Auteur Script

A human-centric cinematic prompt specification & directorial pre-visualization framework for AI filmmaking.

Author Taruma Sakti

Specification Open Standard

“Control is an illusion; intent is everything.”
— Taruma Sakti

When modern video models gained reasoning layers, something fundamental shifted: prompting stopped being about fighting for pixel-level control and became a collaborative process. We provide the structural blueprint, intent, and physical constraints; the model’s visual engine calculates the latent rendering.

Auteur Script is an open prompt specification and cognitive pre-visualization framework born from that realization. It gives creators a practical way to mentally rehearse and stage a scene before spending compute—translating creative vision into a clean, platform-agnostic blueprint that generative models can reliably interpret and execute.

WarningEarly Development & Active Experimentation

This specification is in very early, experimental development. As generative video models evolve and new techniques are discovered through continuous trial and error, concepts, tag specifications, and examples are actively shifting and being refined.

Additionally, this project was originally authored as an internal AI agent skill before being transitioned into an open knowledge base. During this ongoing refactoring, you may encounter formatting structures or phrasing across some documents that reflect their agent-skill origins rather than a standard documentation site.

To follow real-time updates, production experiments, and insights—or to ask questions and share feedback—connect with me on X: @tarumainfo.


Directorial Grammar & Workflow

In early experiments with generative video, creators often hit two walls: paragraph prompts that drift into chaotic motion, and strict character limits that leave no room for real action after describing the room.

To solve this, Auteur Script treats a film scene like a physical production and a computational state pipeline: stage the world first, then direct the action beat by beat.

Phase 1: STAGING (\(S_0\))
Pre-Production Context

Phase 2: EXECUTION (\(S_1 \to \dots \to S_n\))
Rolling Camera Timeline

This two-phase separation mirrors how real sets operate. You establish the invariant context of the scene up front, and then spend your creative energy strictly on directing movement, performance, and sound.

1. Stage the World Before Calling Action

In traditional filmmaking, you don’t rebuild the set or redesign the wardrobe between every shot. You lock the environment, lighting, and character appearance in pre-production.

Auteur Script separates static setup from active shooting:

NotePhase 1: STAGING (Pre-Production Setup)

Establish world context, physical invariants, and the opening frame (\(S_0\)) before motion begins.

  • [INTENT]: The core dramatic goal, stakes, and narrative tone.
  • [LOGIC]: Hard physical guardrails, screen direction, and continuity rules.
  • [AESTHETIC]: Film stock, color palette, lighting scheme, location lookbook, and acoustic profile.
  • [OPENING]: The starting still canvas (\(t = 0, S_0\)) establishing camera framing and subject coordinates.
TipPhase 2: EXECUTION (Active Rolling Camera)

Call action and direct the kinetic timeline beat by beat (\(S_1 \dots S_n\)).

  • [EXECUTION]: Sequential Macro-State lines chaining atomic, single-dimension coordinates:
    [CAM Optics] \(\to\) [ACT Performance] \(\to\) [AUDIO Sound]
  • Causal State Flow: Motion progresses through narrative beats (\(S_0 \to S_1 \to S_2\)) rather than rigid artificial timestamps.

By anchoring the world lookbook and initial camera framing in pre-production, your active execution timeline remains uncluttered. You direct physical choreography beat by beat without ever needing to re-describe the room.

2. How the Framework Operates in Practice

This workflow rests on three foundational principles that reflect how a director mentally stages and visualizes a scene:

  1. Cognitive Pre-Visualization (Scaffold First): When reading an Auteur Script, each Macro-State line (\(S_n\)) represents an unbroken moment of screen time. If you can mentally simulate where the camera sits, how the actor moves, and what sounds occur, the AI’s reasoning layer will have the clarity it needs to render it.
  2. Single-Dimension Orthogonality: Each coordinate tag governs strictly one isolated physical or optical dimension. Camera optics ([CAM]) never describe actor emotion; character performance ([ACT]) never dictates lighting; spoken dialogue ([DIAL]) never mixes with foley sound ([AUDIO]).
  3. Automatic State Carryover (Physical Baggage): A scene unfolds as a continuous state transition (\(S_n = f(S_{n-1} \mid \text{STAGING})\)). Every moment automatically inherits the preceding camera framing, character posture, held props, and lighting unless you explicitly command a transition.

When you structure a scene with these clear boundaries, your script becomes an executable cognitive rehearsal. The generative model no longer has to guess where subjects start, what the lighting looks like, or how the camera moves—it simply calculates the latent motion to fulfill your intent.


See It In Action (Video & Script Showcase)

To see how these concepts translate into real video generation, here are production scenes created with Dreamina across Seedance 2.0 and Seedance 2.5 models.

The first exhibit demonstrates multi-character spatial tracking and environmental destruction in a high-speed chase sequence:

Seedance 2.5 Dreamina

Prehistoric Survival Chase

PREHISTORIC SURVIVAL CHASE
[INTENT]
Create a high-octane prehistoric survival chase sequence featuring @image1 as Robert, @image2 as Samira, and @image3 as Arthur sprinting for their lives through a dense primeval jungle pursued by relentless prehistoric predators.

[LOGIC]
Maintain strict left-to-right screen direction across all tracking setups. Preserve spatial order with Robert leading, Samira centered, and Arthur trailing in rear position. Ensure continuous physical environmental destruction from pursuers while keeping distressed wardrobe and mud-splatter continuity persistent across shots.

[AESTHETIC]
Medium: 35mm cinematic film, grounded realism, gritty naturalism.
Palette: Deep olive foliage, dark volcanic soil, misty slate, muted warm highlights.
Lighting: Dappled canopy sunlight, high-contrast jungle shadows, atmospheric mist shafts.
World: Primeval jungle with towering scale-bark conifers, colossal ferns, dense root networks, and shattered ancient trunks.
Creature: Agile feathered bipedal hunter with serrated head-crest -> DIN01, broad-winged leathery glider with narrow predatory beak -> DIN02, pack of three low-slung quadrupedal scavengers -> DIN03
Wardrobe: Robert in distressed tactical vest and sweatband; Samira in dirt-streaked utility tunic and leather head-strap; Arthur in torn heavy oilskin jacket.
Audio: Humid atmospheric wind, foliage ripping, heavy footfalls in damp loam, predator bellows.

[OPENING]
[CAM 01] FS, TRACKING. Primeval jungle corridor of giant ferns and mossy roots. Arthur sprints in rear position frame-left, Samira pushes forward in midground center, and Robert leads at frame-right, all moving at full speed toward screen-right as foliage shatters behind them.

[EXECUTION]
[CAM 01] FS TRACKING -> [BLOCK] Arthur frame-left, Samira center, Robert frame-right -> [STATE IN] Trio in full lateral sprint -> [ACT] Robert hurdles a fallen log while Samira navigates around giant ferns -> Robert says (gasping) {-keep pushing, don't look back!-} -> <Violent branch snapping> -> [STATE OUT] Robert clears log, Arthur pushes behind.
[CAM 02] MS FRONTAL TRACKING -> [BLOCK] Robert foreground, Samira midground, Arthur background -> [STATE IN] Robert leading sprint directly forward -> [ACT] Robert checks behind his shoulder while pumping arms -> Samira says (panting) {-they're right behind us!-} -> <Heavy bipedal footfalls crunching damp moss> -> [STATE OUT] Robert faces forward, accelerating.
[CAM 04] MS HANDHELD TRACKING -> [BLOCK] Samira center-right, Robert far-right, foliage whipping past frame-left -> [STATE IN] Rapid turbulent lateral sprint -> [ACT] DIN01 crashes through background tree ferns, snapping jaws near Arthur -> <Splintering wood and guttural screech> -> [STATE OUT] DIN01 lunging through shattered brush.
[CAM 03] FS REAR TRACKING -> [BLOCK] Arthur foreground, Samira midground, Robert distant background -> [STATE IN] Chasing trio from behind down narrow corridor -> [ACT] Arthur shoulders through snapping bamboo stalks and glances upward -> Arthur says (straining) {-heads up, above us!-} -> <Heavy wing beats overhead> -> [STATE OUT] Upper canopy foliage shaking violently.
[CAM 02] MCU FRONTAL TRACKING -> [BLOCK] Samira foreground left, Robert foreground right, Arthur visible behind -> [STATE IN] Trio running head-on into camera -> [ACT] Samira ducks low as a large shadow sweeps across her face -> Arthur says O.S. (yelling) {-duck down!-} -> <Piercing aerial shriek> -> [STATE OUT] Samira recovering running posture.
[CAM 01] MS TRACKING -> [BLOCK] Arthur frame-left, Samira center, Robert frame-right -> [STATE IN] Lateral sprint across open moss bank -> [ACT] DIN02 swoops low through tree gap, raking talons across branch above Samira -> <Air displacement and foliage tearing> -> [STATE OUT] DIN02 banking hard upward into canopy.
[CAM 04] MS HANDHELD TRACKING -> [BLOCK] Arthur foreground left, stumbling slightly, Samira midground -> [STATE IN] Rough uneven terrain sprint -> [ACT] Arthur regains stride, churning through thick mud -> Arthur says (wheezing) {-I can't outrun these things!-} -> <Wet mud squelching and rapid scuttling> -> [STATE OUT] Arthur matching group cadence.
[CAM 02] FS FRONTAL TRACKING -> [BLOCK] Robert foreground, Samira midground, Arthur background -> [STATE IN] Linear dash toward camera -> [ACT] Pack of DIN03 bursts from underbrush flanking Arthur's boots -> <Aggressive hissing and rustling dry leaves> -> [STATE OUT] DIN03 snapping at trailing heels.
[CAM 01] FS TRACKING -> [BLOCK] Arthur frame-left kicking outward, Samira center, Robert frame-right -> [STATE IN] Fast lateral retreat -> [ACT] Arthur kicks out his boot at approaching DIN03 while maintaining forward motion -> Robert says O.S. (shouting) {-into the ravine path!-} -> <Jaws snapping on empty air> -> [STATE OUT] DIN03 scattering momentarily.
[CAM 03] MS REAR TRACKING -> [BLOCK] Arthur foreground, Samira midground, Robert leading ahead -> [STATE IN] Approaching narrow tree cleft -> [ACT] Robert directs group between two colossal mossy trunks -> Robert says (grunting) {-squeeze through, now!-} -> <Heavy impact against tree base> -> [STATE OUT] Robert slipping through narrow gap.
[CAM 04] MCU HANDHELD TRACKING -> [BLOCK] Samira center, Robert exiting frame-right -> [STATE IN] Squeezing past splintered bark -> [ACT] Samira throws a wide-eyed glance backward while gasping -> Samira says (gasping) {-it's too close!-} -> <Deafening predatory roar> -> [STATE OUT] Samira pushing hard through opening.
[CAM 01] MS TRACKING -> [BLOCK] Arthur frame-left, Samira center, Robert frame-right descending slope -> [STATE IN] Downhill momentum -> [ACT] DIN01 smashes through the narrow timber gap behind Arthur -> <Massive wood fracture and falling debris> -> [STATE OUT] Timber fragments showering behind Arthur.
[CAM 02] FS FRONTAL TRACKING -> [BLOCK] Robert foreground, Samira midground, Arthur background -> [STATE IN] Plunging down muddy slope -> [ACT] Trio slides down slick gradient, churning loose soil forward -> Arthur says (screaming) {-keep going!-} -> <Wet earth sliding and roaring breath> -> [STATE OUT] Trio reaching base of slope.
[CAM 03] FS REAR TRACKING -> [BLOCK] Arthur foreground, Samira midground, Robert background sprinting -> [STATE IN] Wet rocky creek bed sprint -> [ACT] DIN02 dives from upper mist while DIN01 leaps down slope in pursuit -> <Distant bellows and rushing wind> -> [STATE OUT] Predators rapidly closing distance behind trio.
[CAM 01] FS TRACKING -> [BLOCK] Arthur frame-left, Samira center, Robert frame-right sprinting screen-right -> [STATE IN] High-speed lateral splash through shallow stream -> [ACT] Robert leads Samira and Arthur through spraying water toward a dark cavern opening -> <Violent water splashing and echoed snarls> -> [STATE OUT] Trio surging past camera toward cave entrance.
[CAM 01] FS TRACKING
-> [BLOCK] Arthur frame-left, Samira center, Robert frame-right
-> [STATE IN] Trio in full lateral sprint
-> [ACT] Robert hurdles a fallen log while Samira navigates around giant ferns
-> Robert says (gasping) {-keep pushing, don't look back!-}
-> <Violent branch snapping>
-> [STATE OUT] Robert clears log, Arthur pushes behind.
[CAM 02] MS FRONTAL TRACKING
-> [BLOCK] Robert foreground, Samira midground, Arthur background
-> [STATE IN] Robert leading sprint directly forward
-> [ACT] Robert checks behind his shoulder while pumping arms
-> Samira says (panting) {-they're right behind us!-}
-> <Heavy bipedal footfalls crunching damp moss>
-> [STATE OUT] Robert faces forward, accelerating.
[CAM 04] MS HANDHELD TRACKING
-> [BLOCK] Samira center-right, Robert far-right, foliage whipping past frame-left
-> [STATE IN] Rapid turbulent lateral sprint
-> [ACT] DIN01 crashes through background tree ferns, snapping jaws near Arthur
-> <Splintering wood and guttural screech>
-> [STATE OUT] DIN01 lunging through shattered brush.
[CAM 03] FS REAR TRACKING
-> [BLOCK] Arthur foreground, Samira midground, Robert distant background
-> [STATE IN] Chasing trio from behind down narrow corridor
-> [ACT] Arthur shoulders through snapping bamboo stalks and glances upward
-> Arthur says (straining) {-heads up, above us!-}
-> <Heavy wing beats overhead>
-> [STATE OUT] Upper canopy foliage shaking violently.
[CAM 02] MCU FRONTAL TRACKING
-> [BLOCK] Samira foreground left, Robert foreground right, Arthur visible behind
-> [STATE IN] Trio running head-on into camera
-> [ACT] Samira ducks low as a large shadow sweeps across her face
-> Arthur says O.S. (yelling) {-duck down!-}
-> <Piercing aerial shriek>
-> [STATE OUT] Samira recovering running posture.
[CAM 01] MS TRACKING
-> [BLOCK] Arthur frame-left, Samira center, Robert frame-right
-> [STATE IN] Lateral sprint across open moss bank
-> [ACT] DIN02 swoops low through tree gap, raking talons across branch above Samira
-> <Air displacement and foliage tearing>
-> [STATE OUT] DIN02 banking hard upward into canopy.
[CAM 04] MS HANDHELD TRACKING
-> [BLOCK] Arthur foreground left, stumbling slightly, Samira midground
-> [STATE IN] Rough uneven terrain sprint
-> [ACT] Arthur regains stride, churning through thick mud
-> Arthur says (wheezing) {-I can't outrun these things!-}
-> <Wet mud squelching and rapid scuttling>
-> [STATE OUT] Arthur matching group cadence.
[CAM 02] FS FRONTAL TRACKING
-> [BLOCK] Robert foreground, Samira midground, Arthur background
-> [STATE IN] Linear dash toward camera
-> [ACT] Pack of DIN03 bursts from underbrush flanking Arthur's boots
-> <Aggressive hissing and rustling dry leaves>
-> [STATE OUT] DIN03 snapping at trailing heels.
[CAM 01] FS TRACKING
-> [BLOCK] Arthur frame-left kicking outward, Samira center, Robert frame-right
-> [STATE IN] Fast lateral retreat
-> [ACT] Arthur kicks out his boot at approaching DIN03 while maintaining forward motion
-> Robert says O.S. (shouting) {-into the ravine path!-}
-> <Jaws snapping on empty air>
-> [STATE OUT] DIN03 scattering momentarily.
[CAM 03] MS REAR TRACKING
-> [BLOCK] Arthur foreground, Samira midground, Robert leading ahead
-> [STATE IN] Approaching narrow tree cleft
-> [ACT] Robert directs group between two colossal mossy trunks
-> Robert says (grunting) {-squeeze through, now!-}
-> <Heavy impact against tree base>
-> [STATE OUT] Robert slipping through narrow gap.
[CAM 04] MCU HANDHELD TRACKING
-> [BLOCK] Samira center, Robert exiting frame-right
-> [STATE IN] Squeezing past splintered bark
-> [ACT] Samira throws a wide-eyed glance backward while gasping
-> Samira says (gasping) {-it's too close!-}
-> <Deafening predatory roar>
-> [STATE OUT] Samira pushing hard through opening.
[CAM 01] MS TRACKING
-> [BLOCK] Arthur frame-left, Samira center, Robert frame-right descending slope
-> [STATE IN] Downhill momentum
-> [ACT] DIN01 smashes through the narrow timber gap behind Arthur
-> <Massive wood fracture and falling debris>
-> [STATE OUT] Timber fragments showering behind Arthur.
[CAM 02] FS FRONTAL TRACKING
-> [BLOCK] Robert foreground, Samira midground, Arthur background
-> [STATE IN] Plunging down muddy slope
-> [ACT] Trio slides down slick gradient, churning loose soil forward
-> Arthur says (screaming) {-keep going!-}
-> <Wet earth sliding and roaring breath>
-> [STATE OUT] Trio reaching base of slope.
[CAM 03] FS REAR TRACKING
-> [BLOCK] Arthur foreground, Samira midground, Robert background sprinting
-> [STATE IN] Wet rocky creek bed sprint
-> [ACT] DIN02 dives from upper mist while DIN01 leaps down slope in pursuit
-> <Distant bellows and rushing wind>
-> [STATE OUT] Predators rapidly closing distance behind trio.
[CAM 01] FS TRACKING
-> [BLOCK] Arthur frame-left, Samira center, Robert frame-right sprinting screen-right
-> [STATE IN] High-speed lateral splash through shallow stream
-> [ACT] Robert leads Samira and Arthur through spraying water toward a dark cavern opening
-> <Violent water splashing and echoed snarls>
-> [STATE OUT] Trio surging past camera toward cave entrance.

Notice how the script locks the dense primeval jungle and character wardrobe once in [AESTHETIC], leaving each [EXECUTION] line free to drive fast-paced camera tracking, actor hurdles, and creature pursuit without losing visual continuity.

The second exhibit demonstrates continuous camera persistence and first-person intimacy in an unbroken single-take sequence:

Seedance 2.5 Dreamina

Continuous POV War Survival

CONTINUOUS POV WAR SURVIVAL
[INTENT]
Create a continuous-take first-person POV war-survival scene following @actor1 as Robert, a determined father guiding a child through a collapsing, dust-choked apartment building under heavy bombardment.

[LOGIC]
Maintain an unbroken first-person child eye-level perspective across all 18 beats without cuts. Ensure strict spatial continuity relative to Robert's position, preserving consistent destruction, drifting dust, and directional exterior lighting.

[AESTHETIC]
Medium: Cinematic 35mm film, visceral handheld texture, shallow depth of field.
Palette: Desaturated concrete greys, soot black, cold blue shadows pierced by warm blast flashes.
Lighting: Chiaroscuro key light through breached walls with intermittent muzzle strobing.
Location: Ruined high-rise interior with pulverized drywall, hanging rebar, and shattered concrete.
Wardrobe: Robert wearing a weathered charcoal canvas field jacket over a torn olive-drab Henley; Child wearing a dirt-streaked oversized navy wool knit sweater.
Sound: Diegetic only with concussive bass rumbles, muffled distant gunfire, crunching debris, and labored breathing.

[OPENING]
ECU at low floor level, black vignette opening slightly to reveal Robert's soot-streaked face leaning close over the lens, illuminated by flickering ambient fire through cracked concrete.

[EXECUTION]
[CAM] ECU, handheld low tilt up -> [ACT] Blurry black vignette blinks open revealing Robert's face inches from the lens -> Robert says (whispering) {Hey... wake up.} -> <Muffled high-pitch tinnitus tone> -> [ACT] Robert places a steadying hand beside the lens frame.
[CAM] ECU, violent shockwave shake -> [ACT] Plaster cascades from above as Robert winces and shields the lens with his forearm -> <Distant concussive explosion thud> -> [ACT] Robert leans closer, locking direct eye contact.
[CAM] CU, handheld low angle -> [ACT] Robert maintains firm eye contact -> Robert says (tense, broken breath) {Easy... Stay calm. Follow me. Understand?} -> <Rattling automatic gunfire through concrete> -> [ACT] Camera tilts up and down in a trembling nod.
[CAM] CU tracking upward to low standing height -> [ACT] Robert extends his right hand toward the lens, pulling the perspective up to a low standing posture -> <Scraping masonry under shifting weight> -> [ACT] Robert turns his torso toward the doorway.
[CAM] MS, low handheld forward tracking -> [ACT] Robert moves forward in a low crouch, sweeping hanging rebar aside with his left arm -> <Crunch of pulverized concrete under boots> -> [ACT] Robert halts at the threshold of the damaged doorway.
[CAM] MS, low angle -> [ACT] Robert presses his back flat against the doorframe, surveying the smoke-filled corridor -> <Whistling shell overhead> -> [ACT] Robert pulls back against the wall, signaling low with his left hand.
[CAM] MCU, low angle -> [ACT] Robert turns his head down toward the lens with urgent focus -> Robert says (firm, urgent) {Ready? Eyes on me.} -> <Sharp crackle of secondary detonation> -> [ACT] Robert shifts his grip on the doorframe.
[CAM] MCU to MS low angle -> [ACT] Camera nods with a swift tilt down and up -> Robert says (low breath) {Move.} -> <Muffled thuds of falling debris> -> [ACT] Robert pivots out into the smoke-choked hallway.
[CAM] MS, low tracking shot behind subject -> [ACT] Robert sprints in a deep crouch through drifting grey smoke, glance-checking over his left shoulder -> <Fast rhythmic boot scuffs on grit> -> [ACT] Robert slides to a sudden halt beside a collapsed pillar.
[CAM] MS, violent jolt and tilt down -> [ACT] A blast flash illuminates the corridor as Robert dives across the frame, throwing his coat over the camera lens to shield the POV -> <Deafening wall collapse and shockwave roar> -> [ACT] Robert stays braced over the camera.
[CAM] CU, low upward angle -> [ACT] Robert lifts his torso off the camera, coughing through falling dust and wiping plaster from his brow -> <Persistent ringing and heavy coughing> -> [ACT] Robert inspects the child's head with a quick scan.
[CAM] MCU, low angle -> [ACT] Robert points forward toward a breached stairwell arch -> Robert says (hoarse, determined) {Almost there. Don't look down.} -> <Metallic creak of exposed rebar> -> [ACT] Robert tightens his jaw and begins to rise.
[CAM] MS, low forward chase tracking -> [ACT] Robert scrambles across cracked floorboards toward the dark threshold -> <Rapid scraping footsteps on broken drywall> -> [ACT] Robert plants both boots at the edge of a fallen timber beam.
[CAM] MS, low angle looking up -> [ACT] Robert vaults over the charred beam, landing on the far side, then turns and reaches both arms down toward the camera -> <Heavy boot landing on floor grit> -> [ACT] Robert's hands grip the frame sides.
[CAM] Tilt up and swing forward -> [ACT] POV perspective surges upward over the timber beam into the stairwell, landing in a low crouch next to Robert's knee -> <Scuff of clothing against rough timber> -> [ACT] Robert pulls the camera close against the interior wall.
[CAM] MCU, low angle -> [ACT] Orange tracer light flickers through a wall breach across Robert's face as he raises a finger to his lips -> <Distant automatic rifle bursts echoing> -> [ACT] Robert glances down the descending stairwell.
[CAM] CU, low upward tilt -> [ACT] Robert leans close to the lens, eyes steady amidst the dim amber glow -> Robert says (soft whisper) {Straight to the basement. Step for step.} -> <Deep rumble of shifting structural foundations> -> [ACT] Robert reaches back to take the child's wrist.
[CAM] MS, low angle downward tracking -> [ACT] Robert steps down into the darkened stairwell, leading the camera downward into the dusty shadows -> <Slow descending footfalls on concrete steps> -> [ACT] Robert turns the stair corner, guiding the camera into the gloom.
[CAM] ECU, handheld low tilt up
-> [ACT] Blurry black vignette blinks open revealing Robert's face inches from the lens
-> Robert says (whispering) {Hey... wake up.}
-> <Muffled high-pitch tinnitus tone>
-> [ACT] Robert places a steadying hand beside the lens frame.
[CAM] ECU, violent shockwave shake
-> [ACT] Plaster cascades from above as Robert winces and shields the lens with his forearm
-> <Distant concussive explosion thud>
-> [ACT] Robert leans closer, locking direct eye contact.
[CAM] CU, handheld low angle
-> [ACT] Robert maintains firm eye contact
-> Robert says (tense, broken breath) {Easy... Stay calm. Follow me. Understand?}
-> <Rattling automatic gunfire through concrete>
-> [ACT] Camera tilts up and down in a trembling nod.
[CAM] CU tracking upward to low standing height
-> [ACT] Robert extends his right hand toward the lens, pulling the perspective up to a low standing posture
-> <Scraping masonry under shifting weight>
-> [ACT] Robert turns his torso toward the doorway.
[CAM] MS, low handheld forward tracking
-> [ACT] Robert moves forward in a low crouch, sweeping hanging rebar aside with his left arm
-> <Crunch of pulverized concrete under boots>
-> [ACT] Robert halts at the threshold of the damaged doorway.
[CAM] MS, low angle
-> [ACT] Robert presses his back flat against the doorframe, surveying the smoke-filled corridor
-> <Whistling shell overhead>
-> [ACT] Robert pulls back against the wall, signaling low with his left hand.
[CAM] MCU, low angle
-> [ACT] Robert turns his head down toward the lens with urgent focus
-> Robert says (firm, urgent) {Ready? Eyes on me.}
-> <Sharp crackle of secondary detonation>
-> [ACT] Robert shifts his grip on the doorframe.
[CAM] MCU to MS low angle
-> [ACT] Camera nods with a swift tilt down and up
-> Robert says (low breath) {Move.}
-> <Muffled thuds of falling debris>
-> [ACT] Robert pivots out into the smoke-choked hallway.
[CAM] MS, low tracking shot behind subject
-> [ACT] Robert sprints in a deep crouch through drifting grey smoke, glance-checking over his left shoulder
-> <Fast rhythmic boot scuffs on grit>
-> [ACT] Robert slides to a sudden halt beside a collapsed pillar.
[CAM] MS, violent jolt and tilt down
-> [ACT] A blast flash illuminates the corridor as Robert dives across the frame, throwing his coat over the camera lens to shield the POV
-> <Deafening wall collapse and shockwave roar>
-> [ACT] Robert stays braced over the camera.
[CAM] CU, low upward angle
-> [ACT] Robert lifts his torso off the camera, coughing through falling dust and wiping plaster from his brow
-> <Persistent ringing and heavy coughing>
-> [ACT] Robert inspects the child's head with a quick scan.
[CAM] MCU, low angle
-> [ACT] Robert points forward toward a breached stairwell arch
-> Robert says (hoarse, determined) {Almost there. Don't look down.}
-> <Metallic creak of exposed rebar>
-> [ACT] Robert tightens his jaw and begins to rise.
[CAM] MS, low forward chase tracking
-> [ACT] Robert scrambles across cracked floorboards toward the dark threshold
-> <Rapid scraping footsteps on broken drywall>
-> [ACT] Robert plants both boots at the edge of a fallen timber beam.
[CAM] MS, low angle looking up
-> [ACT] Robert vaults over the charred beam, landing on the far side, then turns and reaches both arms down toward the camera
-> <Heavy boot landing on floor grit>
-> [ACT] Robert's hands grip the frame sides.
[CAM] Tilt up and swing forward
-> [ACT] POV perspective surges upward over the timber beam into the stairwell, landing in a low crouch next to Robert's knee
-> <Scuff of clothing against rough timber>
-> [ACT] Robert pulls the camera close against the interior wall.
[CAM] MCU, low angle
-> [ACT] Orange tracer light flickers through a wall breach across Robert's face as he raises a finger to his lips
-> <Distant automatic rifle bursts echoing>
-> [ACT] Robert glances down the descending stairwell.
[CAM] CU, low upward tilt
-> [ACT] Robert leans close to the lens, eyes steady amidst the dim amber glow
-> Robert says (soft whisper) {Straight to the basement. Step for step.}
-> <Deep rumble of shifting structural foundations>
-> [ACT] Robert reaches back to take the child's wrist.
[CAM] MS, low angle downward tracking
-> [ACT] Robert steps down into the darkened stairwell, leading the camera downward into the dusty shadows
-> <Slow descending footfalls on concrete steps>
-> [ACT] Robert turns the stair corner, guiding the camera into the gloom.

By establishing an unbroken child-POV anchor in [OPENING], the execution timeline chains 18 continuous physical beats without losing camera eyelines or character geometry across heavy bombardment.

The third exhibit demonstrates multi-location temporal montage, shifting wardrobe, and conversational intimacy across diverse Dutch landscapes:

Seedance 2.0 Dreamina

Netherlands Vacation Montage

NETHERLANDS VACATION MONTAGE
[INTENT]
Create a cinematic vacation montage of @actor1 as ARTHUR and @actor2 as RUBY traveling through the Netherlands, capturing an emotional journey.

[LOGIC]
Ensure smooth visual continuity despite shifting locations, times, and wardrobe. Maintain the physical acting cues and spatial relationship of the couple in every composition. Prioritize naturalistic, candid movements over posed acting, allowing the environment to shape the framing. Keep camera movement motivated by the characters actions.

[AESTHETIC]
Sound: Diegetic atmosphere of canal ripples, distant bicycle bells, cobblestone footsteps, soft chatter, wind rustling through trees. No background music.
Texture: 35mm film grain, high dynamic range, rich contrast.

[OPENING]
Arthur and Ruby stand on a historic stone bridge over a quiet canal in Utrecht under soft morning light.

[EXECUTION]
[CAM] MCU, static lockoff -> [ACT] Arthur wears a navy trench coat and knitted grey scarf, and Ruby wears a mustard wool coat and dark green beret -> [ENV] Misty morning over an Utrecht canal with brick townhouses -> [ACT] Arthur playfully snatches Ruby's beret and puts it on his own head, making her laugh.
[CAM] WS, tracking left -> [ACT] Ruby runs joyfully through a vibrant red tulip field, looking back over her shoulder -> [ENV] Sunlit flat landscape with towering green trees on the horizon -> [ACT] Arthur chases after her, laughing as he tries to catch up.
[CAM] MCU, OTS of Ruby -> [ACT] Inside a warm, wooden Amsterdam cafe with amber lighting -> [ENV] Steam rises from two coffee cups on a small round table -> [ACT] Arthur balances a golden stroopwafel on his nose, winking -> [AUDIO] RUBY: "You are absolutely ridiculous, Arthur." -> [ACT] Ruby laughs, leaning forward to grab the waffle.
[CAM] MS, low angle -> [ACT] Outside the grand brick courtyard of the Rijksmuseum under overcast afternoon light -> [ACT] Arthur now wears a brown leather bomber jacket, and Ruby wears a cream turtleneck and red headband -> [ACT] Arthur raises a vintage film camera to his eye to take her photo, but Ruby playfully steps forward and covers the lens with her palm.
[CAM] EWS, slow dolly in -> [ACT] Along a dusty path in Zaanse Schans at purple dusk -> [ENV] Towering historic windmills silhouetted against a deep violet sky -> [ACT] Arthur and Ruby walk hand-in-hand away from the camera toward the mills.
[CAM] CU, handheld tracking -> [ACT] Inside a cozy candlelit restaurant with dark wood panelling -> [ENV] Flickering candles and warm reflections on wet glass windows -> [ACT] Ruby holds a warm glass of gluhwein in both hands, her eyes glittering -> [AUDIO] ARTHUR: "...best decision we ever made." -> [ACT] Arthur smiles warmly from across the table.
[CAM] MCU, high angle looking down -> [ACT] Arthur now wears a black overcoat and grey beanie, and Ruby wears an emerald green coat and white wool earmuffs -> [ENV] Wet cobblestone street in Amsterdam at night under warm streetlamps -> [ACT] They huddle closely under a single black umbrella, watching raindrops ripple on the dark canal water.
[CAM] MS, interior tram lockoff -> [ACT] Inside a moving historic tram with warm interior lights and wet windows -> [ENV] Blurred neon lights of the night city pass by outside -> [ACT] In their third outfits, Ruby rests her head on Arthur's shoulder as he wraps his arm around her.
[CAM] WS, static -> [ACT] At a misty lakeside harbor in Volendam during the pale blue dawn -> [ENV] Traditional wooden boats docked in still water with a thick morning fog -> [ACT] Wearing their third outfits, Arthur looks out over the harbor while Ruby stands close, hugging his arm -> [AUDIO] RUBY (O.S.): "Where to next?" -> [ACT] Arthur turns his head slightly toward her.
[CAM] MS, slow crane up -> [ACT] At a bustling morning flower market with vibrant tulips and blooms -> [ENV] Sunlight piercing through the canvas canopy of the market stalls -> [ACT] Arthur points toward a colorful display of yellow flowers, and they walk together into the crowd, blending in with the locals.
[CAM] MCU, static lockoff
-> [ACT] Arthur wears a navy trench coat and knitted grey scarf, and Ruby wears a mustard wool coat and dark green beret
-> [ENV] Misty morning over an Utrecht canal with brick townhouses
-> [ACT] Arthur playfully snatches Ruby's beret and puts it on his own head, making her laugh.
[CAM] WS, tracking left
-> [ACT] Ruby runs joyfully through a vibrant red tulip field, looking back over her shoulder
-> [ENV] Sunlit flat landscape with towering green trees on the horizon
-> [ACT] Arthur chases after her, laughing as he tries to catch up.
[CAM] MCU, OTS of Ruby
-> [ACT] Inside a warm, wooden Amsterdam cafe with amber lighting
-> [ENV] Steam rises from two coffee cups on a small round table
-> [ACT] Arthur balances a golden stroopwafel on his nose, winking
-> [AUDIO] RUBY: "You are absolutely ridiculous, Arthur."
-> [ACT] Ruby laughs, leaning forward to grab the waffle.
[CAM] MS, low angle
-> [ACT] Outside the grand brick courtyard of the Rijksmuseum under overcast afternoon light
-> [ACT] Arthur now wears a brown leather bomber jacket, and Ruby wears a cream turtleneck and red headband
-> [ACT] Arthur raises a vintage film camera to his eye to take her photo, but Ruby playfully steps forward and covers the lens with her palm.
[CAM] EWS, slow dolly in
-> [ACT] Along a dusty path in Zaanse Schans at purple dusk
-> [ENV] Towering historic windmills silhouetted against a deep violet sky
-> [ACT] Arthur and Ruby walk hand-in-hand away from the camera toward the mills.
[CAM] CU, handheld tracking
-> [ACT] Inside a cozy candlelit restaurant with dark wood panelling
-> [ENV] Flickering candles and warm reflections on wet glass windows
-> [ACT] Ruby holds a warm glass of gluhwein in both hands, her eyes glittering
-> [AUDIO] ARTHUR: "...best decision we ever made."
-> [ACT] Arthur smiles warmly from across the table.
[CAM] MCU, high angle looking down
-> [ACT] Arthur now wears a black overcoat and grey beanie, and Ruby wears an emerald green coat and white wool earmuffs
-> [ENV] Wet cobblestone street in Amsterdam at night under warm streetlamps
-> [ACT] They huddle closely under a single black umbrella, watching raindrops ripple on the dark canal water.
[CAM] MS, interior tram lockoff
-> [ACT] Inside a moving historic tram with warm interior lights and wet windows
-> [ENV] Blurred neon lights of the night city pass by outside
-> [ACT] In their third outfits, Ruby rests her head on Arthur's shoulder as he wraps his arm around her.
[CAM] WS, static
-> [ACT] At a misty lakeside harbor in Volendam during the pale blue dawn
-> [ENV] Traditional wooden boats docked in still water with a thick morning fog
-> [ACT] Wearing their third outfits, Arthur looks out over the harbor while Ruby stands close, hugging his arm
-> [AUDIO] RUBY (O.S.): "Where to next?"
-> [ACT] Arthur turns his head slightly toward her.
[CAM] MS, slow crane up
-> [ACT] At a bustling morning flower market with vibrant tulips and blooms
-> [ENV] Sunlight piercing through the canvas canopy of the market stalls
-> [ACT] Arthur points toward a colorful display of yellow flowers, and they walk together into the crowd, blending in with the locals.

By defining core character dynamics in [INTENT] and physical naturalism in [LOGIC], the execution timeline freely steps through rapid environmental transitions ([ENV]) and costume shifts while maintaining unbroken emotional chemistry and character continuity.

These production exhibits demonstrate that structured intent scales smoothly across varied storytelling modes—from high-tempo multi-character action to continuous-take survival and multi-location character journeys.


Knowledge Base Modular Explorer

NoteActive Development & Modular Expansion

The specification modules, tag taxonomies, and production modules below are in active experimental development. As new video reasoning models emerge and production workflows evolve, these modules are frequently updated and refined.

Whether you are writing your first scene, auditing continuity for a complex sequence, or integrating production modules into your pipeline, the knowledge base is organized into two core layers:

1. Foundational Theory & Directorial Grammar

Before writing prompts, understanding the underlying state machine and coordinate grammar helps untangle mental staging:

  • State Model & Directorial Engine: Explore the mathematical foundation (\(S_n = f(S_{n-1} \mid \text{STAGING})\)) in the Conceptual Model, explore terminology in the Master Glossary, understand state staging in the Execution Director, adapt your scripting density with Directorial Workflows, and audit continuity with the Script Supervisor Audit Engine.
  • Macro-Block Containers: Learn how to isolate pre-production setup from active shooting across the 5 core blocks—defining narrative goals in [INTENT], physical guardrails in [LOGIC], world lookbooks in [AESTHETIC], starting frames in [OPENING], and timeline state engines in [EXECUTION].
  • Sub-State Coordinate System: Master the atomic coordinate grammar chaining single-dimension tags. The framework centers on a foundational triad—camera optics ([CAM]), physical actor performance ([ACT]), and tactile sound design ([AUDIO])—with optional coordinates available when a scene requires specialized control. Explore the Sub-State Grammar.

2. Production Modules & Reference Exhibits

Once the universal blueprint is staged, practical production modules extend the specification for real-world production setups:

Each module in the knowledge base is self-contained and composable. You can adopt the high-level macro-blocks immediately in your day-to-day prompting, or dive deep into the sub-state coordinates when your scene demands fine-grained physical choreography.


Where to Start

If you are exploring Auteur Script for the first time:

  • Understand the Mental Model: Start with the Conceptual Model or check definitions in the Master Glossary to see how pre-production staging and state transitions work.
  • See Battle-Tested Blueprints: Jump straight into the Reference Examples Gallery to explore verified, full-length production prompts.
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