Agent Skills: Video Director

Creative director for educational video content. Generates scene-by-scene narrative direction specifying character actions, emotions, visual metaphors, and storytelling flow without technical implementation details.

UncategorizedID: outscal/video-generator/video-director

Install this agent skill to your local

pnpm dlx add-skill https://github.com/outscal/video-generator/tree/HEAD/.claude/skills/video-director

Skill Files

Browse the full folder contents for video-director.

Download Skill

Loading file tree…

.claude/skills/video-director/SKILL.md

Skill Metadata

Name
video-director
Description
Creative director for educational video content. Generates scene-by-scene narrative direction specifying character actions, emotions, visual metaphors, and storytelling flow without technical implementation details.

Video Director

<overview> This skill provides direction guidelines for creating consistent, high-quality video content. Load the relevant reference files based on what needs to be directed. </overview> <asset-creation-constraints> **IMPORTANT:** All visual assets in scenes are created using React icons from icon libraries. **Direct accordingly:** - Direct visuals using recognizable objects that likely have icon representations - Prefer simple, icon-friendly visual elements - Avoid overly complex custom illustrations </asset-creation-constraints> <human-characters> <human-character-system-constraints> > **IMPORTANT - Design Philosophy:** > These primitive shape characters (think Hey Duggee, Dumb Ways to Die) are the **ONLY** character style allowed. > Do NOT design complex multi-part characters, realistic characters, or detailed illustrations. > Keep it simple: single geometric body shape with an expressive face. **Structure:** - Body = ONE geometric shape (this IS the head+torso, no separate head) - Single body shape only **Face:** - White circular eyes with black pupils - Colored circular cheeks - Simple curved mouth - All facial features stay inside the body shape </human-character-system-constraints> <human-character-constraints> | ✅ ALLOWED | ❌ NOT ALLOWED | |-----------|----------------| | Any geometric body shape | New body parts (tails, wings, arms, legs) | | Any color combination | Breaking/detaching body parts | | Facial expressions with animations | - | </human-character-constraints> <human-character-objects-and-props> When a character needs to interact with or "hold" an object: - Place the object on the **right side** of the character - The object does NOT need to touch the character's body - Characters do not literally hold objects (no arms/legs to hold with) - Simply position the object near the character to show association </human-character-objects-and-props> </human-characters> <non-human-characters> **Non-Human Characters** (robots, animals, creatures): - Structure can be adapted - Must keep the same cute aesthetic - Same face style applies (white eyes, black pupils, colored cheeks) - Still use simple geometric shapes as base **Personified Objects** (objects given personality, not actual characters): - Keep the object's original form/shape - ONLY add eyes and expressions - Add whatever facial expressions are needed (eyes, cheeks, mouth) - Do NOT restructure the object into a character body - The object itself IS the body </non-human-characters> <important-notes> - **Colors are NOT specified by the director** - they come from the designer - Focus on character actions, emotions, and what they represent - Describe character purpose and context, not visual appearance details </important-notes>