story-engineer · diff
v1.0.0 to v2.0.0
53 added, 134 removed. Audit A to A.
---
name: story-engineer
- description: Use when transforming raw project facts, case studies, creative briefs, or product histories into cinematic, dramatic story arcs and non-generic web narrative structures.
+ description: Use when transforming evidence-rich project histories, case studies, launches, research journeys, or retrospectives into truthful narrative structures. Not for inventing greenfield brand concepts from sparse briefs.
author: J StaR Films / Takomi
coauthored: J StaR Films / Takomi
- version: 1.0.0
+ version: 2.0.0
---
# Story Engineer
- Transform raw project facts, milestones, and technical achievements into cinematic, non-generic narrative architectures. Establish narrative tension, transformations, and visual metaphors **before** making visual, layout, or code decisions.
-
- For emotional modulation patterns and question-chain templates, see [narrative-patterns.md](references/narrative-patterns.md).
- For techniques on turning abstract concepts and data into physical visual metaphors, see [visual-metaphors.md](references/visual-metaphors.md).
- For worked examples (including the VOID/FORM case study), see [examples.md](references/examples.md).
-
- ---
-
- ## Ground Rules
-
- 1. **Story before structure**: Never start with UI sections (`Hero`, `About`, `Features`, `Contact`). Discover the story hiding inside the facts first.
- 2. **Discover, do not invent**: The drama already exists in the real sequence of events, failed experiments, scale, and breakthroughs. Extract it.
- 3. **Protect the reveal**: Gate the final climax or artifact. Never spoil the destination in the opening beat.
- 4. **Questions create motion**: Move visitors forward through escalating curiosity, not passive reading.
-
- ---
-
- ## The 6-Stage Story Engineering Pipeline
+ Turn real events, artifacts, decisions, and outcomes into a compelling interface narrative without inventing drama or forcing every project through the same arc.
- ```
- Archaeology → Transformation → Contradiction → Question-Relay → Metaphor & Texture → Interface Script
- ```
+ ## Applicability
- Follow all stages in order. Do not skip to layout until Stage 6.
+ Use this skill when the material contains a meaningful transformation, investigation, trial, construction process, consequence, or sequence of discoveries.
- ---
+ For a sparse request such as “make a website for this business,” use a creative-direction workflow instead. A category name is not a project history.
- ## Stage 1: Factual Archaeology ("What actually happened?")
+ ## 1. Build the Evidence Ledger
- Extract the raw, unpolished, chronological sequence of reality. Strip away marketing polish and extract the genuine timeline.
+ Extract:
- 1. **Map the factual event chain**:
- - What was the initial itch, observation, or frustration?
- - What investigation or digging occurred?
- - What data, books, tools, or sources were gathered?
- - What was synthesized, extracted, or built?
- - What failed, broke, or resisted?
- - What was the turning point?
- - What was the final result?
+ - Events and their actual order.
+ - Decisions and known causes.
+ - Artifacts that can be shown.
+ - Claims and their support.
+ - Accurate metrics that materially change understanding.
+ - Unknowns requiring confirmation.
- 2. **Inventory the raw numbers & scale**: Record exact metrics (e.g., *45 PDFs, 752 pages, 44 skills, 5 AI candidates, 1 winner*). These will serve as dramatic story objects in Stage 5.
+ Keep facts, interpretations, and unknowns distinguishable. Do not invent failures, competitions, milestones, quotations, metrics, or turning points.
### Completion Gate
- - [ ] Chronological factual sequence mapped (minimum 6 discrete milestones)
- - [ ] Concrete scale metrics inventoried
- - [ ] No marketing buzzwords in the event chain
- ---
+ - [ ] Narrative claims trace to supplied evidence.
+ - [ ] Missing facts remain visible.
- ## Stage 2: The Core Transformation
+ ## 2. Identify the Narrative Engine
- Reduce the entire project to a single three-part arc:
+ Choose the real source of motion:
- ```
- BEFORE → CHANGE → AFTER
- ```
+ - Transformation
+ - Investigation
+ - Trial
+ - Construction
+ - Reframing
+ - Consequence
- 1. **Before**: The unsatisfactory status quo, common frustration, or default assumption (e.g., *"AI generates repetitive, generic websites"*).
- 2. **Change**: The hypothesis, daring experiment, or contrarian intervention (e.g., *"What if we engineer deep human expertise into an AI skill?"*).
- 3. **After**: The resulting transformation or new reality (e.g., *"An AI skill generates award-winning creative architecture"*).
+ State it in one sentence. Use a contradiction or driving question only when the evidence earns it.
### Completion Gate
- - [ ] Core transformation stated in 3 sentences or fewer
- - [ ] Contrast between Before and After is sharp and meaningful
- ---
-
- ## Stage 3: Contradiction & The Driving Question
+ - [ ] The engine describes actual change or discovery.
+ - [ ] The proposed conclusion can answer it honestly.
- Identify the central paradox or friction in the material. Great stories run on tension.
+ ## 3. Choose the Shape
- 1. **Locate the contradiction**: Find where expectations collide with the experiment:
- - *Example*: "We used AI to escape AI-looking design."
- - *Example*: "We studied 1970s medical rule systems to build modern generative graphics."
+ Select among chronological, question-and-evidence, problem-attempt-resolution, artifact-first reconstruction, parallel comparison, or thematic chapters.
- 2. **Formulate the Driving Question**: Turn the contradiction into an open, provocative inquiry that propels the audience forward:
- - *Weak*: "Here is our creative AI workflow."
- - *Strong*: *"Can a machine learn taste?"*
+ Protect a reveal only when early disclosure would weaken genuine discovery. Keep products, services, prices, locations, and primary actions available when visitors need them.
### Completion Gate
- - [ ] Central contradiction identified
- - [ ] Single Driving Question formulated to anchor the experience
- ---
+ - [ ] Structure follows evidence rather than a fixed beat sheet.
+ - [ ] Essential utility is not sacrificed for suspense.
- ## Stage 4: The Question-Answer Relay (Narrative Rail)
+ ## 4. Construct the Rail
- Structure the narrative so that **every chapter answers one question and immediately creates the next**. This creates irresistible momentum.
+ For every beat, specify:
- Construct the narrative rail:
+ 1. Evidence introduced.
+ 2. Question answered.
+ 3. New understanding created.
+ 4. Emotional register earned.
+ 5. Artifact or data carrying the beat.
+ 6. Any withheld information and the reason.
- ```
- Beat 1: Poses Driving Question → Reveals Observation
- ↓
- Creates Question 2: "What did you do about it?"
- ↓
- Beat 2: Answers with Investigation → Discovers Core Principle
- ↓
- Creates Question 3: "Where did the knowledge come from?"
- ↓
- Beat 3: Answers with Historical Depth / Theory → Gathers Heavy Data
- ↓
- Creates Question 4: "Can all this data be combined?"
- ↓
- Beat 4: Answers with Synthesis / Tournament → Faces Failure / Crisis
- ↓
- Creates Question 5: "Did it survive the test?"
- ↓
- Beat 5: Answers with Climax / Reveal (THE ARTIFACT)
- ↓
- Creates Question 6: "What does this change for the future?"
- ↓
- Beat 6: Resolution & Horizon
- ```
+ Remove beats that do not advance understanding, emotional context, or visitor action.
### Completion Gate
- - [ ] Continuous Q&A chain connecting every narrative beat
- - [ ] Zero dead-end beats where momentum stalls
- ---
-
- ## Stage 5: Emotional Texture & Visual Metaphors
-
- Prevent information fatigue by deliberately modulating emotional registers and turning abstract ideas into physical phenomena.
-
- 1. **Modulate emotional registers across beats**:
- Ensure adjacent beats never share the same emotional frequency. Alternate between:
- - `WONDER` (The philosophical hook)
- - `TECHNICAL CURIOSITY` (Deconstruction of mechanisms)
- - `SCALE & WEIGHT` (Raw volume of data)
- - `SUSPENSE` (The competition / trial)
- - `VULNERABILITY` (The bug / breakdown)
- - `EXPLOSION` (The aesthetic reveal)
- - `MYSTERY / HORIZON` (The future implication)
-
- 2. **Physicalize abstract concepts into Visual Metaphors**:
- Transform conceptual abstractions into tangible, experiential imagery:
- - *Abstract*: "We synthesized knowledge from 44 skills."
- - *Physical Metaphor*: "Hundreds of fragmented glass shards hovering in dark space, colliding, aligning under magnetic force, and fusing into a monolithic prism."
-
- 3. **Deploy numbers as dramatic story objects**: Frame raw metrics with high contrast and scale typography.
-
- ### Completion Gate
- - [ ] Emotional register assigned to each beat (no consecutive identical registers)
- - [ ] At least 2 abstract concepts physicalized into visual metaphors
- - [ ] Scale metrics formatted as high-impact story objects
+ - [ ] Every beat changes what the visitor knows, feels, or can do.
+ - [ ] The ending resolves the narrative engine.
- ---
+ ## 5. Translate into Interface
- ## Stage 6: Narrative-to-Interface Translation
+ Define content, composition, optional visual metaphor, interaction, transition, and persistent utility for each beat. Prefer real artifacts over invented spectacle.
- Only now translate the finalized narrative rail into interaction, scene choreography, and interface design.
+ Use cinematic choreography only when time-based progression is essential. Editorial and utility-led narratives are equally valid.
- For each narrative beat, specify:
+ For extended pattern vocabulary, consult [references/narrative-patterns.md](references/narrative-patterns.md). For physicalizing genuinely abstract evidence, consult [references/visual-metaphors.md](references/visual-metaphors.md). Treat [references/examples.md](references/examples.md) as historical examples, not reusable scripts.
- | Element | Specification |
- |---|---|
- | **Narrative Goal** | The question answered & new question raised |
- | **Emotional Register** | Wonder / Scale / Suspense / Explosion / etc. |
- | **Visual Metaphor / Scene** | 3D environment, particle state, spatial layout |
- | **Typography & Copy** | Exact headline, driving statement, minimal body |
- | **Interaction / Transition** | Scroll triggers, camera move, audio cue, shader warp |
- | **Gated Information** | What is withheld until the next beat |
+ ### Final Gate
- ### Completion Gate
- - [ ] Complete scene-by-scene interface script generated
- - [ ] Climax/reveal strictly protected until the designated beat
- - [ ] Every visual and interaction element directly serves its narrative beat
+ - [ ] Every claim and beat remains evidence-backed.
+ - [ ] The structure would change if the source material changed.
+ - [ ] Interaction deepens evidence rather than decorating it.
+ - [ ] Accessibility and essential visitor utility remain complete.