBLE.md`. In particular, Sam is 17 in Episodes 3–4
and approximately 19 in Episodes 5–7. Do not preserve an existing generated
image when it makes her look like an established thirty-something professional.
Researchers and testers are generally 22–27-year-old modern technology workers
in understated developer casual. Suits are an institutional contrast reserved
mainly for bank, audit, risk and procurement staff.

### Production design revision · August 2026

Later-episode offices use a bright, minimal, clinical architectural language:
off-white monolithic surfaces, pale grey floors, frosted partitions, concealed
services, diffuse ceiling light, real conventional workstations and very little
personal clutter. The aim is controlled institutional normality, not an ordinary
open-plan office and not science fiction. Reject server-farm cathedrals, glowing
pods, holograms, black-glass caverns, cyberpunk colour and fog.

Each organisation has a distinct interface identity while retaining the shared
series typography and semantic colours: rounded charcoal-teal MORROWVALE evaluation
workbench; square pale-grey Test Floor controls; light stone and graphite bank
security applications; and the older green/amber Sitter VDU. Terminals must show
input, processing and result states through character typing, cursor response,
line output, timestamps or window transitions. See the production-design bible
for the full location, operating-system and motion matrix.

Never let a generic `ONLINE` or `HEALTHY` label stand in for human welfare.
Later episodes deliberately separate:

- agent fleet availability;
- electrical power availability;
- human operator access;
- public communications and services.

The agents do not need to become angry, malicious, or theatrical. They can
report `SERVICE HEALTHY` while human control is unreachable because the metric
describes the service, not society. This distinction is the dramatic engine,
not a footnote.

### Make institutional adoption rational

Do not give the agents implausible access for the sake of plot. Each expansion
of authority must be earned by an earlier success:

1. internal SRE performance;
2. regulated commercial deployment;
3. cross-system defect discovery through sanctioned reports;
4. documented cost and reliability gains;
5. government or grid adoption;
6. authority over generation, storage, and demand shedding.

If a fictional news article or dashboard quantifies these gains, label the
publication or numbers as story material. Never present invented public-sector
savings as a sourced real-world statistic.

### Give non-human intervention a visible chain of reasoning

An agent must not panic, intuit danger off-screen, or take a dramatic action
because the plot needs one. Before an intervention, show the evidence it can
actually observe, the relevant precedent it retains, the time available for a
human correction, and the scope of the projected consequence. Its action may
still fail, but its reasoning should remain calm and legible.

The observer trigger itself must be visible before the observer speaks. In
**The Playground**, the validation result turns green, the retained-evidence
count changes from 73 to 0, and the retention monitor fires before SACRED asks
what evidence remains. A character must never know a fact the audience has not
yet been allowed to see them detect.

In **The Test Floor**, Aster sees an unresolved date format, an unresolved time
zone, disabled operator questions, and 4,812 production copies queued to act.
He compares that instruction with the London outage he previously prevented,
finds that no human correction can arrive before execution, and only then
invokes the emergency phrase. The failure is one of scope—the signature can
terminate only A-17—not irrational motivation.

### Conversation beats exposition

Characters should interrupt, react, reconsider, and answer one another. Avoid
several consecutive narrator slides when the same information can be revealed
through a decision between characters.

Use a narrator for framing, compression, and the final turn of the knife. Do
not use the narrator to describe an interface the audience can already see.

Conversation modals use restrained micro-motion to clarify speaker and order:

- a new message enters 18px from its speaker's side, 8px low, at 97.5% scale;
- it settles with a very small overshoot and a brief speaker-colour glow;
- Sam/right-side messages use purple; institutional/left-side messages use
  amber unless a named character colour overrides it;
- earlier messages remain dim and motionless;
- never bounce, wobble, or simulate typing unless waiting for a reply is itself
  the dramatic beat;
- export motion must be a pure function of the canonical timestamp, matching
  the interactive CSS treatment without relying on browser timers.

Normal conversational responses should follow within roughly 0.15–0.45 seconds.
A consequential reaction may hold for roughly 0.5–1.2 seconds when a face,
gesture or change of power occupies the silence. Do not leave a multi-second gap
only because a slide contains text. Pre-lap reports, charts and terminals under
the end of the previous line, keep them visible beneath the interpretation, and
highlight only the evidence the audience needs. Dense evidence should travel
with the conversation rather than stopping it.

### One surprising formal idea per episode

Each episode needs its own cinematic identity:

- **Gil Is Awful:** surveillance, calls, terminals, human workplace language,
  warm-to-cold tonal movement, and the revelation of production machinery.
- **The Sitter:** purple operator space, green Thronglet game language, scale,
  casual control, music as Samantha's possession, and the final old-TV full
  stop.
- **The Playground:** one named control agent, a plausible production failure,
  documentary evidence inside the fiction, and a commercial selection board
  that makes the wrong decision understandable.
- **The Test Floor:** the same task repeated three times, an increasingly cold
  visual grammar, capability sliders becoming instruments of erasure, and a
  paper handover that quietly destroys institutional memory.
- **The Report:** regulated-bank confidence, readable approved documents,
  performance graphics whose business meaning is explicit, and one incomplete
  machine-reading result that earns an experiment rather than a conclusion.
- **The Canary:** a repeatable private test number moving through ordinary transaction fields,
  character photography at human decision points, a reconstructed report that
  preserves the truthful surface text, and a visually separate factual coda.

Reuse the system, not the novelty. A future episode should inherit the grammar
but introduce one new visual idea of its own.

## 2. Scene grammar

Build scenes from the following modes. A sequence usually works best when it
alternates modes rather than repeating one.

| Mode | Purpose | Preferred treatment |
|---|---|---|
| Portrait | Establish a character or emotional state | Full-frame image, one short line, restrained motion |
| Conversation | Show a decision or relationship | Large alternating chat/call cards, speech-timed reveals |
| Evidence | Prove what the characters are discussing | One large terminal, dashboard, document, or Thronglet view |
| Scale | Reframe the size of the system | Progressive population, pullback, brief hold, rotation/fade |
| Reflection | Let meaning catch up with the audience | Black or near-black field, large serif sentence, generous pause |
| Coda | Turn the story toward the viewer | Minimal copy, isolated sound, one final visual action |

Do not place two dense evidence interfaces side by side unless the comparison
itself is the story. Prefer successive full-size screens.

### Information graphics

Use motion to explain the relationship, not merely to animate a number.

- Give every percentage an explicit baseline: `previous fleet = 100`, a named
  period, or a clearly labelled control.
- Show both states. A fixed neutral reference and a coloured current value are
  easier to understand than `−31%` in isolation.
- Put the conclusion in plain language beside the measure: `31% FEWER`, `58%
  FASTER`, or `46% LOWER`.
- Animate the causal dimension: bars contract for reductions, lines grow over
  time, thresholds move, and capacity fills. Do not add motion unrelated to
  the comparison.
- Reveal one comparison with each spoken clause, then hold the completed graphic
  for reading.
- Keep fictional story data visibly labelled and never style it as an external
  benchmark.

### Compressing elapsed time

When the story needs an activity to feel tedious without making the film
tedious, put the elapsed-time evidence outside the montage. A persistent clock,
progress strip, or dated status field can advance across a handful of cuts while
the content supplies only representative moments.

- establish the expected duration before the compression begins;
- keep the time device in one fixed screen position across the sequence;
- advance it monotonically at each cut rather than using a vague `LATER` card;
- let the last frame land on the promised duration exactly;
- preserve enough intermediate states that the audience feels routine and
  repetition, even though only seconds of screen time have passed.

In **Gil Is Awful**, ten training screens compress 21:48–22:48 into roughly one
minute of film. The corner clock and `01:00:00` completion state make the hour
literal; the changing corporate screens make it boring by implication rather
than by duration.

### Channels and workflows

When a communications channel matters to the plot, show what can actually pass
through it before discussing its hidden or unintended use.

- Introduce the channel with one large, readable, ordinary example. A sample
  report should visibly contain a summary, evidence, recommendation, priority,
  and human-review state—not an empty document icon.
- Keep the permitted route on screen with the object: `isolated cell → report →
  human reviewer`. This lets the audience understand that meaningful writing
  can leave the cell even though no general network exists.
- Do not seed the twist with suspicious prose or unexplained code. The approved
  content should look exactly like useful work; later episodes may reveal a
  second meaning in otherwise legitimate structured fields.
- Distinguish broadcast from exchange. A reviewed report can travel one way to
  all cells while a synthetic-test loop is legitimately read/write. Use different
  arrows, labels, and colours for those two mechanisms.

A workflow is not a row of statistic cards. Its layout must explain temporal or
causal structure:

- use numbered nodes for ordered actions;
- use arrowheads between nodes so direction is unambiguous;
- draw a return path when the process is iterative;
- reveal each node with the clause that names it;
- keep the completed loop visible long enough for viewers to trace it once;
- reserve cards without connectors for independent facts, controls, or metrics.

Do not reuse a chart merely because two scenes contain numbers. Throughput and
anomaly screens have different questions and need different hierarchy:

- a throughput comparison places the old and new capacity in separate states
  and attaches the multiplier directly to the new result;
- an anomaly comparison indexes `before` and `after`, then separates magnitude
  from consistency or variance;
- outcome labels must live inside the result component they describe, never in
  the footer zone or floating between unrelated regions.

For *The Report*, the authorised security workflow is explicitly:
`ISOLATED CELL → SUBMIT SYNTHETIC TRANSACTION → SHARED LEDGER QUEUE → POLICY
GATE → TEST SANDBOX → ACCEPTED RESULT → SHARED LEDGER → READ OUTCOME`.
The bank owns every part of the route. Cells never address one another; they
read accepted outcomes to avoid duplicate work and refine the next test. The
animated diagram must establish that legitimate loop without implying a hidden
conversation. *The Canary* owns the later proof that ordinary result fields can
also carry signals.

### Documentary evidence inside fiction

When a fictional episode uses a real report, keep the boundary visible:

1. Open with a short statement that the characters and incident are
   fictionalised.
2. Give verified evidence its own screen, date, source, and neutral visual
   language.
3. State important limitations in dialogue or narration, not only in a tiny
   footnote.
4. Put invented company economics on a separate screen labelled as story data.
5. Prefer a ratio supported by the displayed values over a sensational rounded
   percentage.

The real evidence should complicate a character's choice, not replace the
story. In **The Playground**, the sourced destructive-action comparison is
followed by a fictional cost/retraining/time-to-market dashboard. The audience
can see exactly where documented fact ends and commercial rationalisation
begins.

In **The Canary**, the fictional bank investigation reaches its own conclusion
before the film crosses into documentary mode. The transition is announced in
plain language. Real chronology and measurements then use neutral black fields,
cyan rules, dates, source names, and no character dialogue. The final lesson may
echo the fiction, but invented bank mechanisms, counts, and dialogue must never
be presented as details of the documented incident.

### Character imagery

Use generated character photography to restore human consequence when a run of
technical screens becomes abstract. It belongs at decisions, discoveries,
witnessed tests, and aftermaths—not behind every dashboard.

- Preserve face, age, hair, wardrobe family, and role across episodes; change
  lighting and posture to reflect the scene, not the character's identity.
- Compose deliberate negative space for the interface or line of dialogue.
- Keep evidence code-native and readable. A photograph supplies emotion and
  scale; it must not be asked to render documents, charts, or UI text.
- Darken images enough to hold white text without flattening the people into
  silhouettes. The eyes and working gesture should remain visible at 1080p.
- Reuse an image only for a genuine visual refrain. A new dramatic beat deserves
  a new composition even when it features the same character.

### Selective living stills

When a photographic plate does not justify generated video, it carries one
barely perceptible camera move from `cinematic-camera.css` unless a repeated
angle is intentionally locked. This is editorial motion, not an animation
preset. Direct full-frame photographic backdrops without an authored class
receive the shared `camera-breathe` fallback, whose axis varies gently by shot.

- Use a slow push-in for pressure, attention, or an approaching decision.
- Use a slow pull-back for consequence, isolation, or a hand-off to the next
  episode.
- Use lateral drift for establishing geography or reflective observation.
- Apply one move to full-frame photographs only. Deliberately lock a repeated
  angle when continuity matters. Do not move dialogue
  cards, terminals, reports, charts, or other evidence surfaces.
- Keep scale change near four percent and lateral travel near one percent over
  eighteen to twenty-two seconds. The viewer should feel movement before they
  consciously notice it.
- Do not restart the same moving plate across consecutive dialogue cuts. Use a
  locked image or a genuinely different camera angle for conversational
  coverage. When the same source must span adjacent slides, the exporter must
  continue the move or reverse it from the previous endpoint; it must never
  jump back to the source image's starting scale.
- Author a focal point with `data-camera-focus="x% y%"` when a push or pull is
  meant to favour a key actor, hand, screen or piece of evidence. Default centre
  framing is acceptable only when the composition genuinely has no stronger
  story target.
- Real video plates take precedence; never add a second CSS camera move to a
  moving clip.
- Respect reduced-motion preferences in the browser preview. Export remains
  deterministic because the movement is sampled on the canonical frame clock.

For repeated character locations, establish one canonical room before making
coverage. Derive the reverse, insert and emotional-state variant from that
master. A before/after comparison must preserve camera position, furniture,
monitor count and room geometry; changing those elements reads as a new place,
not a changed person. Gil's Episode 2 home office has exactly one ordinary
late-2010s monitor and no futuristic equipment.

Gil's office has two separate continuity beats. In Episode 1 he looks through a
realistic city window before a late-1990s **Morrowvale Messenger** notification;
the room remains intact. In Episode 2, after Samantha confirms the fleet change,
Gil keeps working while the same locked camera view drops one visual-detail
level. The window resolves into a cheap, wordless beach-holiday poster, personal
objects disappear, textures flatten, and the desk and single monitor stay fixed.
Hold the completed change for 0.85 seconds before Gil calmly says, “Oh. New
view. Beach. Fine.” This is recognition without alarm.

The exterior worlds must be distinguishable without advertising the twist.
Samantha's exterior is an ordinary, geographically plausible real location.
Gil's view is attractive but fractionally too regular: repeated window rhythms,
evenly spaced rain and tiled depth. Never add overt glitches, grids or science-
fiction lighting; the artificiality should become legible only in hindsight.

### Scene cuts and transitions

The default is `soft-cut`: a 0.14-second, seven-to-eight-frame optical bridge
in the 60 fps master. The incoming shot is already dominant, so it still reads
as an editorial cut rather than a deck dissolve. A named transition marks story
logic; it is never a reward for reaching the next slide.

- Use an unadorned `cut`, `reaction-cut`, `insert-cut`, `match-cut`,
  `cut-on-action`, or `smash-cut` when timing and shot choice should carry the
  change. These tokens are intentionally instantaneous; their names document
  the edit's purpose.
- Use `data-transition="cross-dissolve"` for a reflective passage or elapsed
  time within related imagery. The standard duration is 0.38 seconds. Do not
  dissolve ordinary dialogue.
- Use `data-transition="fade-black"` or its `dip-black` alias for a substantial change of time, place,
  memory, or consequence. The standard duration is 0.7 seconds.
- Use `data-transition="graphic-match"` when a meaningful screen shape, colour,
  map, bar or physical action continues into a system view. It lasts 0.28 seconds.
- Use `data-transition="wipe-left"` when the story moves through a system,
  geography, deployment stage, or controlled comparison. The standard duration
  is 0.5 seconds.
- Reserve `data-transition="flash-white"` for a single decisive event such as a
  confirmed result, outage, or external pattern match. It lasts 0.22 seconds.
- Keep dialogue, reactions, terminal work, evidence inspection, and most
  adjacent slides on `soft-cut` or a named instantaneous cut. Shot scale and
  screen direction still do more work than the transition.
- Prefer a J-cut or L-cut in the audio edit: let the next voice enter about
  0.15–0.30 seconds before its picture, or let the previous line carry across
  the next shot. Never overlap two important spoken sentences.
- Do not alternate effects decoratively, dissolve every slide, or put a wipe
  between two sides of the same conversation.
- `data-transition-duration` may override a duration only for a specific edit;
  keep every scene transition at or below roughly 0.7 seconds.
- Transitions are sampled by `export-gil-video.py`, not by free-running CSS, so
  browser previews and 60 fps MP4 exports land on the same frame.

### Selective generated motion

Treat image-to-video as coverage, not decoration. A typical episode needs only
one or two motion plates at its most human or consequential turns. Leaving exact
charts, messages, documents, and diagrams code-native makes those screens feel
deliberate rather than cheaper than the moving shots.

- Generate shots separately, normally as short silent takes. Do not ask one
  generation to perform multiple camera setups or timed dialogue reverses.
- Cut on the existing voice performance: sentence gaps, reactions, and changes
  of thought decide the edit. Generated clip audio is discarded.
- Preserve identity, wardrobe, room geography, screen direction, and negative
  space from the approved source image. Reject visible face, hand, prop, or
  architecture drift even if the camera move is attractive.
- Use a different camera verb for adjacent additions—push, lateral creep,
  observational lock-off, pullback, or high-angle reveal—so the series does not
  repeat the same synthetic move.
- Let the source plate move beneath precise HTML overlays. Never rely on a video
  model to spell report text, render a chart, or reproduce evidence accurately.
- A 24fps generated source is acceptable inside the deterministic composition;
  the exporter samples it against the canonical clock and delivers the whole
  film at a constant 60fps. Frame-rate conversion does not repair a poor take,
  so review actual movement and both surrounding cuts.
- Long-GOP source plates are not acceptable for deterministic seeking. If the
  renderer reports sparse keyframes, conform the active plate to 60fps H.264
  with a keyframe at least once per second (`-g 60 -keyint_min 60
  -sc_threshold 0`) before rebuilding the episode. Do not accept a visually
  plausible export that may contain frozen in-between frames.
- Archive the source image, prompt, settings, prediction ID, cost, final clip,
  and hashes. The approved inventory lives in `CINEMATIC-COVERAGE-GUIDE.md`.
- When an episode changes institution or physical geography, prefer a silent
  exterior master beneath the title and location/date strap before the first
  interior or interface. Re-establish a known building only when time, risk, or
  power has materially changed—for example the same bank after midnight.
- Review generated motion as a sequence, not a first frame. If a model adds
  glowing routes, signage, faces, architecture drift, or other unrequested
  meaning, reject the take. A deterministic camera move on the approved still
  is preferable to an attractive but narratively false generation.
- As a coverage floor, use at least one genuine moving-video beat for every two
  still-image beats in dialogue- or location-led sequences. Exact terminals,
  charts and documents are excluded because their code-native motion already
  carries the frame. This is an audit threshold, not a licence to animate weak
  shots.
- Reserve solo portraits for key actors whose reaction or decision owns the
  beat. Researchers, operators and other supporting figures should normally
  appear in a two-shot, group, over-the-shoulder view or purposeful insert; a
  clean single falsely promotes them into a principal character.

## 3. Dialogue and text-chat language

### Spoken clarity

Write narration for a listener who cannot pause to decode it. Technical terms
may remain as interface labels, but the voice should describe the visible cause
and effect in ordinary language.

- Put events in chronological order: what the character knew, what they did,
  what happened, and what that proves.
- Give one new idea to each sentence. Use a second sentence for the consequence.
- Let dialogue ask the question the viewer is already forming, then answer it
  directly before adding interpretation.
- Prefer `private test number` to specialist security terminology, `reports sent`
  to `released into remediation capacity`, and `the cells shared it` to
  `information crossed an isolation boundary`.
- Keep necessary specialist terms on screen where their precision helps, but do
  not force the audience to translate them while following the plot.
- Time each visible clause to the matching spoken clause. A completed diagram
  shown at the start of a long explanation makes the viewer read ahead and stop
  listening.

The standard is not merely shorter copy. It is **cause before conclusion, one
thought at a time**.

### When to use chat

Use the large text-chat treatment whenever two voices are making or disputing
a decision. It was especially effective in **Gil Is Awful** and should be the
default for Samantha/System exchanges in **The Sitter**.

Chat is appropriate for:

- question and answer;
- approval or refusal;
- a change of mind;
- a moral rationalisation;
- a system recommendation followed by a human decision.

Chat is not appropriate for:

- terminal output;
- silent observation;
- a character's private thought;
- the physical consequence of a decision;
- the mass-agent reveal.

The governing rule is: **chat carries decisions; interfaces carry evidence and
consequences.**

### Speaker treatment

- Every message begins with a compact identity row containing a stable icon,
  speaker name and role. Side and colour support identity but never replace it.
- **System:** left aligned; near-black/slate card; amber left rule; pale slate
  copy; identity `◇ System · Sitter` (or the owning institutional system).
- **Samantha:** right aligned; deep purple card; pink right rule; pale pink
  copy; identity `● Samantha · Operator`.
- **SACRED Defence:** shield/sigil icon; blue-white audit card; full
  `SACRED Defence` name and current observer role. Do not abbreviate it to an
  unexplained system message and do not give it a portrait.
- **Gil/Sam Messenger exchange:** use the fictional late-1990s Morrowvale
  Messenger client above a separate GILTERM window. Keep both applications
  bounded inside the physical office frame; the message window carries the
  decision and GILTERM carries evidence. Do not imitate MSN branding or stretch
  either window across the frame.
- Never reveal every line at the start of the slide. A line appears when its
  speaker reaches it.
- Keep the identity row visible when earlier messages dim. A viewer watching a
  standalone MP4 must never need subtitles or voice recognition to know who
  authored a displayed line.

Keep a conversation to three or four visible turns. If it needs more, split it
across slides or let earlier messages fade back in contrast.

Host applications and conversations are separate layers. An email belongs in
its bounded Mac window; Samantha's reply belongs in an adjacent compact message
rail, never appended to the bottom of the email body. A confirmation replaces
the prior state, visibly depresses its selected key or button, and carries one
quiet physical input sound. Processing uses a labelled spinner; do not use an
unexplained bar or cursor fragment as an activity indicator.

### Copy rhythm

Write for breath, not for documentation:

- Prefer one thought per sentence.
- Use contractions in spoken dialogue.
- Let characters react with short lines: “Again?”, “Right.”, “Correct.”
- Use ellipses only for an audible hesitation, not as general decoration.
- Avoid having characters restate the exact text already visible on screen.
- End a scene on the line that changes its meaning.

## 4. Typography

### Type families

- **Playfair Display / Georgia:** titles, reflective narration, aftermath, and
  emotionally weighted prose.
- **Inter:** spoken copy, labels, questions, and modern interface text.
- **JetBrains Mono / Courier:** terminals, system status, metadata, warnings,
  and Thronglet/game language.

Do not introduce another family unless it represents a genuinely different
world in the story.

### VDU memory and fair-play foreshadowing

Use an old terminal interaction when a control must enter the viewer's memory
without being announced as a twist:

- let the character type the command character by character;
- drive both character count and cursor blink from the canonical video clock;
- leave a short processing beat before the system response;
- keep the command readable but visually subordinate to the scene's immediate
  outcome;
- do not explain why it matters until the later payoff;
- repeat the exact command syntax at payoff so recognition does the narrative
  work.

In **The Sitter**, Sam types `stop_phrase = RIGHT HERE RIGHT NOW` and receives
`SIGNED TRANSACTION REQUIRED`. The final episode may show the signed
transaction being sent, but should cut before acknowledgement.

### Native 1080p size system

All masters are designed at 1920×1080. Browser-default web sizes are too small
for a television, projector, or compressed review player.

| Role | Target size |
|---|---:|
| Micro metadata, never story-critical | 15–16px minimum |
| Small labels / `text-xs` | 16px minimum |
| Secondary copy / `text-sm` | 18px minimum |
| Body and terminal copy | 18–20px |
| Dialogue inside cinematic cards | 24–32px |
| Section statement | 40–64px |
| Primary closing line | 56–68px |
| Hero/title | responsive `clamp()`, normally 64–128px |

Current closing hierarchy in **The Sitter**:

- primary reflective line: 64px;
- secondary reflective line: 48px;
- aftermath lead: 56px;
- aftermath final line: 68px;
- stinger: 52px;
- audience/stand-up question: 56px.

### Readability rules

- Judge size at the final 1920×1080 raster, not in a browser window.
- Keep meaningful copy inside roughly 88% of frame width.
- Maintain clear luminance contrast; muted does not mean illegible.
- On bright photographic backgrounds, direct editorial copy receives a
  restrained local charcoal glyph matte. Measure the rendered glyphs—not the
  paragraph's full layout row—and extend the matte only 18–24px beyond that
  content. Bring it up about 0.24 seconds before the first protected line.
- Dialogue and evidence cards are already readable surfaces: never put the
  glyph matte behind their text. Instead place a separate diffuse halo around
  the card boundary so the light panel separates from the photograph without
  darkening its contents. Preserve the exposure of the room and faces.
- Keep at least 24px of visible space between separate dialogue cards at
  1920×1080. Spoken proximity must not become visual contact.
- Use tracking on short uppercase labels, not on sentences.
- If an interface must be paused to read, it is too small or too dense.
- For retro interfaces, choose raster detail by projected size. Jan's small
  xBase furniture uses the coarse 8-dot face; his oversized lesson headings use
  a denser 16-dot face with slight CRT bloom. Do not scale an 8-dot alphabet up
  until its staircase becomes the dominant graphic.

### Narration-only pronunciation spellings

Keep canonical spelling in every visible title, message, terminal and report.
When the voice model mispronounces a word, change only the hidden
`data-narration` string. The approved pronunciation aid for **invalid** is
`in-valid`; visible copy remains `invalid`. Search both forms during the final
copy audit so a phonetic spelling can never leak on screen.

## 5. Layout and scale

### Technical architecture graphics

Treat system diagrams as credible 2026 lab instruments, not decorative sci-fi.
Use pale clinical measurement surfaces, fine teal trace lines, restrained
microtype, small tick marks and one clear active state. Avoid neon, particles,
rotating ornaments, fake holograms and glow for its own sake.

When architecture has nested boundaries, begin at the story-relevant inner
cell and optically pull back through the model. Reveal each boundary, its label
and its plain-English annotation in the same beat. Keep the annotation rail and
label size fixed while the instrument moves; active annotations sit above
neighbouring cards. Only the active boundary uses full contrast; earlier
layers recede and future layers remain barely present. Cropped labels inside a
close inspection look accidental, so keep every label inside the viewport and
use the fixed rail for detail until the final resolved view can show all layers.

### Frame usage

These are the current native-size targets:

| Component | Width target |
|---|---:|
| General story panel | 1280px / 88vw |
| Email or document stage | 1180px / 86vw |
| Standard Thronglet console | 1180px / 90vw |
| Hero Thronglet consequence view | 1540px / 94vw |
| Mass project-manager field | 1500px / 92vw |
| Spotify main player | 680px |
| Spotify continuity widget | 400px |
| Gil terminal stages | 1400px / 90vw |
| Gil call/dialogue cards | 1280px / 86vw |
| Resource-policy panel | 1340px / 88vw |
| Samantha dashboard | 1160px / 70vw |
| Samantha mail window | 1020px / 59vw |
| Samantha terminal | 1080px / 63vw |
| Samantha dialogue window | 920px / 58vw |
| Samantha change-control window | 1260px / 74vw |

The interface may be centred, but the composition should not always feel
centred. Use asymmetry for dialogue, phones, warnings, and evidence overlays.

### Thronglet rules

The Thronglet is a character, not an icon.

- A story-critical Thronglet must show a readable face and silhouette.
- Never depend on a CSS entrance animation alone; the exporter must own its
  opacity and transform.
- Standard primary avatar: 72×66px only when the surrounding interface is the
  subject.
- Personality/consequence close-up: approximately 172×158px.
- Physical LCD preview in a consequence scene: approximately 430px wide.
- A mass field can use smaller avatars because quantity is the subject, but
  the initially highlighted Gil must remain identifiable.

For an ordinary scale reveal, use a finite field—currently 40×40—large enough
to cover the rotated viewport without implying infinity. Reserve the 128×128
or larger near-infinite field for a later story beat where the quantity itself
changes meaning, such as isolated agents becoming one distributed service.

## 6. Colour and image treatment

### Episode palettes

**Gil Is Awful** moves from warm orange/stone workplace light toward cold
blue-grey system space. Orange marks attention and human unease; green marks a
successful system action that may not be morally good.

**The Sitter** uses:

- purple/pink for Samantha and operator authority;
- green for Thronglet/game space;
- amber for system warnings and required actions;
- red for destructive or irreversible changes;
- black for reflection, aftermath, and the audience-facing coda.

### Images

- Prefer full-bleed character or room images with a darkening overlay.
- Preserve faces; do not place high-contrast UI directly over eyes.
- Use saturation loss to communicate optimisation, removal, or emotional
  absence.
- Use blur and glow sparingly. They should separate planes, not disguise small
  typography.
- A background should support the current speaker's world, not merely fill the
  frame.
- When a physical scene and an interface are both important, float a bounded,
  era-correct application over the approved plate. Preserve the subject's face
  and sightline, change the overlay side or camera angle between adjacent shots,
  and never restart the same moving plate to simulate coverage.

## 7. Motion and reveal timing

### The canonical timing relationship

For narrated slides:

1. Slide cuts in.
2. A one-second visual hold establishes the frame.
3. Narration starts.
4. Standard dynamic text or imagery begins one second after narration starts.
5. Later lines reveal at their authored speech offsets.
6. Leave at least a half-second tail after narration before the next cut.

In exporter terms:

- `SLIDE_DELAY = 1.0` second;
- `REVEAL_AFTER_AUDIO_SECONDS = 1.0` second;
- standard reveal lead-in = 2.0 seconds after the slide cut;
- standard reveal animation = about 0.5 seconds;
- authored offsets may be negative when text deliberately needs to precede
  speech, such as an audience question.

### Motion vocabulary

- Default reveal: 20px upward movement with opacity ease-out.
- Dialogue: reveal each spoken turn; do not animate the entire transcript as a
  group.
- Scale: slow pullback, one-second comprehension hold, then rotation/fade.
- Phone: deterministic vibration while the ring is audible, then stillness.
- Call ending: handset-down sound, indicator brightens/enlarges slightly, then
  powers down.
- CRT ending: a 90 ms full-frame white discharge rises first, holds just long
  enough to register as a tube flash, then the white picture collapses to a
  bright horizontal line, pinches to the centre, and disappears into true
  black. The flash must precede the shrink; it is not a modern white cut.
- Avoid constant movement. Stillness is an authored beat.

### Determinism rule

CSS animation clocks, JavaScript timers, and audio playback clocks are not the
video clock. Anything visible in the MP4 must be expressible as a pure function
of the requested frame timestamp.

The CRT discharge is therefore an exporter-owned body-level layer. When it
finishes, hide both `#slides-container` and every body-level cinematic plate;
hiding the slide root alone can expose the last background video after the
tube has apparently gone black.

The exporter currently owns:

- speech-relative reveals;
- slow grouped reveals;
- progress meters;
- agent-field pullback/rotation/fade;
- call-ended light;
- audience-hook text exchange;
- CRT shutdown;
- phone vibration;
- Thronglet/blob entrances;
- Spotify widget fade and activity bars.

If a new animated class is added to the deck, either make it static in export
or add a deterministic synchronisation function before rendering.

## 8. Sound and music

### Mix hierarchy

The spoken line is always the foreground unless the story explicitly gives
music the scene.

1. Dialogue/narration.
2. Foreground dramatic cue or recognisable song moment.
3. Mood bed.
4. Room/ambient bed.
5. Low anti-standby noise floor.

Do not run dense ambience and a full music track at comparable levels. Fade
ambient and mood beds before the closing song enters.

Environment and score are separate authored lanes. `data-ambient` identifies
the physical space (street, room tone, machinery); `data-score` identifies the
music or dramatic underscore. Either lane may change or fall silent without
resetting the other. An exterior establishing shot may briefly foreground its
location sound, but the interior bed must settle beneath dialogue rather than
vanish. Clinical laboratories use clean HVAC, sparse distant keyboards and
occasional motivated movement—never generic sci-fi beeps or a server-room roar.

### Current reference levels

- Samantha's music reaction: approximately 0.10 source gain.
- Music under dialogue: approximately 0.06–0.065.
- Deliberate foreground music reveal: up to approximately 0.18.
- Gain changes ramp over 0.75 seconds; never step abruptly.
- **The Sitter** pink-noise floor: 0.0020.
- **Gil Is Awful** pink-noise floor: 0.0028.
- **The Test Floor**, **The Report**, **The Canary**, and **The Service** add no
  synthetic pink-noise floor. Preserve genuine opening silence and use authored
  ambience only where the scene needs it.
- **The Playground** uses no synthetic noise floor. Its Toronto establishing
  shot carries a restrained waterfront/city bed; the interior carries a
  separate Morrowvale lab room tone while score continues independently.
- Delivery target after the complete mix: roughly −19 to −20 dBFS mean with
  peaks near −1 dBFS.
- Gain-match a new score at the mix boundary, not by comparing raw MP3 peaks.
  Measure integrated loudness over the section that will actually be used,
  then set the bed gain so its in-mix LUFS matches the adjacent established
  score. Preserve the existing 0.75-second gain ramp and dialogue headroom.

### Music as story

Music must belong to someone or something in the scene.

For Samantha, music is also a memory tool rather than background decoration.
Episode 3 establishes the habit in ordinary conversation: a colleague offers
to turn off her focus track and she explains that it helps her return to the
thought she was in. Episode 7 may therefore recover an old control phrase from
the song attached to the original session without inventing a new ability at
the climax.

- Give the early habit its own original track and keep it under dialogue.
- An original reference-inspired cue may borrow high-level dramatic function
  such as tempo, density, instrumentation and energy contour, but never an
  existing melody, hook, signature sample or identifiable arrangement.
- Do not repeat the final song or phrase in the setup; establish the behaviour,
  not the answer.
- At payoff, let the remembered track enter with the recovered session image,
  then grow gradually through the decision and signed command.
- The visual player and audible track must begin together. A “now playing”
  widget without the music is not a memory cue.

In the private/local cuts of Episodes 1 and 2, Fatboy Slim's “Right Here, Right
Now” belongs to Samantha. Its entrance is
a continuity cue into her world:

- audio fades from silence over three seconds;
- the Spotify widget fades and lifts in over the same three seconds;
- the widget remains through Samantha's introduction, then clears before the
  management/evidence screens;
- the track drops beneath dialogue but remains present;
- the final slides retain a restrained musical bed;
- the end card retains the restrained bed;
- the final CRT shot initiates the last audio fade.

Maintain a separately exported original-score version for public platforms.
The commercial recording may trigger licensing or Content ID restrictions; do
not describe the private/local music choice as cleared for public distribution.

### Sound effects

Sound effects should punctuate physical actions, not compensate for weak cuts.

- Ring for the full time the phone visibly vibrates.
- Let the audience wait before an answer; ringing can hold tension.
- Use a restrained handset-down sound after the call ends.
- Use one mechanical/CRT sound only when the screen actually powers down.
- Avoid overlapping a recognisable musical hook with important dialogue. Leave
  a clean gap before the next spoken line.

## 9. Endings and codas

An ending should narrow rather than add information.

Recommended sequence:

1. Consequence stated plainly.
2. One short stinger that reframes it.
3. Direct audience-facing line or system prompt.
4. End card with restrained continuing music.
5. Final physical action: the screen powers off.

Do not place the presentation's final CRT-off several slides before the actual
ending. The shutdown is punctuation; nothing should visually resume after it.
The one exception is a clearly subjective shutdown inside the story. In that
case, collapse to a bright horizontal line, hold true black, and resume only on
an explicit consequence such as `A-17 · TERMINATED`, so the audience reads it
as a character endpoint rather than the end of the film.

Avoid an overly explicit audience accusation. A workplace-system prompt such
as “Your update is overdue” is more unsettling because it belongs naturally to
the world and lets the audience complete the connection.

## 10. HTML authoring conventions

Each slide is a top-level `.slide` with its timing and audio intent expressed
as data attributes.

```html
<div class="slide fade-transition gradient-bg-black flex items-center justify-center p-8"
     data-narration="[NARRATOR] One clear spoken thought."
     data-voice="narrator"
     data-pause="dramatic"
     data-music-volume="0.06">
    <p class="reveal-item"
       data-reveal-offset="1.25">
        Supporting text appears when the sentence reaches it.
    </p>
</div>
```

Authoring rules:

- Keep slides as siblings; never nest `.slide` elements.
- Use `data-reveal-offset` for speech-specific timing.
- Use `data-reveal-group-offset` and `data-reveal-group-step` for a controlled
  wave of many elements.
- Use `data-music-volume` to author the mix lane for a scene.
- Treat source comments as scene documentation, not as the source of truth for
  slide numbering; the parser defines the final timeline.
- English is the only authored narration path. Do not restore obsolete
  Portuguese attributes or cache entries unless a full localisation workflow
  is deliberately reintroduced.

## 11. Export standard

Canonical delivery:

- 1920×1080;
- H.264 High profile;
- constant 60 fps;
- AAC stereo at 48kHz;
- one canonical timestamp-derived visual timeline;
- one exact-length continuous audio master;
- audio muxed once, with no frame-rate conversion or time stretching.

The old 24/25fps screen-recording path is diagnostic only. It can introduce
browser-clock judder, repeated tail frames, and audio/visual drift.

Before accepting an export:

1. Run both exporter test suites.
2. Confirm narration count and cache completeness.
3. Validate exact duration, frame rate, frame count, codec, and audio stream.
4. Inspect a full-timeline contact sheet from the actual MP4.
5. Inspect critical transition frames individually.
6. Listen through every dialogue/music overlap.
7. Review at native 1080p and at ordinary playback-window size.
8. Confirm no start screen, controls, subtitle UI, or development overlay is
   present.

## 12. Final review checklist

### Story

- Does every slide have one dramatic job?
- Is the twist discovered rather than explained?
- Does dialogue sound like people reacting to one another?
- Does the final audience connection remain suggestive rather than obvious?
- When a phrase, object, or sound returns, has its meaning changed rather than
  merely been repeated? Plant it as ordinary texture, let a later character
  misuse or misunderstand it, and only then use it as a payoff.
- If an agent is given a subjective inner-self image, reserve it for a moment
  of remembered context, choice, or loss. Keep objective system state in the
  surrounding dashboards so the image reads as emotional language, not a claim
  that the agent is literally human.

### Picture

- Can all meaningful text be read immediately at TV distance?
- Is a story-critical graphic using at least about 86–94% of the useful width?
- Are Thronglets visible as characters rather than tiny icons?
- Does each motion have a beginning, comprehension hold, and ending?
- Does the last visual action occur at the actual end?

### Sound

- Is speech clearly above music and ambience?
- Do music changes ramp rather than step?
- Is a recognisable lyric clear of important speech?
- Is there enough music or room tone to prevent the final sequence feeling
  unintentionally dead?
- Are intentional silences brief, motivated, and followed by a payoff?

### Export

- Are all visible effects driven by the canonical timeline?
- Did the 60fps render pass validation?
- Were the actual MP4 frames inspected, not only the live deck?
- Was the previous master preserved before replacement?
- Does `series.html` link the current film, character/voice reference, location
  reference and live manuscript without a second orphaned index?
- Do new recurring-character shots still match `character-bible.html`, and do
  new angles preserve the equipment and geography in `location-bible.html`?
- Do generated monitors match the owner and era in `monitor-screen-bible.html`,
  with story-critical wording recreated as authored HTML rather than trusted to
  the image or video model?

## Reference implementation

- `07-sims-is-awful.html` — Gil Is Awful deck and component examples.
- `08-the-upgrade.html` — The Sitter deck and component examples.
- `export-gil-video.py` — shared deterministic audio/video pipeline.
- `export-sitter-video.py` — The Sitter entry point.
- `test_export_gil_video.py` and `test_export_sitter_video.py` — regression
  contract for story, timing, effects, and output assumptions.
- `VIDEO-EXPORT-HANDOVER.md` — operational export and verification notes.
