Video Design
This Skill is responsible for converting narrative and production requirements into reusable, identifiable, and generatable character and scene visual designs. It does not directly handle final image generation, nor does it replace the video-script's character performance / scene narrative definitions.
Design results are permanently stored alongside the corresponding reusable materials, for example:
video/materials/characters/CHR01_design.mdvideo/materials/scenes/LOC01_design.md
Subsequently, video-materials will convert the designs into long-term prompts, strict four-view sheets, and reference images.
1. Read Design Constraints First
Read in priority order:
VIDEO.md;- The current
SCRIPT.md/CHARACTERS.md/SCENES.md; - The parts of upstream novels, chapters, worldbuilding, or brand materials that are truly relevant to the current object;
- Existing visual references;
- Target video style, era, world rules, and generation limitations.
Only inherit already established facts and production decisions. When the script has not defined visual details, this Skill may propose design solutions, but must not retroactively pass off new designs as upstream story facts.
When the project requires a unified overall visual language, first read references/foundation/ART-DIRECTION.md, then proceed to specific character/scene design.
2. Character Design
Character design must not stop at generic descriptions like "young woman", "middle-aged man", "handsome boy".
At minimum, derive from the current narrative function:
- The character's primary visual identifier in a frame;
- Overall silhouette;
- Perceived age, height, and body proportions;
- Facial structure and stable identifying features;
- Hair structure;
- Clothing layers, cut, materials, and accessories;
- Main colors, accent colors, and contrast relationships;
- How the character's occupation, era, and life conditions are perceived through appearance;
- Which features must remain consistent across shots;
- Which clothing / states are allowed to vary;
- Which designs are prone to generation drift and should be simplified.
For complex character designs, read references/character/CHARACTER-DESIGN.md as needed.
3. Scene Design
Scene design is more than a noun like "a kitchen" or "a futuristic city"; it must form a space capable of supporting shots and continuity.
At minimum, derive from the current narrative function:
- What narrative function the scene serves;
- Spatial scale and overall layout;
- Architectural / furniture / natural structures;
- Primary materials;
- Main and accent colors;
- Key light source, direction, and time-of-day feel;
- Critical visual anchor points;
- How characters and key props can move within the space;
- Which parts must remain stable across shots;
- Which details belong only to a specific shot and do not enter the public scene design.
For complex scenes, read references/environment/SCENE-DESIGN.md as needed. When key light direction, day/night, character skin tone, product reflections, or exposure across shots need stability, read references/environment/LIGHTING.md. If the project contains multiple visual worlds, read references/environment/WORLD-DESIGN.md; when main scene spatial relationships or unfamiliar machinery directly affect multiple shots, read references/environment/SPACE-MECHANISM.md.
4. When Design Direction is Uncertain, Create Candidates First
When a choice would significantly change the main character's visual identity, the entire video's visual language, major scenes, or large amounts of downstream material, and upstream materials provide no answer, follow references/foundation/DESIGN-APPROVAL.md to distinguish between "implementation details the Agent can directly complete" and "high-impact creative forks that should first be chosen / explicitly authorized by the user".
When input provides only a function without a clear visual direction, first propose a small number of truly different visual concepts rather than immediately filling in random details.
Candidates must differ genuinely in silhouette, materials, era feel, color, or spatial language, and explain for each:
- Why it fits the current story / character;
- Distinctiveness;
- Multi-shot consistency risk;
- AI generation stability;
- Whether it could be easily confused with existing characters / scenes.
Do not generate a large number of candidates when unnecessary. Once the user or current production decision selects a direction, write the chosen design into a long-term design file.
5. Design Files
When formally creating VISUAL_DIRECTION.md, CHRxx_design.md, LOCxx_design.md, or fictional prop designs as needed, use references/foundation/DESIGN-TEMPLATES.md to maintain responsibility boundaries; templates do not require the project to create all files.
Character *_design.md files hold only the currently valid version of the visual design; same for scenes. Git preserves history; do not create pseudo-versions like design_final2.md.
Design files may reference upstream sources and visual references, but must not copy entire paragraphs of fiction, character encyclopedias, or scene histories.
6. Handoff to video-materials
For how to convert character/scene designs into long-term references such as base identity, four-view sheets, clothing/lighting states, follow references/foundation/DESIGN-OUTPUTS.md; these are selected based on real shot requirements, not requiring a full set for every object.
Once a design is confirmed:
video-materialsbuilds long-term image prompts from the design;- When a stable identity/structure is needed, generates reference images following strict four-view templates;
- The returned images and prompts are co-located with the design files or placed in the same category directory;
- Shot-specific actions, cinematography, and temporary states remain the responsibility of the corresponding shot.
Completion Criteria
A character or scene has been transformed from a "functional description" into a specific, recognizable, cross-shot maintainable, and AI-suitable visual design; the next step can proceed to reference material prompts and four-view generation.