Back Office · office.temerarii.xyz
One asset, all the way in — composition, the wireframe + storyboard, the output format stack, and the template, all read from the SAME content-index record. The expected output matches what /media surfaces for this post.
post longform-W25-Thukind longformweek W25date 2026-06-25campaign longform-youtubepillar staff_trainingbeat asset videoduration 157.1sground whitescenes 7

Checklist the per-video bar — engine/sim

98.2/100
plain languagevo coverageno dead airuniquenesscaption fitcompletenesscleanliness
quantitative quality · weights learn from your reviews (engine.sim.memory review longform-W25-Thu good|bad)
⚠ 1 flag(s) — not yet ship-ready: copy_generic · see docs/strategy/VIDEO-CHECKLIST.md

Composition comp · template family · expected output

composition LongFormChaptersfamily / template LongFormChapters
9:16 Reelpending1:1 Squarepending16:9 Widepending9:16 4Kpending1:1 4Kpending16:9 4KpendingGIF (SMS)pending
render pending — silent master not yet on disk
expected output: 0/7 rendered — same matrix the /media preview surfaces for this asset.

Composition layer × scene 7 scenes · 157.1s · comp_id + rendered still + tier + the script

#Layer (comp_id · still · tier)BeatTimecodeMotionLogoAudioVO / on-screen / caption
1s1
matches intent
shared field
signature-3d
open0–23.4sspatial-parallaxicon·3d-extrude♪ bed_in
Today is illustration, and we are showing how we keep a consistent visual world without a human redrawing every frame. We point it at ourselves first, our own characters and shapes. By the end you will know how we built figures in code, how we keep them on model every time, and the honest limits of doing it this way. Real method, no overselling.
on-screen: Illustration with a steady hand
expected on screen: white ground · knot hero in the shared Signal Field · Magister leads · node-graph · spatial-parallax · icon·3d-extrude logo · caption bottom-left
spec (the prompt): comp_id shared Signal Fieldvisual node-graphshape knotground whitetreatment 3d-extrudemotion spatial-parallaxpower summoninstrument summon→Illustration with a steady hand
2s2
matches intent
NumberedList
template
teach23.4–48.9skinetic-buildicon·wireframe♪ node_lock
Our main figure, an astronaut, we traced once into a clean vector path and locked it. The rule we wrote for ourselves is delete only, never re parse. We never re trace it, because every re trace drifts. We keep that one SVG and only ever remove the stray bits. A locked vector is an illustration that stays exactly itself across a year of videos, which hand drawing cannot promise.
on-screen: Trace once, keep the vector forever
expected on screen: white ground · a NumberedList panel over a dimmed Signal Field · Magister leads · node-graph · kinetic-build · icon·wireframe logo · caption bottom-left
spec (the prompt): comp_id NumberedListvisual node-graphshape knotground whitetreatment wireframemotion kinetic-buildpower morphinstrument morph+laser→Trace once, keep the vector forevercurate items, nodes
3s3
matches intent
ChecklistCard
template
teach48.9–75.9skinetic-buildicon·wireframe♪ node_lock
We have a small cast of characters, each defined in code, not as a one off drawing. They live in a Python file with their traits and roles. Because they are code, we can place them into any scene, any video, and they come out identical. The tool is plain. Define the character once as data, then summon it anywhere. The drawing stops being a thing you redo and becomes a thing you call.
on-screen: Build the cast in code
expected on screen: white ground · a ChecklistCard panel over a dimmed Signal Field · Magister leads · node-graph · kinetic-build · icon·wireframe logo · caption bottom-left
spec (the prompt): comp_id ChecklistCardvisual node-graphshape knotground whitetreatment wireframemotion kinetic-buildpower morphinstrument morph+laser→Build the cast in codecurate items, nodes
4s4
matches intent
AnnotatedDiagram
template
teach75.9–101.4skinetic-buildicon·wireframe♪ node_lock
Each figure carries one meaning so the illustration teaches, not just fills space. One character stands for measuring, one for signaling, and so on. When a video is about a certain idea, we bring out the character that fits it. The model picks the match from our cast file, we approve. So the picture is doing work, telling you which idea is on screen, not just sitting there looking nice.
on-screen: Give each character one job
expected on screen: white ground · a AnnotatedDiagram panel over a dimmed Signal Field · Magister leads · node-graph · kinetic-build · icon·wireframe logo · caption bottom-left
spec (the prompt): comp_id AnnotatedDiagramvisual node-graphshape knotground whitetreatment wireframemotion kinetic-buildpower morphinstrument morph+laser→Give each character one jobcurate callouts, nodes
5s5
matches intent
WireframeMock
template
teach101.4–127.30000000000001skinetic-buildicon·wireframe♪ node_lock
Here is the honest proof, and its honest limit. Because our figures are locked vectors, the same astronaut shows up identical across the whole week, no drift, no off model frame. That consistency is real and you can see it. The limit is just as real. This style is clean and code native, not painterly. We are not pretending it is fine art. It is a steady system that never wanders.
on-screen: Same figure, every single time
expected on screen: white ground · a WireframeMock panel over a dimmed Signal Field · Magister leads · node-graph · kinetic-build · icon·wireframe logo · caption bottom-left
spec (the prompt): comp_id WireframeMockvisual node-graphshape knotground whitetreatment wireframemotion kinetic-buildpower morphinstrument morph+laser→Same figure, every single timecurate nodes
6s6
matches intent
RankList
template
proof127.3–152.1sreceipts-counticon·wireframe♪ node_lock
So illustration, our way. Trace the figure once and lock the vector, delete only. Build your cast as code so you can place it anywhere. Give each character one job so the picture teaches. Accept the trade, steady and consistent over painterly. That is a visual world that holds for a year. See our cast live at office dot temerarii dot xyz, then go lock your first figure.
on-screen: Lock it once, summon it anywhere
expected on screen: white ground · a RankList panel over a dimmed Signal Field · Magister leads · receipts · receipts-count · icon·wireframe logo · caption bottom-left
spec (the prompt): comp_id RankListvisual receiptsshape knotground whitetreatment wireframemotion receipts-countpower receiptsinstrument spotlight→Lock it once, summon it anywherecurate rows, statsLabels
7s7
matches intent
shared field
signature-3d
resolve152.1–157.1scoalescenceicon·3d-extrude♪ bed_out
Staff training: teams that actually execute on AI
on-screen: Chapter 6
expected on screen: white ground · knot hero in the shared Signal Field · Magister leads · coalescence · coalescence · icon·3d-extrude logo · caption bottom-left
spec (the prompt): comp_id shared Signal Fieldvisual coalescenceshape knotground whitetreatment 3d-extrudemotion coalescencepower coalescenceinstrument coalescence→Chapter 6

Format stack 1 aspects · same scenes[], re-cropped

16:9
1920×1080
X/Twitter · YouTube · LinkedIn video

Channels 2 destinations

YouTubeBlog

Social captions supplemental published copy · per channel (comp_id level)

youtubeBuild an Illustration Cast in Code So the Same Figure Returns Every Time A steady hand in illustration is a system, not a talent. This video shows how to build a cast of characters in code so the same figure shows up identical, every single time. What you will learn: - Trace once, keep the vector forever: turn the drawing into clean vector paths one time and treat that file as the permanent source. - Build the cast in code: define each character as code, not a one-off image, so it can be summoned anywhere on demand. - Give each character one job: a clear role per figure, so the cast reads as a team and not a crowd of strangers. - Same figure, every time: because the source is code, the figure does not drift between a video and a page. Then the proof: lock it once, summon it anywhere. Our cast lives in code and appears across the work without a redraw, because there is one definition feeding every placement. Keywords: character design, vector illustration, code-native art, brand mascots, consistency. See the whole system run in public at temerarii.xyz.

Cross-links every lens is a view on this one record