Introduce a hand-authored, project-local Remotion render path that bypasses the cut-schema and the stock scene-type registry, for hero/bespoke videos that must look distinct from one another. - video_compose: composition_mode="atelier" (or renderer_family="bespoke") routes to _render_via_atelier, which renders a project-local entry under remotion-composer/projects/<slug>/ with an optional per-project public_dir (skips copying the bloated shared public/). No cut-schema, no stock registry. - skills/meta/bespoke-composition.md: routing skill — art direction (visual-style) -> motion principles (Disney 12) -> engine mechanics (remotion-best-practices + stock components read only as a mechanics codex) -> atelier render. Doctrine: reuse engine knowledge, never creative components. - AGENT_GUIDE: "Composition Authoring Mode" (templated vs atelier); default atelier for hero work; scene-type catalog reframed as a mechanics codex. - animation-runtime-selector + INDEX: authoring-mode-first pointers. - base_tool.run_command: decode subprocess output as UTF-8/replace (Windows cp1252 crashed the reader thread on Remotion's Unicode progress output). - .gitignore: remotion-composer/projects/ (throwaway bespoke compositions).
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Bespoke Composition (Atelier Mode)
Meta-skill for hand-authoring a composition from scratch instead of assembling stock scene-types. This is the "hand-stitched every time" path: for hero pieces, every pixel of the look is written fresh so no two videos share a visual language.
Read this whenever you've chosen atelier mode for a piece (see "When to use"). It does not hand you components — it routes you to the principles, engine mechanics, and tool wiring you need so that what you build is correct, and distinct.
The single rule that governs everything below: reuse engine knowledge, never creative components. How Remotion resolves an asset is engine knowledge — reuse it freely. How a previous video looked is a creative decision — never reuse it.
When to use this skill (authoring mode is a proposal decision)
OpenMontage now separates three orthogonal axes, all locked at proposal:
renderer_family— creative grammarrender_runtime— technical engine (remotion / hyperframes / ffmpeg)composition_mode— templated (assemble stockcut.typescenes) vs. atelier (hand-author)
Pick atelier by default for: marketing, launches, explainers that must impress, brand
pieces, anything single-deliverable where quality is the point. Pick templated for: batch
output, localization variants, quick drafts, low-stakes internal clips — places where reliable
sameness is fine and bespoke cost is unjustified. Present the choice to the user at proposal and
log it in decision_log (category: "composition_mode"), the same way you present runtime.
If atelier is chosen, the stock scene-type catalog, the hyperframes-registry blocks, fixtures,
and any finished component are off-limits — they are frozen looks and reintroduce sameness.
The construction route
Author in this order. Each step routes you to existing knowledge — do not skip the first one.
1. Commit to an art direction for this subject — the divergence engine
Before writing any component, decide a visual language that fits this topic and no other.
Use the visual-style Layer 3 skill (CREATE mode) to lock: palette, type personality,
motion character, layout system, and one signature device unique to this piece. Difference
between videos is guaranteed here — not by withholding components, but by forcing a fresh
direction each time. Write it down (a short art-direction.md in the project) and build to it.
Ask yourself: what visual metaphor belongs to this subject that I have not used before? If the answer resembles a past piece, you haven't found the direction yet.
2. Decide the motion language — principles, not presets
Reach for principle skills, never finished animations:
framer-motionandlottie-bodymovin— Disney's 12 principles (anticipation, staging, follow-through, slow-in/out, arc, timing, exaggeration, appeal). Runtime-agnostic; apply the principles in your own Remotionspring()/interpolate()code.- The HyperFrames
references/motion-principles.md— easing as emotion, timing as weight.
3. Reach for a richer vocabulary only when the concept demands it
Most scenes are Remotion primitives. Escalate when the idea needs it, not by default:
gsap-* (kinetic typography via SplitText, shape morph via MorphSVG, curved motion via
MotionPath, line-draw via DrawSVG, custom easing), threejs-* (3D), d3-viz (data-driven
custom charts — build the chart by hand; do not drop in the stock bar_chart/line_chart),
manim-* (math), canvas-procedural-animation (particles/weather).
4. Get the engine mechanics right — the gotcha codex
This is the only place you "reuse": the engine's solved problems. These are facts about how
Remotion works, not looks. Study .agents/skills/remotion-best-practices (19 rule files:
timing, transitions, text-animations, transparent video, fonts, audio, sequencing, measuring
text). You may also read the stock components in remotion-composer/src/components/ as a
mechanics codex — to learn idioms, never to import or imitate a look.
Recurring mechanics that bite if you don't know them:
- Determinism: no
Math.random()/Date.now()per frame — use Remotionrandom(seed)or a seeded helper, or particles/easing flicker across the render. - Per-scene duration:
useVideoConfig().durationInFramesreturns the composition length, not your scene's. Drive scene-local timing from a passeddurationInFrames/Sequence, not the global. - Asset paths: URLs and
staticFile()(public/) work everywhere;<Audio>rejectsfile://(only<OffthreadVideo>/<Img>accept absolutefile://). Put audio/video in a per-project public dir and reference viastaticFile. Mirror theresolveAssethelper. - GSAP-in-Remotion: use a
pausedtimeline and.seek(frame/fps)— neverrequestAnimationFrame— so frames render deterministically. - Fonts:
loadFont()from@remotion/google-fonts/<Name>at module scope, once.
5. Render through the atelier path (project-local, throwaway)
Bespoke scenes are throwaway and project-local — they never enter the shared src/ registry.
- Author under
remotion-composer/projects/<slug>/(gitignored). It needs its own Remotion entry (index.tsx+ aRootregistering only this composition) so it reuses the composer'snode_modulesand stays out of the globalRoot.tsx. The entry MUST live underremotion-composer/for the bundler to resolveremotion. - Keep media in a small per-project public dir and pass it as
public_dirso renders don't copy the bloated sharedpublic/. - Render via
video_composeoperation="render"with:
edit_decisions = {
"render_runtime": "remotion",
"composition_mode": "atelier",
"bespoke": {
"entry": "remotion-composer/projects/<slug>/index.tsx",
"composition_id": "<id registered in that entry's Root>",
"props_path": "<absolute path to props.json>",
"public_dir": "<absolute path to the project's public dir>",
"scale": 0.5, // 0.5 for a fast draft; drop for the 1080p final
"crf": 18, // crisp final
"concurrency": 8
}
}
No asset_manifest or cuts are required in atelier mode — the composition owns its own assets.
Guardrails so this doesn't backfire
- Distinctness review (replaces conformance review). Before final render, ask: could this be any other product's video? Does it reuse a look I've made before? If yes, the art direction failed — return to step 1. This is the inverse of "does it match the reference."
- No silent fallback to stock. "Keep it simple" applies to mechanics (a 10-line spring is
fine), never to design (simple ≠ reaching for
text_card). If you catch yourself adding a stockcut.typeto a hero piece, stop. - Cost honesty. Atelier costs more agent tokens and iteration than templated. Say so at proposal so the user opts in knowingly. Quality varies more without a stock baseline — mitigate with strong principle skills (above) and the distinctness review, not by reintroducing reuse.
- Checkpoint cadence. Follow
skills/meta/checkpoint-protocol.md: present script + scene plan for approval BEFORE generating assets, then a footage/asset checkpoint, then a first-render checkpoint. Do not batch-generate ahead of sign-off.
Worked precedent (for the workflow, not the look)
The first atelier piece was the Phantom Reach explainer (projects/phantom-reach-explainer/):
Playwright-captured app footage with a PII-blur layer → per-sentence TTS stitched with silence
beats → free Pixabay music → hand-authored Remotion scenes (custom intro, score-ring, agentic
flow, CTA) on a one-off violet theme. Study its process (capture → timing → props builder →
bespoke scenes → render). Do not reproduce its visual language — the next piece must look
nothing like it. That is the whole point.
See also: skills/meta/animation-runtime-selector.md (runtime + library routing),
AGENT_GUIDE.md → "Composition Authoring Mode".