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 topic-et-vrkind topicweek date campaign emerging-tech-pillarpillar emerging_techbeat asset videoduration 61.0sground blackscenes 9

Checklist the per-video bar — engine/sim

96.8/100
plain languagevo coverageno dead airuniquenesscaption fitcompletenesscleanliness
quantitative quality · weights learn from your reviews (engine.sim.memory review topic-et-vr good|bad)
⚠ 1 flag(s) — not yet ship-ready: too_complex · see docs/strategy/VIDEO-CHECKLIST.md

Composition comp · template family · expected output

composition SceneReelfamily / template SceneReel
9:16 Reelrendered1:1 Squarepending16:9 Widepending9:16 4Kpending1:1 4Kpending16:9 4KpendingGIF (SMS)pending
▶ open rendered mp4
expected output: 1/7 rendered — same matrix the /media preview surfaces for this asset.

Composition layer × scene 9 scenes · 61.0s · comp_id + rendered still + tier + the script

#Layer (comp_id · still · tier)BeatTimecodeMotionLogoAudioVO / on-screen / caption
1s1
matches intent
shared field
signature-3d
open0–7.9sspatial-parallaxicon·liquid-chrome♪ —
Virtual reality is putting someone inside a place that does not physically exist. The Big T-M teaches how to build one that holds up.
on-screen: VR, beyond the gimmick
expected on screen: black ground · cone hero in the shared Signal Field · Augur leads · node-graph · spatial-parallax · icon·liquid-chrome logo · caption bottom-left
spec (the prompt): comp_id shared Signal Fieldvisual node-graphshape coneground blacktreatment liquid-chromemotion spatial-parallaxpower summoninstrument summon→three-mark
2s2
matches intent
FlowSchematic
template
legacy7.9–13.600000000000001scrossfade-8ficon·wireframe♪ —
The old demos were a logo spinning in a void that made people nauseous and unimpressed at once.
on-screen: The old way: a spinning cube
expected on screen: black ground · a FlowSchematic panel over a dimmed Signal Field · Augur leads · crossfade-8f · icon·wireframe logo · caption bottom-left
spec (the prompt): comp_id FlowSchematicshape coneground blacktreatment wireframemotion crossfade-8fpower morphinstrument decay→three-symboliccurate stages
3s3
matches intent
NumberedList
template
teach13.6–21.0skinetic-buildicon·wireframe♪ —
Start in the browser with Three.js and WebXR, so anyone can step in from a headset without installing a thing.
on-screen: Build in the browser first
expected on screen: black ground · a NumberedList panel over a dimmed Signal Field · Augur leads · node-graph · kinetic-build · icon·wireframe logo · caption bottom-left
spec (the prompt): comp_id NumberedListvisual node-graphshape coneground blacktreatment wireframemotion kinetic-buildpower morphinstrument morph+laser→html-in-canvas-panelcurate items, nodes
4s4
matches intent
ChecklistCard
template
teach21.0–27.0skinetic-buildicon·wireframe♪ —
Keep the frame rate locked near ninety, because the difference between immersion and a headache is smoothness.
on-screen: Hold ninety frames a second
expected on screen: black ground · a ChecklistCard panel over a dimmed Signal Field · Augur leads · node-graph · kinetic-build · icon·wireframe logo · caption bottom-left
spec (the prompt): comp_id ChecklistCardvisual node-graphshape coneground blacktreatment wireframemotion kinetic-buildpower morphinstrument morph+laser→three-diagramcurate items, nodes
5s5
matches intent
BuildLog
template
teach27.0–33.7skinetic-buildicon·wireframe♪ —
Build everything at real human scale and put a horizon where the eyes expect one, or the brain rejects the room.
on-screen: Scale to the human body
expected on screen: black ground · a BuildLog panel over a dimmed Signal Field · Augur leads · node-graph · kinetic-build · icon·wireframe logo · caption bottom-left
spec (the prompt): comp_id BuildLogvisual node-graphshape coneground blacktreatment wireframemotion kinetic-buildpower morphinstrument morph+laser→html-in-canvas-codecurate lines, nodes
6s6
matches intent
SchematicCard
template
teach33.7–40.900000000000006skinetic-buildicon·wireframe♪ —
Map the controllers to natural grabs and points, so people interact by instinct instead of memorizing buttons.
on-screen: Let hands do the talking
expected on screen: black ground · a SchematicCard panel over a dimmed Signal Field · Augur leads · node-graph · kinetic-build · icon·wireframe logo · caption bottom-left
spec (the prompt): comp_id SchematicCardvisual node-graphshape coneground blacktreatment wireframemotion kinetic-buildpower morphinstrument morph+laser→three-flowcurate nodes
7s7
matches intent
KpiGrid
template
proof40.9–47.0sreceipts-counticon·wireframe♪ —
A walkable product space kept visitors engaged forty percent longer than the flat page it replaced.
on-screen: 40% longer dwell time
expected on screen: black ground · a KpiGrid panel over a dimmed Signal Field · Augur leads · receipts · receipts-count · icon·wireframe logo · caption bottom-left
spec (the prompt): comp_id KpiGridvisual receiptsshape coneground blacktreatment wireframemotion receipts-countpower receiptsinstrument spotlight→html-in-canvas-receiptscurate kpis, statsLabels
8s8
matches intent
shared field
signature-3d
futurist47.0–53.7sspatial-parallaxicon·wireframe♪ —
Now you can generate the environment art with a model and drop it straight into the scene, cutting weeks off the build.
on-screen: AI builds the rooms now
expected on screen: black ground · cone hero in the shared Signal Field · Augur leads · spatial-parallax · icon·wireframe logo · caption bottom-left
spec (the prompt): comp_id shared Signal Fieldshape coneground blacktreatment wireframemotion spatial-parallaxpower spatial-parallaxinstrument laser-fire→three-forward
9s9
matches intent
shared field
signature-3d
resolve53.7–61.0scoalescenceicon·liquid-chrome♪ swell
A real room beats a flat brochure. The Big T-M builds walkable ones at temerarii.xyz slash lab.
on-screen: temerarii.xyz/lab
expected on screen: black ground · cone hero in the shared Signal Field · Augur leads · coalescence · coalescence · icon·liquid-chrome logo · caption bottom-left
spec (the prompt): comp_id shared Signal Fieldvisual coalescenceshape coneground blacktreatment liquid-chromemotion coalescencepower coalescenceinstrument coalescence→three-coalescence

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 12 destinations

LinkedInX/TwitterYouTubeInstagramFacebookThreadsTikTokPinterestBlueskyEmailSMSBlog

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

tiktokThe old VR demo was a logo spinning in a void. It made people sick. (AI-assisted.) Real VR is putting someone inside a place that doesn't exist, and making it hold up. The build: start in the browser with Three.js and WebXR so anyone can step in from a headset, no install. Lock the frame rate near ninety, or immersion becomes a headache. Build at real human scale with a horizon. Map controllers to natural grabs. Now AI can generate the room art. temerarii.xyz/lab.
instagramThe old VR demo was a logo spinning in a void. Real VR puts you inside a place that holds up. The build: Start in the browser with Three.js and WebXR. Lock the frame rate near ninety. Build at real human scale. Map controllers to natural grabs. Walkable rooms at temerarii.xyz/lab #VR #WebXR #ThreeJS #BuildInPublic #Temerarii
linkedinVirtual reality is putting someone inside a place that does not physically exist. The early demos were a logo spinning in a void that made people nauseous and unimpressed at once. Here is how you build one that holds up. 1. Start in the browser with Three.js and WebXR, so anyone can step in from a headset without installing a thing. 2. Keep the frame rate locked near ninety, because the difference between immersion and a headache is smoothness. 3. Build at real human scale and put a horizon where the eyes expect one, or the brain rejects the room. 4. Map the controllers to natural grabs and points, so people interact by instinct instead of memorizing buttons. What changed: you can now generate the environment art with a model and drop it straight into the scene, cutting weeks off the build. A real room beats a flat brochure. We build walkable ones at temerarii.xyz/lab.
xThe old VR demo was a logo spinning in a void. Real VR that holds up: build in the browser with Three.js and WebXR, lock the frame rate near 90, use real human scale and a horizon, map controllers to natural grabs. temerarii.xyz/lab
facebookVirtual reality is putting someone inside a place that does not physically exist. The old demos were a logo spinning in a void that made people queasy and unimpressed at once. Here is how you build one that holds up: start in the browser with Three.js and WebXR, so anyone can step in from a headset without installing a thing. Keep the frame rate locked near ninety, because the difference between immersion and a headache is smoothness. Build at real human scale with a horizon where the eyes expect one. Map the controllers to natural grabs and points. And now you can generate the room art with a model and drop it right into the scene. A real room beats a flat brochure. We build walkable ones at temerarii.xyz/lab.
threadsThe old VR demo was a logo spinning in a void that made people sick. Real VR that holds up: build in the browser with Three.js and WebXR, lock the frame rate near ninety, use real human scale and a horizon, map controllers to natural grabs. Walkable rooms at temerarii.xyz/lab
pinterestHow to build VR that holds up, beyond the gimmick: start in the browser with Three.js and WebXR, lock the frame rate near ninety frames a second, build at real human scale with a horizon, and map controllers to natural grabs and points. A plain-language guide to immersive web VR experiences that feel real instead of making people nauseous. Now AI can generate the room art too. temerarii.xyz/lab
blueskyThe old VR demo was a logo spinning in a void that made people sick. Real VR that holds up: build in the browser with Three.js and WebXR, lock the frame rate near ninety, use real human scale and a horizon, map controllers to natural grabs. Walkable rooms at temerarii.xyz/lab
youtubeHow to Build VR That Holds Up (Three.js, WebXR, No Gimmick) Virtual reality is putting someone inside a place that does not physically exist. The early demos were a logo spinning in a void that made people nauseous and unimpressed at once. This video shows how to build one that actually holds up. The steps: - Start in the browser with Three.js and WebXR, so anyone can step in from a headset without installing a thing. - Keep the frame rate locked near ninety, because the difference between immersion and a headache is smoothness. - Build at real human scale and put a horizon where the eyes expect one, or the brain rejects the room. - Map the controllers to natural grabs and points, so people interact by instinct instead of memorizing buttons. What is now possible: you can generate the environment art with a model and drop it straight into the scene, cutting weeks off the build. A real room beats a flat brochure. We build walkable ones at temerarii.xyz/lab.

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