# Production grammar

**Production Grammar Teardown — a 26.5s streetwear promo**

Reverse-engineered as a film-director + AI-video-technical-director document.
Purpose: reproduce the *grammar* (shot logic, camera behavior, pacing, assembly) on your own
character, environment and script — never the source character, wardrobe, IP or dialogue.

**0. Verified technical specs (ffprobe)**

|Property   |Value                                                                         |
|-----------|------------------------------------------------------------------------------|
|Duration   |26.53s                                                                        |
|Resolution |774×576 (~4:3)                                                                |
|Codec / fps|H.264, 30fps                                                                  |
|Structure  |7 shots = 6 animated 3D shots + 1 still product photo                         |
|Audio      |Full voiceover throughout + lo-fi synthwave bed (~95–100 BPM), one “scoff” SFX|

The 4:3 frame is a *design decision*: it pushes the “early-2000s game cutscene” association.
Keep it (aspect 4:3 in generation) or fake it (letterbox a 16:9 output). Do not default to 9:16 —
that would kill the retro read.

**1. Shot structure (timestamps, framing, camera, blocking, acting)**

|#|Time            |Frame                                                                       |Camera                                       |Blocking / acting                                                                                                                  |BG activity                                        |
|-|----------------|----------------------------------------------------------------------------|---------------------------------------------|-----------------------------------------------------------------------------------------------------------------------------------|---------------------------------------------------|
|1|0:00–0:02 (2s)  |MCU, eye-level, slightly low, subject **right of center** leaning on railing|Slow **push-in**                             |Forearms on rail, direct eye contact; **open palm → fist → fist pulled to chest**, each gesture landed on a word                   |Cloud-sea, blocky towers                           |
|2|0:02–0:11 (9s)  |**Wide / full body**, low-ish angle, camera back on balcony                 |Static + near-imperceptible **handheld sway**|Weight shifts, shrugs, open-hand “explaining” gestures, head shakes; hands never read as random — each gesture attaches to a clause|Cityscape, tower with bridge strut, clouds drifting|
|3|0:11–0:18 (7s)  |MCU, tighter, 3/4 side angle                                                |Slow lateral **drift right**                 |**Prop intro** (ceramic gourd in right hand), smug smirk, head tilt, brow raise on punchline                                       |Same cloud-sea                                     |
|4|0:18–0:22 (4s)  |**MS, waist-up**, facing camera                                             |Slow push-in                                 |Fist beat on chest → double thumbs → points at shirt graphic; the shirt becomes readable for the first time                        |Slightly defocused towers (shallow DOF)            |
|5|0:22–0:23 (1s)  |**CU face**, static                                                         |Locked-off                                   |Intense deadpan stare into lens, chin slightly down                                                                                |Blurred railing                                    |
|6|0:23–0:26 (3.5s)|Product still (photo)                                                       |None                                         |Real garment on model, neutral pose                                                                                                |Plain white studio                                 |

**2. Cinematography + editing grammar (transferable)**

**Shot-size ladder as narrative.** The piece is one escalating argument, and the lenses follow it:
MCU (hook) → WS (context: “let me show you the situation”) → MCU (intimate anecdote) → MS (payoff:
point at the thing) → CU (CTA) → product still (transaction). Your reconstruction should keep the
*ladder*, not the exact sizes — the ladder is what makes a 26s ad feel like a short film.

**Camera behavior is a vocabulary, not a set of SFX.** Almost nothing is static:

- *Slow push-in* = “leaning in to tell you something” (shots 1, 4).
- *Handheld sway* = “casual, off-the-cuff” (shot 2).
- *Lateral drift* = “time passing, storytelling” (shot 3).
- *Locked-off CU* = “stop, this is the point” (shot 5).

**Composition lock.** Subject consistently on the **right third**, eye contact straight into the lens.
The gaze-to-camera is the single strongest stylistic device — it converts a monologue into a
confrontation with the viewer. Background keeps the subject separated: sea of clouds, distant towers,
strong rim light.

**Editing rhythm.**

- 6 cuts in 26.5s; average shot ≈4.4s; longest 9s (context), shortest 1s (CTA slam).
- Every cut lands **on a punch word or a caption change** — the caption is the metronome.
- Cut 1 (MCU→WS, 0:02) is a **jump cut** in scale used to “widen the argument”.
- Shots 4→5→6 is a compression: MS → CU → product, accelerating to the CTA, then a **hard cut into**
**a different world** (3D → real photo) that says “the thing in the story is the thing you buy”.

**Dialogue pacing.** Deadpan, fast, meme-cadence: 2–6 word phrases, short holds, occasional
dead-air beat for a joke (a one-word answer … *scoff* … the punchline). The VO never stops; the music
never stops; there are no empty seconds. Captions chunk *with* the phrases, not with the sentences.

**3. Visual design vs. cinematography/editing**

**Belongs to visual design (the “look”)** — reproduce these via style anchors / art direction:

- Stylized PS2/PS3-era game-CGI render: low-poly blocky architecture, slightly stiff facial rig, sharp
hair silhouette, soft resolution.

- Character design: a distinctive silhouette in high-contrast streetwear, with a graphic tee as product placement.

- Environment: high-altitude balcony above a **sea of clouds**, minimalist towers, haze depth.
- Lighting: **golden-hour sun from screen-left/back-left**, strong warm rim light on hair/shoulders,
long shadows on the floor, high contrast with cold blue sky.

- Palette: red / gold / white vs. blue-grey; warm grade.
- Typography: white bold sans, centered low third, soft black drop shadow.
- 4:3 frame.
- **IP note:** design a character of your own. Never prompt a licensed character or a recognisable look from an existing franchise.

**Belongs to cinematography/editing (the “grammar”)** — reproduce these via shot design + post:

- Shot-size ladder MCU→WS→MCU→MS→CU→product.
- Camera behavior vocabulary (push-in = intimacy, sway = casual, drift = storytelling, locked = point).
- Thirds composition + direct address to lens.
- Cut-on-punch-word rhythm; jump cut in scale; hard cut 3D→real at the CTA.
- Caption timing synced to phrases; caption-as-metronome.
- VO pacing with deliberate pause beats; music constantly under VO; single accent SFX.

**4. Higgsfield tool/model map**

|Component                           |Tool                                                                                                                   |Model                                                                                                                |Why                                                                                                        |
|------------------------------------|-----------------------------------------------------------------------------------------------------------------------|---------------------------------------------------------------------------------------------------------------------|-----------------------------------------------------------------------------------------------------------|
|Original character anchor           |`higgsfield_generate_image`                                                                                            |`soul_cast` (primary) or `nano_banana_2` (stylized cartoon/3D look)                                                  |Reusable identity for later video shots; avoid gpt_image/photo-real human models for the game-CGI look     |
|Character consistency across shots  |persistent element registration (`higgsfield_element`)                                                                 |—                                                                                                                    |Same character in all clips without identity drift                                                         |
|Environment keyframe                |`higgsfield_generate_image`                                                                                            |`soul_cinematic` / `soul_cinema_1_5`                                                                                 |Cinema-grade concept/still for the balcony + cloud-sea                                                     |
|Talking shots (1, 3, 4, 5)          |`higgsfield_generate_video`                                                                                            |`seedance_2_5` (`params.mode: "omni_reference"`, 4:3)                                                                |Multi-shot continuity, up to 30 refs, native audio, deepest reference capacity; strongest default          |
|Motion/animation-heavy wide shot (2)|`higgsfield_generate_video`                                                                                            |`minimax_h3`                                                                                                         |Best motion/animation model in the stack; 2K; start_image/end_image; audio refs for lip-sync; 4:3 supported|
|Product still (6)                   |`higgsfield_generate_image`                                                                                            |`text2image_soul_v2` (realistic model wearing the merch) or `recraft_v4_1` (clean product mockup) — or your own photo|The “real world” reveal must read photographic                                                             |
|Voiceover                           |`higgsfield_audio_generate` (voiceover / `seed_audio`) or `text2speech_v2` (ElevenLabs / MiniMax / Seed Speech presets)|Deadpan conversational delivery; can voice-clone from a sample                                                       |                                                                                                           |
|Music bed                           |`higgsfield_audio_generate` seed_audio prompt (or game audio `sonilo_music`)                                           |“Lo-fi synthwave, ~95–100 BPM, keeps under the voice”                                                                |                                                                                                           |
|Captions burned in                  |`video-subtitler` skill                                                                                                |—                                                                                                                    |Timed phrase-chunks, white bold, centered low-third, drop shadow                                           |
|Assembly / trim / mix               |`video-montage` skill (+ Higgsedit for cut-on-frame precision)                                                         |—                                                                                                                    |Concatenate clips, trim generated 4s+ takes to exact 2s/1s shots, music under VO                           |
|Prompt text discipline              |`seedance-cinematic-prompter` skill                                                                                    |—                                                                                                                    |Owns blocking/optics/lighting/first-frame wording for each shot                                            |

Constraint that shapes everything: **video models generate 4s minimum** (Seedance 2.5: 4–30s
integer; MiniMax H3: 4–15s). The source’s 2s and 1s shots cannot be generated as-is — generate
4–6s coverage of each beat and **trim to the exact cut in assembly**. The cut point lives in the
edit, not the generation.

**5. Shot-by-shot reconstruction workflow (apply to your character/env/dialogue)**

**Stage 0 — Script grid (write yours, keep the beat DNA)**

Map your monologue into the same six-function structure. Punchline-first logic:

1. Hook (2s) — meme proverb, three captions, one hand gesture per caption.
2. Context (9s) — the absurd situation, told with open-hand gestures and shrugs, no prop.
3. Anecdote (7s) — one story; introduce a small prop; smirk on the punchline; one *scoff* beat.
4. Payoff (4s) — the reveal: source of the “goal” (in the source: the shirt graphic). Chest beat + point.
5. CTA (1s) — one short line, deadpan stare.
6. Product (still) — URL + “link in bio”.

**Stage 1 — Assets (all image generations, then register element)**

- Character sheet: original design, three-quarter + face; include a wearable graphic the payoff shot
can reveal. Register as a persistent element.

- Environment keyframe: your location (it does not need to be a balcony — it needs *height +*
*distance + haze* to give the rim-light and depth the grammar uses).

- Product/merch photo: shoot or generate the “real” version.

**Stage 2 — Audio first (recommended order)**

- Record/generate the VO with deadpan pacing and the pause beats; keep lines short (2–6 words).
- Generate the lo-fi bed at ~95–100 BPM, mix under the VO.
- Use the VO as an **audio reference** in generation so lip-sync matches the scripted timing
(role: "audio"). This is what makes the meme cadence land.

**Stage 3 — Per-shot generation**

For every shot keep a **lighting lock line** identical across prompts (e.g. “warm golden-hour sun
from camera-left back, strong white rim light, sea-of-clouds haze, 4:3”) and the element reference.
Prompt skeleton per shot (fill with your own):

- **Shot 1** (Seedance 2.5, ~5s coverage): MCU, eye-level, subject screen-right leaning on
[railing], slow push-in, direct eye contact; scripted gesture: open palm on first phrase, clench
fist on second, pull to chest on third; captions appear with each phrase.

- **Shot 2** (MiniMax H3, ~9s): WS full body, camera back, slight low angle, static with slow
handheld sway; weight shifts, open-hand gestures per clause, shrug, head shake on the “nothing
happened” beat; background activity: clouds drift, distant lights blink.

- **Shot 3** (Seedance 2.5, ~7s): MCU tighter 3/4 angle, slow lateral drift right; [prop] in hand;
smug smirk, head tilt, brow raise on punchline.

- **Shot 4** (Seedance 2.5, ~5s coverage): MS waist-up, slow push-in; beat chest with fist, double
thumbs, point at the graphic; graphic readable; shallow DOF background.

- **Shot 5** (Seedance 2.5, ~4s coverage): CU face, locked-off, deadpan stare, chin slightly down;
deliver CTA line.

- **Shot 6**: static product photo — photographic, white studio, garment on model.

**Stage 4 — Assembly**

- Trim each take to its exact timestamp; cut on punch words/caption changes.
- Concatenate in order; place product still; mix VO (dominant) + music (bed) + one accent SFX if any.
- Burn captions: white bold sans, centered low third, soft shadow, **chunks synced to phrases** — the
caption change is the cut trigger.

**Stage 5 — QC checklist**

- [ ] Same character proportions/wardrobe across all five 3D shots (element held, no morphing).
- [ ] Rim light direction identical in every shot.
- [ ] Shirt graphic in shot 4 matches the real product in shot 6.
- [ ] Lip-sync matches the VO on every line; gestures land on the same words.
- [ ] Cut-to-caption sync: every cut sits on a punch word or caption change.
- [ ] No empty seconds: VO and music run continuously.
- [ ] 4:3 framing applied (or letterboxed) — no accidental 9:16.
