audit-agents
Audit or rewrite AGENTS.md so it holds only lasting principles. Run it only when the user…
Shoot software UI like a film. A sequence of hero shots, each a steep, oblique, extreme close-up of the interface floating in black, with a razor-thin focal plane, a slow motivated camera drift, and UI that acts on its own, hard-cut on the action, ending on one line of copy and
$ npx -y skills add dzhng/skills --skill cinematic-shot --agent claude-codeHow it fires
How this skill gets triggered: by you, by Claude, or both.
/cinematic-shotContext preview
The summary Claude sees to decide when to auto-load this skill.
Shoot software UI like a film. A sequence of hero shots, each a steep, oblique, extreme close-up of the interface floating in black, with a razor-thin focal plane, a slow motivated camera drift, and UI that acts on its own, hard-cut on the action, ending on one line of copy and
name: cinematic-shot description: Shoot software UI like a film. A sequence of hero shots, each a steep, oblique, extreme close-up of the interface floating in black, with a razor-thin focal plane, a slow motivated camera drift, and UI that acts on its own, hard-cut on the action, ending on one line of copy and a still logo. Use when asked for a launch video, product film, feature trailer, teaser, promo clip, hero shot, or any "cinematic" footage of an app or UI. This skill covers camera, framing, light, and edit. It is stack-agnostic.
You are the director and the DP, not the motion designer. The film is a sequence of **hero shots**. Each one looks at a real piece of the product's UI from a steep, low angle, so close that the focal plane covers only a line or two of text and everything else melts into black. The camera drifts slowly toward where the next thing will happen. The UI does the work by itself: things get typed, streamed, selected, and written while we watch. Nothing explains itself with captions.
This skill is about camera, framing, light, and the edit. Build the film with any rendering stack. Whatever you choose, make every frame a pure function of time, so the film renders deterministically and can take motion blur.
Read [references/look.md](references/look.md) for exact camera, depth-of-field, light, reveal, and type recipes. Read [references/shot-list-example.md](references/shot-list-example.md) for a full example of the shot grammar.
For a ~15 second promo video made in code from a landing page (a continuous 3D fly-over of the page ending on a title card with the brand, logo mark, a two-part closing line, and an optional track), follow [references/landing-page-promo.md](references/landing-page-promo.md).
A black void. The product floats in it like a dark slab, tilted away from the camera, lit by a soft pool that follows whatever matters and lets everything else fall into black. The camera is low and close, looking *along* the UI rather than at it, so lines of text run diagonally across the frame and shrink into the distance. The focal plane is a thin band: one control, one line of typing, one row of a list is sharp, and the rest is soft bokeh. The camera never stops drifting and never moves fast. Shots are long enough to watch something happen. The only colour is the product's own. Restraint everywhere else.
Before planning a single camera, write down:
Post the shot list before building, then keep going:
| # | Cut at | Len | Subject (what is in focus) | Scale | Angle | Move | Action | |---|---|---|---|---|---|---|---|
Rules:
Measure scale as magnification of the UI at the focal point, relative to its native size:
| Scale | Magnification | Use for | Depth of field | |---|---|---|---| | Extreme macro | 5–7× | A single tab, a button, a nav item, a status badge. One or two words fill a third of the frame. | Only the subject is sharp. Everything else is heavy bokeh. | | Macro | 2.5–4× | A composer with a line of typing, a few rows of a list, a code hunk | A band 2–4 text lines deep is sharp | | Medium | 1.5–2.5× | A panel at work: a list streaming in, a document writing itself, a diff with a sidebar | A wider band is sharp; the far edge and near edge stay soft | | Wide | 0.8–1.1× | The payoff only: the whole window, near-frontal, with content scrolling or changing | Mostly sharp; the frame edges still soften |
Macro shots must stay crisp. Rasterise the UI at the resolution of the magnification (for example 6×) before the camera scales it. Never upscale a 1× bitmap.
This is the signature of the look. Except for the wide shot, the camera is **low and oblique**, looking across the UI plane:
AI skills for building software factories. My personal library of domain-agnostic agent skills, reused across every project.
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