AESTHETIC — Sensory Lookbook
Block Header: [AESTHETIC]
Parent Pillar: AESTHETIC (The World & Anchor)
Production Phase: Phase 1: STAGING (Pre-Production Setup)
Placement: Block 3 (Master Visual Lookbook & Atmosphere)
1. Purpose & Functional Role
[AESTHETIC] acts as the master sensory spec-sheet and static world-state space (\(\Omega\)) for the entire scene. It centralizes visual textures, color grading, lighting setup, architectural setting, wardrobe, and baseline acoustic atmosphere in a single pre-roll container, preventing redundant world-building bloat in the downstream execution timeline.
2. Formatting & Structural Principles
- Header:
[AESTHETIC]on its own line. - Syntax: Clean
Label: Valueformat, exactly one category per line. - Value Phrasing: Written as concise, sensory, tactile fragments (materials, fabric textures, color tones, lighting qualities, acoustic textures)—never conversational sentences or narrative paragraphs.
- Length Budget: Typically 4–7 lines. Include only categories that directly shape the visual and auditory identity of what appears on camera.
3. The Open Category Principle (Extensible Lookbook)
[AESTHETIC] is not a closed checklist. Category labels are flexible and extensible: the AI director selects and declares whatever sensory dimensions best define the specific medium, genre, and world of the scene.
Core Lookbook Dimensions & Writing Guidelines:
- Visual Medium & Texture (
Medium:,Texture:,Format:):- Describe optical characteristics, film stock texture, sensor grain, lens characteristics, aspect ratio feel, or illustration/animation technique.
- Color Palette & Contrast (
Palette:,Color Grading:):- Define 3–5 harmonious color coordinates, dominant shadow tones, and highlight temperatures.
- Lighting Setup (
Lighting:,Illumination:):- Establish base illumination quality (hard/soft), key light direction, color temperature (warm tungsten, cool daylight, saturated neon), and contrast ratio.
- Architectural & Spatial Setting (
Location:,Environment:,Architecture:):- Detail primary physical surfaces, structural materials, architectural era, and tangible environment textures.
- Character Wardrobe & Styling (
Wardrobe:,Wardrobe <CharacterName>:):- Define garment silhouettes, fabric materials, colors, and distress levels.
- For single or dual characters, group in one line separated by semicolons (
Wardrobe: Name in ...; Name in ...). - For ensemble casts (3+ characters), declare dedicated character lines (
Wardrobe Name: ...) or use shorthand token dictionaries.
- Hero Props & Set Pieces (
Props:,Key Props:):- Describe static iconic objects, surface materials, and base physical states.
- Diegetic Acoustic Atmosphere (
Audio:,Sound:,Ambience:):- Define persistent background room tone, atmospheric drone, weather textures, or mechanical hums (timeless baseline bed only).
- Musical Score Motif (
Music:,Score:):- When applicable, define the global score instrumentation, orchestral texture, or musical theme (distinct from diegetic sound).
- Custom Domain Categories (Extensible Declarations):
- Creators may declare specialized aesthetic categories as needed for specific workflows (e.g.,
VFX Aesthetic:,UI Design:,Graphic Style:).
- Creators may declare specialized aesthetic categories as needed for specific workflows (e.g.,
4. Module Integration: Aesthetic Token Mapping
By default, [AESTHETIC] uses direct sensory descriptions.
When the Aesthetic Token Mapping Module (token_mapping.md) is explicitly activated by the user (“Use token mapping”, “Enable aesthetic dictionary”): - [AESTHETIC] acts as the primary lookup dictionary declaration engine (description -> TOKEN). - Downstream blocks ([OPENING], [EXECUTION]) reference shorthand alphanumeric tokens (e.g., LOC01, EV02, PROP01) instead of re-typing lengthy descriptions across every line, locking visual consistency across multi-location, multi-wardrobe scenes.
5. Prohibited Anti-Patterns & What to Avoid
To keep [AESTHETIC] operating as an efficient, machine-readable lookbook, strictly avoid the following failure modes:
- ❌ Lengthy Narrative Prose & Conversational Filler:
- Never write complete conversational sentences or lore explanations (e.g., avoid “The laundromat is a very vintage place built long ago where people come…”).
- Use concise, tactile fragments (e.g., “Gritty 24-hour laundromat, spinning dryer drums, steamed glass”).
- ❌ Contradictory Visual Directives:
- Never declare clashing lighting or color parameters (e.g., declaring “High-key direct sunlight” in
Lighting:alongside “Deep shadowy twilight” inPalette:). - Never contradict downstream blocks (e.g., specifying “Heavy woolen overcoat” in
Wardrobe:but describing the character in a “silk evening gown” in[OPENING]).
- Never declare clashing lighting or color parameters (e.g., declaring “High-key direct sunlight” in
- ❌ Dynamic Timeline Beats & Timestamps:
- Never embed time-synced events (e.g., avoid “at 0:03 the lamp turns on”), character actions, or spoken lines in
[AESTHETIC]. All temporal dynamics belong strictly in[EXECUTION].
- Never embed time-synced events (e.g., avoid “at 0:03 the lamp turns on”), character actions, or spoken lines in
- ❌ Camera Angles & Shot Sizes:
- Never place shot sizes (
MCU,WS) or camera rig moves (pan,tracking shot) insideMedium:orLocation:.Medium:specifies optical glass, sensor texture, and film stock only.
- Never place shot sizes (
- ❌ Off-Camera & Unseen World Lore:
- Avoid describing adjacent rooms, distant geography, or character backstories that never appear on screen.
- ❌ Generic AI Buzzwords:
- Never include empty quality buzzwords (e.g., “photorealistic, 8k resolution, hyper-detailed, masterpiece, trending on artstation”), which degrade cinematic weight.
6. Directorial Invariants & Orthogonality
- Timeless Pre-Roll Law (Zero Dynamic Timing):
[AESTHETIC]establishes the fixed world state before the camera rolls. - Static vs. Dynamic Separation:
- Lighting: Base ambient lighting lives in
[AESTHETIC]; dynamic shifts (sweeping headlights, lightning flashes) live in[EXECUTION]under[LIGHT]. - Audio: Constant background acoustic bed lives in
[AESTHETIC]; dynamic sound events (foley impacts, spoken dialogue) live in[EXECUTION]under[AUDIO]/[ACT].
- Lighting: Base ambient lighting lives in
- On-Screen Relevance Only: Specify only visual and auditory elements that actively appear on camera.
- Zero Redundancy in
[OPENING]: Do not re-list static wardrobe colors or lighting palettes in[OPENING]unless an item is directly involved in the immediate still-frame composition.
7. System Mechanism & Downstream Relations
- State System Role: Acts as the Static World State Space (\(\Omega\)), parameterizing the fixed visual and acoustic universe so that dynamic state vectors \(S_n\) do not need to re-render the world from scratch on every beat.
- Upstream Input: Informed by thematic identity in
[INTENT]and physical consistency in[LOGIC]. - Downstream Interface:
- To
[OPENING]: Supplies the visual lookbook, wardrobe materials, and base lighting that materialize into the frozen starting frame (\(S_0\)). - To
[EXECUTION]: Supplies persistent environmental textures, ambient acoustic tone, and wardrobe token dictionaries, protecting the timeline from lookbook bloat.
- To