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 social-W32-Wed-3kind threadweek W32date 2026-08-12campaign thread · Wedpillar performancebeat Wedasset videoduration 50.9sground whitescenes 9

Checklist the per-video bar — engine/sim

84.1/100
plain languagevo coverageno dead airuniquenesscaption fitcompletenesscleanliness
quantitative quality · weights learn from your reviews (engine.sim.memory review social-W32-Wed-3 good|bad)
⚠ 4 flag(s) — not yet ship-ready: copy_generictoo_complexdup_sequence_across_assetsdup_set_across_assets · see docs/strategy/VIDEO-CHECKLIST.md

Composition comp · template family · expected output

composition SceneReelfamily / template SignalFieldReel
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 9 scenes · 50.9s · comp_id + rendered still + tier + the script

#Layer (comp_id · still · tier)BeatTimecodeMotionLogoAudioVO / on-screen / caption
1s1
matches intent
shared field
signature-3d
open0–5.9sspatial-parallaxicon·color♪ bed_in
Motion graphics used to mean a costly artist and a render you waited days for.
on-screen: Motion graphics meant slow, costly renders
expected on screen: white ground · dodeca hero in the shared Signal Field · Mensor leads · node-graph · spatial-parallax · icon·color logo · caption bottom-left
spec (the prompt): comp_id shared Signal Fieldvisual node-graphshape dodecaground whitetreatment colormotion spatial-parallaxpower summoninstrument summon→Motion graphics meant slow, costly renders
2s2
matches intent
shared field
signature-3d
hook5.9–11.8skinetic-buildicon·color♪ node_lock
Now we animate in code, so a change is a keystroke instead of a quote.
on-screen: Now we animate in code
expected on screen: white ground · dodeca hero in the shared Signal Field · Mensor leads · mark · kinetic-build · icon·color logo · caption bottom-left
spec (the prompt): comp_id shared Signal Fieldvisual markshape dodecaground whitetreatment colormotion kinetic-buildpower laser-lockinstrument laser-trace→Now we animate in code
3s3
matches intent
NumberedList
template
teach11.8–18.1skinetic-buildicon·color♪ node_lock
The move is writing each scene as a component, with timing driven by the frame number.
on-screen: Define motion as React components
expected on screen: white ground · a NumberedList panel over a dimmed Signal Field · Mensor leads · node-graph · kinetic-build · icon·color logo · caption bottom-left
spec (the prompt): comp_id NumberedListvisual node-graphshape dodecaground whitetreatment colormotion kinetic-buildpower morphinstrument morph+laser→Define motion as React componentscurate items, nodes
4s4
matches intent
RankList
template
proof18.1–24.0sreceipts-counticon·color♪ node_lock
Every position and fade is just a function of the current frame, clean and repeatable.
on-screen: Frame number drives every move
expected on screen: white ground · a RankList panel over a dimmed Signal Field · Mensor leads · receipts · receipts-count · icon·color logo · caption bottom-left
spec (the prompt): comp_id RankListvisual receiptsshape dodecaground whitetreatment colormotion receipts-countpower receiptsinstrument spotlight→Frame number drives every movecurate rows, statsLabels
5s5
matches intent
DiffCard
template
diff24.0–29.5scrossfade-8ficon·color♪ node_lock
Hand-keying every frame is fine for one video and a nightmare for a hundred.
on-screen: Hand-keying every frame doesn't scale
expected on screen: white ground · a DiffCard panel over a dimmed Signal Field · Mensor leads · code · crossfade-8f · icon·color logo · caption bottom-left
spec (the prompt): comp_id DiffCardvisual codeshape dodecaground whitetreatment colormotion crossfade-8fpower morphinstrument morph→Hand-keying every frame doesn't scalecurate codeLines, lines
6s6
matches intent
ChecklistCard
template
teach29.5–34.7skinetic-buildicon·color♪ node_lock
Feed the same component different data and you render a hundred versions overnight.
on-screen: Feed it data, render a batch
expected on screen: white ground · a ChecklistCard panel over a dimmed Signal Field · Mensor leads · node-graph · kinetic-build · icon·color logo · caption bottom-left
spec (the prompt): comp_id ChecklistCardvisual node-graphshape dodecaground whitetreatment colormotion kinetic-buildpower morphinstrument morph+laser→Feed it data, render a batchcurate items, nodes
7s7
matches intent
StatScoreboard
template
proof34.7–39.900000000000006sreceipts-counticon·color♪ node_lock
One template becomes one cut per product, per channel, per language, on autopilot.
on-screen: One template, many cuts
expected on screen: white ground · a StatScoreboard panel over a dimmed Signal Field · Mensor leads · receipts · receipts-count · icon·color logo · caption bottom-left
spec (the prompt): comp_id StatScoreboardvisual receiptsshape dodecaground whitetreatment colormotion receipts-countpower receiptsinstrument spotlight→One template, many cutscurate pillar, stats, statsLabels
8s8
matches intent
AnnotatedDiagram
template
step39.9–45.4skinetic-buildicon·color♪ node_lock
Build the component once, swap the data, hit render, repeat without redoing the art.
on-screen: Component, data, render, repeat
expected on screen: white ground · a AnnotatedDiagram panel over a dimmed Signal Field · Mensor leads · pipeline · kinetic-build · icon·color logo · caption bottom-left
spec (the prompt): comp_id AnnotatedDiagramvisual pipelineshape dodecaground whitetreatment colormotion kinetic-buildpower throwinstrument laser-trace→Component, data, render, repeatcurate callouts, stages, steps
9s9
matches intent
shared field
signature-3d
resolve45.4–50.9scoalescenceicon·color♪ bed_out
That is motion graphics that scale: code once, render many, change in a keystroke.
on-screen: Motion that scales with code
expected on screen: white ground · dodeca hero in the shared Signal Field · Mensor leads · coalescence · coalescence · icon·color logo · caption bottom-left
spec (the prompt): comp_id shared Signal Fieldvisual coalescenceshape dodecaground whitetreatment colormotion coalescencepower coalescenceinstrument coalescence→Motion that scales with code

Format stack 3 aspects · same scenes[], re-cropped

9:16
1080×1920
Stories · TikTok · YouTube Shorts · Reels
1:1
1080×1080
LinkedIn · Facebook · Instagram
16:9
1920×1080
X/Twitter · YouTube · LinkedIn video

Channels 9 destinations

LinkedInX/TwitterYouTubeInstagramFacebookThreadsTikTokPinterestBluesky

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

tiktokHow we make motion graphics that scale (AI-assisted). Old way: a costly artist and a render you wait days for. New way: animate in CODE — each scene is a component, and every move is a function of the frame number. Then feed the same template different data and render 100 versions overnight: one cut per product, per channel, per language. #motiongraphics #remotion #animation
instagramMotion graphics, in code. Every move = a function of the frame. One template, swap the data. Render 100 versions overnight. #motiongraphics #animation #remotion #creativecoding #design
linkedinHow we make motion graphics that actually scale: The legacy approach was a costly artist and a render you waited days for. Any change meant a new quote. The shift: animate in code. Each scene is a component, and every position and fade is a function of the current frame — clean, repeatable, version-controlled. Hand-keying every frame is fine for one video and a nightmare for a hundred. The payoff is data-driven rendering: feed the same component different data and produce a hundred versions overnight — one cut per product, per channel, per language. Build the component once, swap the data, render. Takeaway: code once, render many.
xMotion graphics that scale: animate in code. Each scene is a component, every move is a function of the frame. Feed one template different data, render 100 versions overnight. One cut per product, channel, language. temerarii.com
facebookMotion graphics used to mean a costly artist and a render you waited days for. Now we animate in code: each scene is a component, and every move is a function of the frame number. The payoff? Feed the same template different data and render a hundred versions overnight — one cut per product, per channel, per language. Code once, render many. Here's how it works.
threadsMotion graphics that scale: animate in code. Each scene is a component, every move is a function of the frame number. Then feed one template different data and render 100 versions overnight — one cut per product, channel, language. Code once, render many.
pinterestMotion graphics in code: how to animate with components where every move is a function of the frame number, then render hundreds of data-driven versions overnight. A guide to scalable, programmatic motion design for product, channel, and language variations. Animation that scales.
blueskyMotion graphics that scale: animate in code. Each scene is a component, every move is a function of the frame. Feed one template different data, render 100 versions overnight. Code once, render many. temerarii.com
youtubeMotion Graphics in Code: Render a Hundred Versions Overnight Motion graphics used to mean a costly artist and a render you waited days for. This short shows how we animate in code instead: each scene is a component, and every position and fade is a function of the current frame — clean, repeatable, version-controlled. The payoff is data-driven rendering: feed the same component different data and produce a hundred versions overnight, one cut per product, per channel, per language. Code once, render many. More at temerarii.com.

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