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emeraldhycient/motion-ad-director

Guided, step-by-step workflow for making a short motion-graphics / SaaS / app / product ad with Claude. Interviews the user for everything it needs (product, length, assets, ending, level, sound), enforces storyboard-first approval, then hands the build to the saas-animation skill and finishes with sound design, voiceover and music. Use when someone says "make an ad / promo / motion graphic / app video / product video", or invokes /motion-ad-director.

What is motion-ad-director?

motion-ad-director is a Claude Code agent skill that guided, step-by-step workflow for making a short motion-graphics / SaaS / app / product ad with Claude. Interviews the user for everything it needs (product, length, assets, ending, level, sound), enforces storyboard-first approval, then hands the build to the saas-animation skill and finishes with sound design, voiceover and music. Use when someone says "make an ad / promo / motion graphic / app video / product video", or invokes /motion-ad-director.

Works with✓Claude Code~Codex CLI~Cursor
npx skills add https://github.com/emeraldhycient/motion-ad-director/tree/HEAD

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Documentation

Motion ad director

Based on the workflow taught by Rourke Heath (RourkeIdeas) in "Claude Opus 5.5: How To Make Motion Graphics" (https://www.youtube.com/watch?v=cDb-wPq0Iyk). This skill is the guided checklist; the build engine is his free saas-animation skill. Check it is installed (~/.claude/skills/saas-animation). If not, tell the user to download it from https://rourkeideas.com/downloads/claude-opus-motion-graphics and stop until it is.

Ask questions in small batches (max 4 at a time), skip anything the user already answered, and never invent assets. Work in one folder per video.

Stage 0: Project folder

Confirm or create a folder for this video (e.g. Spotify-ad/). Everything goes in it: assets, storyboard, renders, audio.

Stage 1: Brief (ask for what is missing)

  • Product/brand, audience, where it will be seen
  • Length (15s, 30s, or other). Fixes the storyboard AND voiceover/music length later
  • Call to action / ending (App Store, website, sign-up, or a cut into real footage)
  • Voiceover? Custom music? Sound effects?

Stage 2: Ingredients: quality in = quality out

Ask for and verify:

  1. High-resolution logo (never crop a logo from a screenshot; never redraw it from shapes unless the user explicitly agrees and checks it)
  2. UI screenshots of the app, brand colours, fonts, existing illustrations
  3. Physical products: reference of every angle, and ideally the real product on hand
  4. Optional: user's own AI images/video, a sound-effects pack, a music file Check resolutions; ask for better assets rather than proceeding with weak ones.

Stage 3: Choose a level

LevelAddsNeeds
1Pure prompting in Claude: clean app/UI adsassets only
2Brand art (puppet-animated cutouts), AI voiceover, custom musicElevenLabs connector, Suno (optional)
3Blender: realistic lighting for physical productsBlender installed (never opened by user)

Recommend a level from the brief. Level 3 only for physical products / studio-lit looks. For level 2 voiceover ask whether the ElevenLabs connector is connected. For level 3 check Blender is installed (which blender / /Applications/Blender.app).

Stage 4: Numbered storyboard: STOP for approval

Create a numbered storyboard (5-10 shots, time ranges, what is on screen, what moves, how each shot becomes the next). Bake in these directing rules:

  • Every shot transforms into the next. No cross-dissolves. Ask "how does this shape become that shape?" for each transition.
  • Keep the focus dead-centre, effects happen around it.
  • Always some motion: camera move or moving elements, never a static hold.
  • Shallow depth of field and varied camera movement for a cinematic look.
  • Text: no bouncing, no letter-fades; each word slides up in place, one after another.
  • Ending designed backwards from the call to action. If cutting into footage, end exactly on the user's reference frame.
  • Blender level: a single motivated key light rather than light everywhere.

Show it, take notes, revise, and do NOT build until the user clearly says approved. Notes are not approval. Changed shots/order/transitions need re-approval.

Stage 5: Build (visuals only)

Hand to the saas-animation skill with the approved storyboard, assets and level. Expect roughly 8-12 minutes for a simple ad. Review stills/contact sheets as a motion designer. Physical product: ask the user to compare the render against the real product (shape, parts passing through each other, left/right) and fix differences. Iterate notes until the picture is approved. Keep versions; never delete user files.

Stage 6: Sound, only after the picture is locked

Changing visuals later breaks sound sync.

  1. Sound effects: use packs in the project folder (suggest a paid pack or a subscription library such as Artlist; the source video used Oculus Sound). Place them on the beats.
  2. Voiceover (level 2+): with the final length known, write a script that fits each shot, then generate it via the ElevenLabs connector. Ask before spending credits.
  3. Music: write a Suno prompt for a track of the exact video length. The user generates it (ask first if automated), then mix in and set volumes.

Stage 7: Deliver

Final export plus a summary of what was made, versions, and what was not checked (stills are not playback; audio cannot be heard by Claude). Offer another round of notes.

Rules

  • Generic short prompts give generic output: push for artistic direction.
  • Paid services: always confirm first.
  • Never claim something was checked if it was not.

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