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Video storyboard

Skill st0012/cctop/.agents/skills/video-storyboard

Use when designing, scripting, or storyboarding a short demo, launch, explainer, or marketing video (especially for a developer tool, app, or SaaS), OR when auditing, critiquing, or improving an existing video's narrative, hook, pacing, or storyboard. Runs a verified 6-stage process — positioning, message spine, beat sheet, script, storyboard, review — embedding StoryBrand, Before-After-Bridge / PAS / AIDA, the Pixar Story Spine, and the But/Therefore rule. Invoke whenever the work is about the STORY of a video rather than its rendering, including phrasings like "storyboard this", "what's the hook", "make the video more compelling", "the video falls flat", "script a launch video", or "audit this video". After an approved render, hand off publishing to video-assets so MP4 and AVIF release assets stay in sync. Do not use this skill for the encoding/rendering pipeline itself.From its SKILL.md

Install
npx -y skills add st0012/cctop --skill video-storyboard

Assembled from the repository path, not quoted from the project. Check it against their README if it does not work.

SKILL.md

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Video Storyboard

A repeatable process for the part of a video that decides whether it works: the narrative. Rendering executes the story; this skill designs it.

For cctop launch videos, this is the first half of the workflow:

  1. Use this skill for story/script/storyboard/audit decisions.
  2. Render through the repo video pipeline (cd video && ./build.sh launch for the launch cut).
  3. After the user approves the rendered video, switch to $video-assets and publish with its confirmation gate. That workflow uploads cctop-launch.mp4, cctop-launch-720p.mp4, and a freshly generated cctop-launch-preview.avif together to the non-latest media-assets release.

For cctop product facts, audience, feature-fit judgment, and language choices, read PRODUCT.md before writing positioning or scripts. Use README.md for current public-facing claims and supported-tool lists.

It has two modes:

  • DESIGN — build a video's story from scratch (product facts → approved storyboard).
  • AUDIT — run the same lenses over a finished or draft video to find what's weak and how to fix it.

Pick the mode from the request. "Storyboard a video for X" → DESIGN. "Why does this video feel flat / make it better / review this cut" → AUDIT.

Everything here is built from frameworks that survived adversarial fact-checking. The frameworks are solid; many of the numbers floating around the industry are blog-grade rules of thumb. Where a guideline is directional rather than proven, it is marked [directional]. See references/frameworks.md for provenance, citations, and the specifics that were refuted (so you don't codify folklore).


The core idea

Most product videos fail the same way: they are a feature montage from the product's point of view ("here's the panel, here are the tabs, here are the themes"). They list capabilities instead of telling the story of a person whose problem gets solved.

The fix is one reframe and four moves:

  1. The viewer is the hero; the product is the guide. (StoryBrand) The story is about them and their struggle, not about your UI.
  2. Pick one spine and fill it — don't free-associate beats.
  3. Connect beats by cause-and-effect (but/therefore), never by chronology (and then).
  4. Engineer the opening for a muted, scrolling viewer — the first frame must earn the next two seconds.

Common failure modes (the floor-raisers)

These are the specific ways videos break, distilled from real reviews. They generalize — check for them in DESIGN (avoid) and AUDIT (catch). Pre-empting these is most of what makes a first draft good instead of a third.

  1. The hook shows one thing and says another. The opening line promises tension ("which one needs you?") while the visuals say "all fine" (e.g. every status indicator green). The first ~1.5s of picture must depict the problem, not just the text — a muted scroller reads the image, not the words. Fix: put the problem-state on screen in frame one, with motion (the thing going wrong), before or under the line.
  2. Action without payoff. You show the click / keypress / command, but never the result. The viewer feels the setup and never the relief. Fix: every action beat needs an after-beat — show the win (the session opened, the thing unblocked, the status flipping to good). This is the Story-Spine "until finally" / BAB "After," and it's the single most common missing beat.
  3. Wrong-altitude reveal. You open on the product's fully-bloomed internal UI and point at an interior detail, instead of how the user first encounters it. Fix: start at the real moment of discovery (the menubar glance, the CLI prompt, the notification) and expand from there.
  4. The "and then" tail. The back third decays into a feature montage — capability slide, and then another, and then another — with the hero gone. It's where momentum should peak before the CTA, and it sags. Fix: tie every late beat to the hero with "therefore (so you can trust it / use it with what you have)," compress, and cut vanity beats (theme galleries, spec lists) to a flash or nothing.
  5. Product-as-hero in the belly. The bookends are viewer-centered but the middle becomes a spec sheet — the person disappears. Fix: keep a problem/person present even in capability beats.

What this skill is — and what it can't be

This skill raises the floor of the first draft and shortens each review loop — it guarantees the lenses get applied and the known failure modes get pre-empted, every time, even by a cheaper or distracted agent. That is its value, not out-reasoning a strong model on a single careful pass (it won't; a good model already knows this craft).

It deliberately does not encode per-video creative specifics — the exact pacing of a transition, which element pulses, what a mock screen shows. Those are taste, discovered by rendering a concrete draft and reacting to it; hard-coding them would overfit the skill and make it brittle. Capture patterns here; leave the particulars to iteration on the actual cut.


DESIGN mode — the 6-stage pipeline

Each stage takes one artifact and produces the next. Don't skip ahead; a weak positioning statement poisons every downstream stage. Keep each artifact short — a video is 20–40 seconds, not a feature doc.

Stage 1 — Position · in: product facts + audience · out: one-paragraph positioning

Write the story's frame before any script, using StoryBrand: the viewer is the hero, the product is the guide that helps them win. Name three things:

  • Who the hero is (be specific: "a dev running several AI coding agents at once", not "developers").
  • What they want and what's in the way (the external problem and the internal feeling — frustration, loss of control, wasted time).
  • The transformation: the before-state → the after-state the product enables.

If you catch yourself describing the product's features here, stop — you've made the product the hero. Rewrite from the viewer's chair.

Stage 2 — Message spine · in: positioning · out: a chosen structure, each step filled

Choose ONE spine and write a sentence for each step:

  • Before-After-Bridge (default for 20–40s) — Before (the painful current state) → After (the desirable future) → Bridge (the product as the thing that gets you there). Best for "storytelling in tight spaces."
  • PAS — Problem → Agitate (make the cost of inaction felt) → Solution. Use when the pain is sharp and relatable.
  • AIDA — Attention → Interest → Desire → Action. Use when a hard CTA/conversion is the goal. (AIDA is a conversion spine, not a story arc — don't force it into acts.)

Stage 3 — Beat sheet · in: spine · out: 4–7 ordered beats

Generate beats with the Pixar Story Spine as a prompt ("…every day… until one day… because of that… until finally…"), then run the But/Therefore test on every seam: each beat must follow from the last with a "but" (tension) or "therefore" (consequence). If the only word that fits between two beats is "and then", you have a list, not a story — cut or reorder until causation holds. This single test is the fastest way to find a flat middle.

Stage 4 — Script · in: beat sheet · out: on-screen-text / VO script with timecodes

Write the words and the timing. Hard requirements, because the median viewer is scrolling with the sound off:

  • The first frame must work muted and lead with motion, not setup. No cold logo, no slow fade-up on an empty stage. Open in the hero's problem.
  • Answer "what is this / why do I care" by ~second 3–5. [directional] Slow build is the #1 retention killer.
  • End on a clear payoff and one CTA (where to go / what to do).
  • Track the opening with hook rate = 3-sec views ÷ impressions once it ships. [directional]

Stage 5 — Storyboard / shot list · in: script · out: per-beat frames

Turn each beat into a frame: what's on screen, the motion, the on-screen copy, and the duration. Two rules:

  • Tight body cuts (~2s), no dwelling. [directional] Momentum sustains retention; static holds bleed it.
  • Pick the shortest length that carries the message. Retention scales inversely with length, so a tight 22s beats a baggy 35s. [directional]
  • Introduce the product the way the hero first encounters it. If they'd meet it as a menubar glance, a CLI prompt, or a notification — start there and expand, rather than opening on its fully-bloomed internal UI. The reveal should mirror the real moment of discovery.

Stage 6 — Review · in: storyboard / animatic · out: approved board

Before building, check the board against the Audit checklist below. Anything that fails goes back a stage. Treat the checklist as the definition of done.


AUDIT mode — score an existing video

Given a finished or draft video (a description, a storyboard, or the actual frames — Read them if available), walk the checklist and produce: a per-lens verdict (✅ / ⚠️ / ❌ with one line of why) and a prioritized fix list (highest narrative impact first). Be specific and reference the moment/timecode.

Two review disciplines (both learned from this skill underperforming a sharp human reviewer):

  • Don't soften. A missing payoff (lens 7), a hook whose visuals contradict its words (lens 4), and a wrong-altitude reveal (lens 6) break the beat — rate them ❌, not ⚠️. A "warn" on a broken beat reads as "it's fine," and it won't get fixed.
  • Name the single highest-impact fix. After the per-lens pass, don't end on a flat list of 2–3 "top" changes — pick the one change that most improves the video and say so. Ranking is the value; a tie is a dodge.

Run every lens — they catch different failure modes:

  1. Hero & guide (positioning). Is the viewer the hero and the product the guide? Or is it a product-centric feature tour? ❌ if it mostly shows the UI doing things with no person/problem at the center.
  2. Spine. Is there a discernible Before→After→Bridge (or PAS/AIDA) arc, or is it a montage of capabilities? Name the spine you can detect; if you can't, that's the finding.
  3. Causation (but/therefore). Do the beats connect by cause-and-effect, or is it "feature, and then feature, and then feature"? Find the seams that are only "and then."
  4. Hook. Does the first frame work muted and grab in ~2s? Is it a felt problem or a title card / logo / slow fade? Do the first ~1.5s of visuals match the words — if the line poses a problem, the picture must show it (don't let the text say "trouble" while the image says "all fine")? On social the first 2s decide everything.
  5. Value clarity. Is "what is this and why care" obvious by ~sec 5? [directional]
  6. Discovery-true reveal. Is the product introduced the way the hero would actually first encounter it, then expanded — or does it open on the fully-formed internal UI and point at interior details before establishing the whole? A reveal that starts at the wrong altitude is a common, easy-to-miss miss.
  7. Payoff. Is there a clear after state — the moment of relief/win? A video that shows the action (the click, the keypress) but never shows the result has no payoff; the viewer feels the setup but not the resolution. (This is the Story-Spine "until finally" and the BAB "After.")
  8. Pacing & length. ~2s cuts, no slow build, shortest viable length? [directional]
  9. CTA. Is there a clear next step at the end?

For each ❌/⚠️, give the concrete narrative fix (what to add/cut/reorder), not a production note. End by naming the single highest-impact change (then any runners-up), per the discipline above.


Honest caveats (read before quoting numbers)

  • Frameworks: solid. Numbers: directional. StoryBrand (hero/guide), BAB, PAS, AIDA, the Pixar Story Spine, and the But/Therefore rule are well-established and primary-sourced. Every retention/timing figure (the "muted majority", "value by sec 3–5", "~2s cuts", length↔retention curve) is a vendor-blog rule of thumb — use as direction, re-check per platform, never present as proven.
  • Do not codify the folklore. Verification refuted the exact SB7 7-step list, the exact Story-Spine prompt wording, AIDA-as-a-four-act-story, fixed "hook formula types", and specific impression multipliers. Use the framework principles at the altitude above; don't invent precise step lists.
  • Two known gaps: there is no verified public playbook for how named companies (Linear, Vercel, Stripe, Apple…) structure videos, and no verified LLM storyboard-prompt framework. Don't assert specifics there.

Full provenance, citations, and the refuted list: references/frameworks.md.

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