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Let the surface own the sketch and comp aspect
A landscape frame was the silent default at every generation site, which is a composition error before the build starts for native apps and mobile-first surfaces. The sketch frame, the asset producer's single-sketch contract, and the comp instruction now state it: portrait at device viewport when the surface is a phone screen, landscape for desktop web. The decision page adapts in kind: portrait art overrides the 16/10 slot with its own exact ratio so nothing crops, and the deck narrows so portrait cards line up side by side. The --schema guidance tells the model the page handles either. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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Claude Fable 5
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@@ -6,7 +6,7 @@ The purpose of a probe is to test composition, narrative, hierarchy, density, fo
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## Generate three compositional options
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Render three distinct high-fidelity north-star comps of the requested surface, with whatever generation capability exists, saved under `.impeccable/mocks/` so they survive the session; record the approved comp's path in the surface brief. Comps are the build thread's own work, never delegated: the thread that writes the comp prompts holds the direction's full context, and it has already seen every comp when the build starts. Open every image you produce or reference by its workspace-relative path, never an absolute one: sandboxed viewers reject absolute paths, and everything under the project root has a relative path. Base them on the real content and the surface concepts already developed with the user. Three is the number: one comp invites rubber-stamping, and the spread between three is what surfaces the composition worth building. A decision-page sketch is not a probe: it chose the direction at deliberately unfinished fidelity, so the three comps render regardless, and the chosen card's sketch seeds at most one of them.
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Render three distinct high-fidelity north-star comps of the requested surface, with whatever generation capability exists, saved under `.impeccable/mocks/` so they survive the session; record the approved comp's path in the surface brief. Comp at the surface's own viewport: portrait at device size for a native app or mobile-first surface, desktop landscape otherwise; a phone screen comped landscape misstates the composition before anything gets built against it. Comps are the build thread's own work, never delegated: the thread that writes the comp prompts holds the direction's full context, and it has already seen every comp when the build starts. Open every image you produce or reference by its workspace-relative path, never an absolute one: sandboxed viewers reject absolute paths, and everything under the project root has a relative path. Base them on the real content and the surface concepts already developed with the user. Three is the number: one comp invites rubber-stamping, and the spread between three is what surfaces the composition worth building. A decision-page sketch is not a probe: it chose the direction at deliberately unfinished fidelity, so the three comps render regardless, and the chosen card's sketch seeds at most one of them.
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- A comp is a designed surface, not a picture of the subject. Lead the generation prompt with the surface's own structure, whatever regions this design actually has, named in order with their scale relationships; a page with no navigation states that instead of inventing one, and an unconventional surface states its unconventional skeleton. A prompt that leads with the world's atmosphere gets a vignette back: the model paints the fish market instead of the fish market's website. Self-check every render: if it could hang as a poster, or reads as a photograph or scene with some text on it, it is not a comp; regenerate with the layout scaffold stated more literally.
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- When the user shortlisted multiple concepts, spread the three across them.
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