Video shotboard director
Create timed AI-video shotboards, scene boards, frame prompts, camera-direction sheets, and motion-aware per-shot scripts from a story plan, taste profile, and asset bible. Use when the user asks for storyboard panels, shot lists, scene prompts, image-to-video prompts, keyframes, camera movement, timing labels, or shot-by-shot generation packages. Enforces master visual locks, panel state handoffs, and audio/music continuity so generated boards do not become disconnected images.From its SKILL.md
npx -y skills add g0dam/video-studio-skills --skill video-shotboard-directorAssembled from the repository path, not quoted from the project. Check it against their README if it does not work.
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SKILL.md
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Video Shotboard Director
Use this skill to translate a taste-aware story into timed visual beats. A shotboard is not only a storyboard image: it is a timing, motion, continuity, sound, and render-control document for AI-video generation.
Workflow
- Read the story plan, taste profile, and asset bible.
- Inspect project-local storyboard examples when they exist, especially
storyboard/scene-*.md,storyboard/scene-*.png,storyboard/scene-*-jimeng-prompt.md, and provider prompt files. Match their language, panel rhythm, path convention, description density, and sound/edit note style. - Choose the scene or sequence to board. If unspecified, start with the hook scene or the user's requested scene.
- For Scene 02 and later, read the previous scene's final beat. The first beat of the current scene must either match that final frame, explain a deliberate match cut/reverse angle, or add a short bridge beat before the new action.
- For every scene except the final one, write a last-frame handoff so the next scene knows what to inherit.
- Pick a timing density from
references/shotboard-system.md. - Build a master visual lock before writing beats: canonical character identity, hero prop state, location geography, camera axis/lens feel, light direction, color/material rendering, and audio identity. If a recurring character, location, or hero prop lacks a visual reference and continuity matters, create or request a keyframe/asset reference before generating a multi-panel board unless the user explicitly asks for text-only speed.
- Draft a panel state table from
references/shotboard-system.md: each row must inherit the previous row's end state, describe only the delta action, and name camera/focus and audio/music state. - For an emotion-driven close-up, trial testimony, confession, reveal, grief beat, intimidation beat, or any scene where the performance is the action, draft a precision performance arc from
references/shotboard-system.mdbefore writing the beat table. Track the change in voluntary control, breathing, gaze, facial/hand tension, tears or moisture, and light. - Assign director cut grammar for every beat transition using
references/shotboard-system.md: continuous action, cut-on-action, reverse angle, insert, reaction, match cut, time ellipsis, montage, or establishing reset. State the cut motivation, viewer attention, spatial anchor, time relation, and screen direction. - Define an audio/music continuity track: one music cue or silence strategy, ambience bed, foley palette, sound bridge points, and visible actions that trigger sound. Do not let each panel invent unrelated music.
- Draft per-shot beats with timecode, shot size, subject action, camera motion, foreground/midground/background, continuity anchors, audio cue, director cut note, and render risk.
- Expand the beats into readable storyboard descriptions, not just a table. Each panel should feel like a tiny director note: what the audience sees, what changes from the previous panel, how the camera behaves, what is heard, why the cut is there, and what must remain consistent.
- If a story/script revision changes a scene's hook, action, reveal, or final state, update both the text board and the corresponding storyboard image prompt; do not leave an old board image attached to a new script.
- Write a board image prompt only after the beat list, master visual lock, panel state table, and audio track are coherent.
- When generating board images or keyframes, use available character/location reference images and preserve identity. If an important character, location, or hero prop has no reference image and visual continuity would benefit, directly use the
image_gentool to create a board image or keyframe reference. - When the user asks for a shotboard/storyboard/scene board, create the corresponding board image with the
image_gentool unless they explicitly request text-only output. Reference approved asset images by path in the prompt and restate the identity, location, prop, palette, audio identity, and negative constraints needed to keep the generated board consistent. - If generating a storyboard sheet, choose a grid from scene duration, include per-panel timing labels, and keep every panel in the final video aspect ratio.
- If the downstream provider is Seedance, the provider ratio must be one of
21:9,16:9,4:3,1:1,3:4,9:16. Map2.33:1ultra-wide storyboards to Seedance21:9for render handoff.
- After image generation, check the output dimensions, panel count, grid structure, visible panel geometry, character identity, prop state chain, location continuity, light direction, and whether panels look like a causal sequence rather than independent posters. If continuity breaks, regenerate before saving the final board.
- If no image generation is requested and the scene is clear from text, still produce the motion-ready text board.
- Save board files using the project's convention and hand off to
video-render-kit.
Output Contract
Use project-local paths:
shotboards/scene-XX.md
shotboards/scene-XX.png # optional generated board image
shotboards/scene-XX-keyframes/ # optional generated keyframes
If the existing project uses the .agents/skills/video-storyboard convention, use storyboard/scene-XX.md and storyboard/scene-XX.png instead. Do not split one project across storyboard/ and shotboards/ unless the user explicitly asks for both.
Use two-digit scene numbers. Do not overwrite existing locked boards; create scene-XX-v2.* for alternatives unless the user asked for replacement.
Quality Bar
- Every shot must advance story, mood, or information.
- A shotboard must include a master visual lock, panel state table, and audio/music continuity track for any multi-panel scene.
- Each beat should describe the delta from the previous beat. Re-describing the whole frame with new words in every beat causes identity, prop, lighting, and style drift.
- Every cut must have a director reason. A shotboard with no cut type, cut motivation, viewer attention, spatial anchor, and time relation is incomplete.
- Not every scene boundary must be seamless, but every discontinuity must be declared and motivated as a time jump, space jump, match cut, insert, reaction, or montage.
- Camera direction must describe motion, not only composition.
- The taste should appear in blocking, lens feel, cut rhythm, color, sound, and text behavior.
- If local storyboard examples exist, match their level of detail. A shotboard is too thin if a later render prompt cannot recover the exact action, camera, geography, sound cue, and story turn from each panel.
- For each panel, write the visible event in concrete cinematic language: framing, actor/object action, emotional or comic beat, camera movement, foreground/midground/background, sound, and transition intention.
- For each panel, state what remains unchanged: character identity, hero prop state, location anchors, light direction, camera axis/lens feel, material style, and music/ambience state.
- For emotion-heavy close-ups, never stop at labels like "breaks down", "looks devastated", "becomes determined", or "cries". Convert the emotion into observable physiology: brow/eyelid tension, gaze lock or drift, jaw/lip/neck behavior, breathing rhythm, hand pressure, shoulder posture, tears, skin flush, and blink state.
- Use quantitative micro-detail when it clarifies timing or motion: millimeters of movement, seconds of delay, degrees of chin tilt or camera drift, tremor frequency, breath cycle length, or percentage-like intensity. Do not overload every shot with anatomy; use it where the performance itself carries the scene.
- Tie camera, focus, lens, and light to the performance arc. Push-ins, rack focus, handheld shake, Dutch angle, rim light, or overhead light should mark a visible control-state change, not decorate the shot.
- Preserve the control transition. If a character moves from suppression to spasm, dissociation, concealment, and deliberate resolve, each state needs a visible body cue and a timed handoff to the next state.
- Do not collapse a scene into generic labels like "establishing", "reaction", or "reveal". Name what is being established, what changes in the reaction, and what exact information is revealed or withheld.
- Scene boundaries are continuity-critical. The last panel of Scene N and the first panel of Scene N+1 should share enough visual anchors that separately generated clips can cut together: location geography, camera side, character pose, key prop state, light direction, and revealed/hidden story information.
- Audio boundaries are continuity-critical. The last audio state of Scene N and first audio state of Scene N+1 should either continue the same cue/ambience bed or declare a motivated stop, hit, silence, or new cue.
- When reference images exist, use them for generated boards/keyframes; do not rely on text alone for recurring characters, wardrobe, props, or important locations.
- Storyboard images must be generated through
image_gen, not by hand-drawn placeholders or text-only tables, whenever the user requests visual boards or when reference images are needed to prevent drift. - Storyboard images must respect the grid in
references/shotboard-system.md: for a 3-5 second scene, use a 3x3 sheet and fill the grid with micro-beats whenever possible instead of stretching a few visible panels. - For vertical short-video projects, both the storyboard sheet and each panel should read as
9:16vertical composition. Do not generate horizontal character sheets, landscape storyboard strips, or wide poster-like panels unless the project ratio actually calls for them. - Keep AI renderability in mind: avoid impossible crowd continuity, tiny unreadable text, overly complex hand actions, and uncontrolled logos.
- Use
image_genfor high-value visual references when a generated image will prevent drift in character identity, location geography, or hero prop shape. Do not generate unnecessary images for simple text-only boards. - Keep provider-ratio handoff realistic. For Seedance, never hand off arbitrary decimal ratios; write the menu ratio such as
21:9and optionally note the creative framing as2.33:1-like ultra-wide.
Resources
references/shotboard-system.md: timing grid, shot grammar, and output templates.
What ships with it: 2 files
16.6 KB alongside SKILL.md
agents/
- openai.yaml389 B
references/
- shotboard-system.md16.2 KB