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169 changes: 169 additions & 0 deletions .claude/skills/carousel-art-studio/SKILL.md
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---
name: carousel-art-studio
description: Art-direct and construct show-stopping, evidence-grounded computational artwork for Texas AI Docket LinkedIn carousels. Use when researching visual references, inventing a carousel treatment, making or comparing styleframes, planning shots, coding bespoke slide art, or reviewing whether a deck reaches the publication's 10x visual ceiling. Produces visual theses, rendered alternatives and production decisions; use carousel-engine separately for rendering and machine QA.
---

# Carousel art studio

Make an image worth stopping for before making a deck worth approving. This skill is the
creative studio upstream of `carousel-engine`: it decides what the art says, finds a singular
visual world, proves that world in pixels and develops the shots. The engine renders and checks
the result; it does not provide the art direction.

The standard is `knowledge/carousel/VISUAL_CEILING_AUDIT.md`. The source shelf is
`knowledge/carousel/REFERENCE_ATLAS.md`. The publication rules in
`knowledge/carousel/DESIGN_DOCTRINE.md` and the accuracy/technical contracts in
`carousel-engine` still apply.

## Read by task, not by habit

Load only the references needed for the present decision:

- concept or treatment: `references/visual-thesis.md` and
`references/composition-and-camera.md`;
- styleframe competition: `references/styleframe-brief.md` and
`references/linkedin-native.md`;
- dimensional scene: `references/light-material-depth.md`;
- generative, data-bound or simulated form: `references/computational-systems.md`;
- full-deck sequencing or pixel review: `references/linkedin-native.md` and
`references/review-gates.md`;
- coding an advanced construction: `references/atelier.md`, then inspect only the relevant
source under `examples/art-atelier/`.

Do not read an atelier frame as a template. Read it to understand how camera, value, light,
material, typography and code resolve into one shot.

## Non-negotiable output

Do not select a treatment from prose. A selected direction requires:

1. a one-sentence visual thesis tied to the verified claim;
2. a cited reference cut with study/transform/do-not-copy notes;
3. at least three materially divergent candidate directions;
4. rendered pixels for each candidate — cover plus one interior turn when selecting a deck
language, not a cover alone;
5. full-size and 432-pixel comparisons;
6. a written selection decision and discarded-direction reasons;
7. a shot card for every production slide.

If the task does not permit rendering, label the result **unproven treatment**. Never imply
that prose has passed the visual gate.

## Studio sequence

### 1. Lock the visual truth

Extract one claim the image can honestly carry. Separate:

- verified fact, quantity, place and time;
- measured or modeled data;
- bounded metaphor;
- unknown or unavailable information.

Geometry is a sentence. Size, position, direction, connection, material and absence all make
claims even without labels. Do not invent a magnitude, map location, causal link, crowd,
machine detail or record fragment for drama. Read `references/visual-thesis.md`.

### 2. Cut references with intent

Use three to six references from the atlas and primary story-domain sources. Research a craft
property, not a vibe. For each reference write what to study, what evidence it serves, how it
will be transformed and what must not be copied. At least one source must come from the actual
material world of the story and at least two must break from the current AI-design defaults.

Do not collect a wall of similar images. That narrows invention while pretending to expand it.

### 3. Write the visual thesis

The thesis names a visible event, not an adjective stack:

> The record becomes **[specific world/object/system]**, seen from **[decisive vantage]**, where
> **[verified tension/change]** is expressed by **[spatial/material behavior]** and illuminated
> by **[motivated light]**.

Then name the cover's memory sentence: the concrete description a reader could repeat tomorrow.
If it is “text over a nice background,” restart.

### 4. Diverge in construction, not decoration

Make at least three directions that differ in all of these:

- image architecture: object, environment, section, field, machine, evidence excavation, etc.;
- vantage and lens: plan, macro, low wide, orthographic, cutaway, impossible evidence camera;
- material and light behavior;
- type's spatial role;
- motion or generative rule;
- feed-size silhouette.

A palette swap, font swap or alternate arrangement of the same plate is one direction.
Explicitly challenge the cream/serif archival plate, near-black/bright-accent object plate and
hairline broadsheet layout. They may win only for a claim-specific reason.

### 5. Prove the hard parts in pixels

For each candidate, build a graybox before finish:

1. three-value composition and crop;
2. subject silhouette and camera;
3. depth planes and type reserve;
4. key/fill/practical light and contact;
5. material response;
6. evidence layer and annotations;
7. finish: atmosphere, grade, grain and optical detail.

Render at 1080×1350 and inspect at 432 pixels. If the graybox is weak, do not texture it.
Use `references/styleframe-brief.md` for the artifact and `carousel-engine` for rendering.

### 6. Choose against the ceiling

Score candidates with `references/review-gates.md`, beginning with feed stop, story specificity
and memorability. Accuracy and legibility are vetoes. Select the direction with the strongest
image system, not the one that was easiest to code or most eloquently described. Preserve the
losers and the decision so tomorrow does not rediscover them.

### 7. Direct the deck as a sequence

Give every slide a different visual job inside one world. Alternate pressure and release:
scale, density, camera distance, value, tempo and evidence mode. A quiet frame can be
exceptional; it still needs a decisive image, proportion or absence. Read
`references/linkedin-native.md`.

Write a shot card per slide before production. If three cards differ only in copy, the deck is
still a template.

### 8. Build by passes

Keep construction passes explicit so criticism can target the real problem:

- `G0 truth` — encoded geometry is supported;
- `G1 read` — graybox and silhouette work at feed size;
- `G2 space` — camera, overlap, occlusion and scale read;
- `G3 light` — value hierarchy and motivated illumination reveal form;
- `G4 material` — surfaces respond differently and specifically;
- `G5 evidence` — labels, data and source matter integrate honestly;
- `G6 type` — display and body type participate without becoming furniture;
- `G7 finish` — atmosphere, grade and microdetail unify the resolved shot.

Do not jump from G0 to G7. Finish amplifies what is already there, including weakness.

### 9. Review the image and the system

Use the full render, the 432-pixel thumbnail and the contact sheet. Review the frame with type
briefly hidden to expose compositional dependence. Review the deck in grayscale to expose value
collapse. Then run the machine QA. A green harness means the artwork is safe to judge, not that
it is great.

## Studio prohibitions

- No invented facts disguised as visual specificity.
- No adjective-only art direction: premium, cinematic, tactile and bold are outcomes.
- No named technique standing in for a shot.
- No full deck before divergent styleframes.
- No generic background whose only job is filling space behind type.
- No panel score used as permission for repeatable sameness.
- No copyrighted style or living artist requested “in the style of.” Study transferable craft
properties from original sources and transform them.
- No external runtime dependency or network asset in slide HTML.

The goal is not maximal visual noise. It is maximal authorship: the most inevitable, surprising
and beautifully resolved image this particular public record can truthfully support.
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# Code atelier — reading finished constructions

`examples/art-atelier/` is a set of executable visual studies made with the same offline assets
as production. Each frame isolates a larger construction — shot, camera, light, material,
evidence and type — rather than advertising a primitive.

## How to use it

1. Choose the construction whose **problem** resembles the story's, not the one whose look you
like most.
2. Render it through `carousel-engine`; do not judge source code names or a browser at arbitrary
zoom.
3. Inspect the full render and 432-pixel thumbnail.
4. Read how macro composition is separated from micro detail.
5. Extract a mechanism: depth ordering, highlight construction, type reserve, data-to-form
mapping, evidence integration.
6. Rebuild the mechanism with the day's own nouns, camera, palette, material and behavior.

Never duplicate an atelier frame and replace its text. That would turn a craft reference into
the template this skill exists to prevent.

## Construction index

| Frame | Problem it demonstrates | Inspect for |
|---|---|---|
| 01 — evidence monolith | Make a record feel physical and consequential | Extreme crop, lit edge, embedded evidence, type as counterforce |
| 02 — volumetric cutaway | Reveal concealed layers/process without a dashboard | Impossible evidence camera, depth separation, motivated internal light |
| 03 — topographic signal | Turn a verified gradient or threshold into a material field | Macro density transition, contour survival, one literal anchor |
| 04 — data sculpture | Give a small verified series scale and spatial presence | Bound geometry, camera, lit ground, quantitative legend discipline |
| 05 — document archaeology | Use real record matter without making a paper collage | Layered depth, raking light, selective focus, exact fragment provenance |
| 06 — typographic machine | Let language participate in physical behavior | Type as structure, moving parts, legibility protected by construction |

These frames are technique-agnostic at the concept level. Production may implement the same
construction with Canvas, SVG, relief, SDF or Three.js depending on the shot budget.

## What to copy and what not to copy

Copy:

- explicit value hierarchy;
- camera and depth planning;
- motivated light;
- material differentiation;
- a macro read plus micro reward;
- deterministic mechanics;
- protected vector type;
- comments explaining visual decisions.

Do not copy:

- palette;
- type lockup;
- object silhouette;
- exact shader/noise parameters;
- frame layout;
- story metaphor.

The atelier is successful when tomorrow's work looks nothing like it but is built with the same
degree of intention.
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# Composition and camera

## Compose the thumbnail first

At 432 pixels wide, detail collapses before structure. Begin with three flat values and ask:

- Is the main silhouette recognizable with type hidden?
- Is one region dominant, one subordinate and one quiet?
- Does the eye enter at a deliberate point?
- Is the crop active, or is the subject politely centered?
- Does negative space create pressure, scale or anticipation?

Make six postage-stamp grayboxes before polishing one. A successful graybox should still carry
the visual thesis in grayscale.

## Name the camera

Every dimensional frame needs a camera note:

```text
Vantage:
Lens / projection:
Camera height and tilt:
Target:
Horizon:
Near / middle / far planes:
Crop and intended offscreen continuation:
Why this camera tells the claim:
```

Useful choices have meaning:

- low wide: monumentality, exposure, instability, distance;
- long lens: compression, congestion, stacked relation;
- macro: material evidence, hidden mechanism, fragility;
- orthographic: authority, comparison, system legibility;
- plan: territory, allocation, pattern;
- cutaway: concealed structure or process;
- tilted/oblique: tension, transition, competing planes.

Do not pick a dramatic lens because it looks dramatic. Pick it because perspective changes the
reader's understanding.

## Build depth before texture

Use at least three legible spatial layers where depth matters:

1. foreground occluder or scale cue;
2. subject plane;
3. ground/environment;
4. atmosphere or distant field when useful.

Separate layers by overlap, scale, focus, value, haze and motion direction. A stack of same-
value translucent rectangles is layering, not depth.

## Type has a spatial role

Choose one, deliberately:

- **monument:** type is a massive form the image negotiates;
- **aperture:** type or its reserve reveals/conceals the world;
- **instrument:** type belongs to a measurement or machine layer;
- **caption:** quiet type observes an image that already works;
- **counterforce:** type pushes against the subject mass;
- **evidence:** exact record language is materially embedded.

Avoid placing a self-contained text box into leftover space. Type and art can remain separate
for legibility while still sharing proportion, axis, scale or rhythm.

## Deck rhythm

Map the sequence before coding:

| Beat | Typical job | Spatial move |
|---|---|---|
| Stop | Singular hook | Extreme silhouette/crop, shortest copy |
| Orient | Establish world | Wider camera, literal anchor |
| Reveal | Expose mechanism | Cutaway, macro or layer separation |
| Measure | Make evidence felt | Data-bound form, comparison or scale shift |
| Turn | Change understanding | Reversal of value, vantage or behavior |
| Consequence | Human/institutional meaning | Specific object, place or absence |
| Resolve | Useful takeaway | Clearer space, decisive final image |

Not every deck needs seven beats and a nine-slide deck may split them. It does need contrast.
Alternate full/empty, near/far, dense/quiet, orthographic/perspectival and dark/light without
abandoning the same world.
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# Computational systems — behavior with meaning

## Pick a behavior, not an effect

Describe the system as a sentence:

> **[entities]** move/grow/partition/accumulate according to **[rule]**; **[verified input]**
> controls **[visible property]**; the viewer should perceive **[claim]**.

Examples of meaningful mappings:

- delay controls queue length, not arbitrary hue;
- uncertainty controls blur or boundary instability, not fake precision;
- load controls density or deformation when the scale is documented;
- jurisdiction controls real polygon membership, not invented cells;
- time controls position or erosion along one declared direction.

If there is no verified input, label the system illustrative and make no legend that suggests
measurement.

## System families

| Behavior | Good for | Common lie/failure |
|---|---|---|
| Advection / flow | movement, transmission, drift | random streamlines imply routes or volume |
| Accumulation | queue, backlog, compounding | area looks quantitative without a scale |
| Field / contour | threshold, gradient, influence | decorative noise masquerades as measured terrain |
| Packing / collision | capacity, congestion, constraint | circle size implies magnitude accidentally |
| Growth / branching | propagation, dependency, buildout | invented topology reads as a real network |
| Partition | allocation, territory, ownership | Voronoi cells replace real jurisdictions |
| Erosion / fracture | loss, stress, exposure | damage metaphor overstates an administrative change |
| Oscillation / wave | cycles, instability, signal | amplitude or frequency appears data-bound when it is not |

## Authored generative work

Randomness is not art direction. Define:

- invariant structure — what every seed must preserve;
- bounded variation — which properties may move and within what range;
- composition constraints — quiet zone, dominant mass, collision rules;
- selection policy — whether a seed is fixed before or after styleframe review;
- failure detection — empty field, even density, hair-like lines, moiré, bad crop.

Use deterministic seeds. Never sample seeds until one “looks cool” without recording the
selection, because that hides art direction inside roulette.

## Data, model and metaphor labels

Classify every visual layer:

- **DATA** — directly bound to a cited value;
- **MODEL** — produced by a documented transformation or simulation;
- **MAP** — real geographic geometry/projection;
- **ILLUSTRATION** — explanatory but not measurable;
- **ATMOSPHERE** — non-semantic finish.

The dossier should say which is which. Data may drive illustration, but the reader must not be
invited to recover a number the mapping cannot support.

## Thumbnail stability

Generative detail dies first at 432 pixels. Design two scales:

- macro structure: one silhouette, density transition or directional field;
- micro reward: marks, particles, hachure, interference or grain.

If removing the micro layer erases the claim, the system is under-composed. Avoid line spacing
and repetition frequencies that moiré after downsampling; render the actual thumbnail.
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