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pbakaus_impeccable/skill/reference/visualize.md
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Paul BakausandGitHub 49d8cbff16 Comp-fidelity review discipline + conciseness pass on core references (#586)
* Comp-fidelity review discipline + conciseness pass on core references

Process fixes derived from a real Codex session (Hanasaku landing page)
where a build drifted wholesale from the approved comp and still shipped
under a reviewer pass:

- finish reviewer: new Evidence check (check 0) with a fourth
  disposition, recapture, for malformed screenshots; a review on invalid
  evidence binds nothing and owes a full re-review, not a verdict pass
- finish reviewer: verdict passes exit scoring mode when recaptures fail
  check 0 or when the packet carries user-supplied screenshots that
  contradict a prior verdict (those force a fresh full review); a ship
  earned in a verdict pass covers the scored fixes, not the whole surface
- new-work: capture-validity rules (settle entrance motion, capture from
  document top, comp comparison at comp dimensions, open every file once
  before sending); user's actual viewport joins the inspected sizes
- new-work: hero checkpoint now writes .impeccable/review/hero-repro.png
  and the reviewer verifies it exists under Persistence
- new-work: comp authority is explicit (only the user can downgrade it);
  handoff reports the verdict at its actual scope; user evidence reopens
  a full review; documenter re-runs when fixes land after documentation
- craft-floor: Refuse entry for geometric masks approximating organic
  photographic contours (the circular-cutout failure)
- editorial conciseness pass over new-work.md, visualize.md, and both
  agent files: tighter sentences, no dropped rules, all rule markers and
  mechanical tokens preserved

Assisted-by: Claude Code

* fix: define the ship disposition in new-work's action paragraph

Copilot review finding: the paragraph claimed exactly four disposition
words but defined only recapture, rebuild, and fix.

Assisted-by: Claude Code

* fix: rebuild returns get a full review; recapture return shape in preamble

Cursor Bugbot findings:
- a return following a rebuild directive is now a fresh full review on
  both sides of the contract, never a verdict pass, so a wholesale
  rebuild cannot earn a scoped ship on the directive alone
- the turn-ceiling preamble now names the recapture return shape instead
  of contradicting it with "the five sections"

Assisted-by: Claude Code

* fix: absent required captures fail the evidence check

Greptile finding: a packet with no desktop.png/mobile.png (or missing
native device-class captures) routed to the missing-input notice and
could still reach ship. A required capture that is absent now fails
check 0 exactly like a malformed one and forces recapture; the
missing-input allowance in the preamble excludes captures.

Assisted-by: Claude Code

* fix: user-viewport capture is a required, named input to the review

Greptile finding: the evidence gate hard-coded web requirements to
desktop.png and mobile.png, so a reported user viewport could join the
inspected set and still ship uncaptured. The parent now saves it as
user-<width>.png and names every inspected viewport required in the
packet; check 0's required set includes every brief-named capture.

Assisted-by: Claude Code
2026-08-14 05:44:26 -07:00

14 KiB

Visualize: Direction Comps & Asset Production

Load this from new-work.md on a comp-led build, when image generation is available (a harness-native tool or the API fallback context.mjs reports). A code-led contract skips this file by design, not by drift; do not load it then. PRODUCT.md and DESIGN.md are preconditions. New-work has already resolved the visual world; this file must not reopen it. A surface-scope structure round that already put three visualized cards before the user (new-work.md, established world) has discharged this round: the locked card's comp is the approved comp, so record the approval and continue at After approval; generate nothing new.

A probe tests composition, narrative, hierarchy, density, focal moment, signature use, and image requirements. It is not a second identity workshop. Keep DESIGN.md's palette, typography direction, material language, component character, imagery stance, and motion grammar fixed.

Generate three compositional options

Render three distinct high-fidelity north-star comps of the requested surface, saved under .impeccable/mocks/ so they survive the session. 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 is built against it. Comps are the build thread's own work, never delegated: the thread that writes the prompts holds the direction's full context and has seen every comp when the build starts. Open every image by its workspace-relative path; sandboxed viewers reject absolute paths, and everything under the project root has a relative one. Base the comps on real content and the surface concepts already developed with the user. On an established world, anchor every comp on the real identity: capture a screenshot of a representative existing page and pass it as a reference image (the harness image tool's input image, or generate-image.mjs --ref); the prompt leads with the new surface's structure while the reference carries palette, type, and component character, because DESIGN.md words alone drift where a pixel reference does not. Name what the reference contributes and what it must not: chrome, palette, type, and component character carry over; the reference page's own content does not, and a banner, hero, or card lifted verbatim is the reference leaking, not fidelity. Three is the number: one comp invites rubber-stamping; the spread between three surfaces the composition worth building. The chosen card's decision comp is the first of the three: it already renders this direction at full fidelity under this discipline, so generate two more that vary what the first held fixed, and send all three to the approval point together. Only a round arriving with no decision comp (a degraded roll, an identity-mode page, a direction pinned without the decision round) renders all three here.

  • A comp is a designed surface, not a picture of the subject. Lead the prompt with the surface's own structure: the regions this design has, named in order with their scale relationships; a page with no navigation says so instead of inventing one, and an unconventional surface states its unconventional skeleton. A prompt that leads with 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 with some text on it, it is not a comp; regenerate with the layout scaffold stated more literally.
  • The inverse is also a failure: a surface with none of its subject in it. The subject appears as the content the regions hold; the world dresses the frame and never displaces what the frame shows. The deletion usually rides in on the prompt's exclusion list, so exclusions bind invented claims, and a medium ban belongs to the committed imagery stance, never to caution. Before accepting a render, point at the subject; a render that depicts everything about the world and nothing of the subject fails however faithful its atmosphere. Regenerate with the subject's content named region by region.
  • Judge a comp as the shipped screen: the visitor's job must be readable from the image alone. Name the surface's mode from the render with no caption; a render whose mode cannot be read back is art direction without a surface. Regenerate with the visitor's job as the prompt's spine.
  • Commitment is depth, not coverage. The world enters through one dominant move plus the material, type, and spacing that support it; the remaining regions hold still so that move can be read. A region that simply does its job in the world's grammar carries the direction further than a region performing the concept. The check cuts competition, never content: a quieted region keeps its information and stops performing. A second element competing with the named focal moment at the same scale means the comp is shouting; with no named focal moment, several regions performing the concept at once is the same shout. Regenerate keeping the strongest move and quieting the rest. Busy is louder, not bolder.
  • When the user shortlisted multiple concepts, spread the three across them.
  • When one direction is committed, vary the structural uncertainty an image can resolve: topology, sequence, density, hierarchy, focal composition, or interaction framing.
  • Show enough beyond the opening moment to prove the concept can govern the whole surface.
  • Do not generate a palette artifact, ask new atmosphere questions, introduce a different type voice, or invent a new motif. If the committed world cannot support the concept, return to the concept shortlist rather than changing the world.

Each comp is a direction test, not a screenshot specification. Core UI text, responsive behavior, accessibility, semantics, and interaction states remain implementation responsibilities.

One approval point

Show the three together on the decision page (serve-question.mjs, one option per comp with the comp as its hero), or in the harness only when it renders images inline; a text-only surface does not count as display. Ask what should carry forward, what feels false to the world, and whether the selected concept should be approved, combined, revised, or rejected. Then stop and wait. A structured simulated user counts as attended and receives the same question.

Do not begin code until the user approves a direction or explicitly delegates the choice. If they delegate, choose using the task brief, PRODUCT.md, and DESIGN.md, and state the evidence. Approval refines the task concept; it does not modify DESIGN.md.

This approval point has no substitute and no skip condition. When the structured question tool errors, fall back to the decision page; only after both fail may you treat the choice as delegated, and a delegated pick is recorded exactly as an approval is and disclosed in your first reply, not your last. The finish reviewer treats comp-round comps with no recorded approval as a material finding; decision comps under .impeccable/mocks/decision/ are the direction round's hand, not comp-round output, and imply no approval on their own.

After approval, record the choice where tools can find it: the approved comp's path goes in the surface brief, and its .json prompt sidecar gains "approved": true (every comp generated through generate-image.mjs has one; create it if a native tool didn't). The sidecar travels with the mocks folder, so the approval survives sessions and machines that never see the brief. Summarize the composition and the parts of the comp that must not be literalized, return to new-work.md, record the direction contract from the approved concept, and build.

Inventory implementation fidelity

Before building, read the approved comp as a design system and record it in the brief: component grammar, corner language, line weights, elevation treatment, and the type ramp. Everything the comp does not show gets built from this record; without it the fallback is the model's stock kit of square boxes, 1px grids, bento cells, and hard shadows. Then inventory the comp's major visible ingredients in writing (a short table in the surface brief or working notes; the finish reviewer audits shipped assets against it) and choose an implementation medium for each: semantic HTML/CSS/SVG, existing project asset, generated raster, sourced raster, icon library, canvas/WebGL, or accepted omission. The same inventory names the comp's compositional commitments: navigation items and icons, headline levels and their scale relationship, signature geometry such as seams, masks, and overlaps, and each section's arrangement and density. The primary action gets its own row with its own medium: when the comp dissolves, stamps, erodes, or otherwise physically works the main CTA, that treatment is signature material on the page's most important element, and shrinking it to a border trick is the compliance-token version of commitment. An element never written down is the element the build silently drops; the direction contract's 150 words cannot carry this list, so it lives here.

The medium column is where an approved design most often dies, so it obeys a gate: the medium is decided by what the comp region shows, never by what feels buildable in the current stack. A human figure, a product object, machinery, or any material with lighting and depth is raster whatever the stack; so is any texture by name alone: woven cloth, paper grain, fabric, leather, brushed metal need no depth argument, because a CSS gradient is not a texture medium and "layered CSS textures" is not a medium at all. Writing "silhouette" for a photographic figure, or "CSS" for a sculpted panel's finish, is not a medium choice; it is the quiet deletion of the approved design, and it is how a comp full of physical material becomes a flat page with the same section order. Style does not move this boundary: a comp region with perspective, shading, figure drawing, or dense mechanical detail is illustration however line-drawn it looks, and no build session can author illustration as vectors, so it regenerates as raster like any photograph. Authored SVG covers what a session can specify exactly (diagrams with countable elements, controls, flat shape systems) and ends where drawing skill begins; an instruction-manual world keeps its illustrations as line-art illustrations, not diagrams. Produce such regions by regenerating them cleanly, with the approved comp and its embedded prompt as the reference for a fresh render at asset resolution; never crop pixels out of the comp itself, whose effective resolution sits far below asset grade. Dropping an image-native region is a scope decision the user makes at the approval point, never a silent flattening after it. Generated imagery is a material, not a claim: evidence rules bind assertions, specs, testimonials, and photographs presented as real, never render fidelity; "no photography on hand" forbids fake proof, not an illustrated hero.

The gate runs both ways: precise geometry, hard-edged shape systems, diagrams, expressive motion, shaders, and anything interactive are vector and GPU territory (SVG, canvas, WebGL), where a raster flattens what should move, scale, and respond. A field or texture built from many small elements carries a quantity commitment either way: write down its approximate density and coverage ("thousands of glyphs over two-thirds of the fold, dense at the top fading into the path"), because a field rebuilt at a tenth of its density passes every checklist and still is not the design. TYPE rows carry the same discipline: name the face's compression class, and render one headline word against the comp before building on it; a visibly wider or lighter silhouette means the face is wrong, and every section built on it inherits the miss. Raster is for what the world paints; code is for what the world draws, animates, or reacts with, and choosing code there is ambition, not economy. Every produce entry is produced before the build ships, through the asset producer or in the current thread; an inventory with unproduced entries is an unfinished build, and this gate is where imagery-free pages come from when it is skipped.

Pay special attention to the dominant composition, signature use, image-native content, second-fold system, and any interaction the still image only implies.

The comp is a north star, not something to trace, and know what that allows: translation into semantic, responsive, accessible code, never recomposition. Keeping the palette and mood while redrawing the topology is a second art direction, not an adaptation. Do not rasterize core UI text or controls. Do not substitute a different visual driver after approval without asking.

Produce only the assets the build needs

Generation context is part of the asset: a build composed by a thread that never saw the prompts places assets it does not understand. Prefer generating build-critical imagery in the build thread when the budget allows; when a subagent produces assets instead, every asset carries its prompt, and the builder reads those prompts before composing. The carrier is uniform across harnesses: after generating any image with any tool, native or generate-image.mjs (which does it automatically), run node {{scripts_path}}/embed-prompt.mjs <image> --prompt "<the prompt used>" so the intent lives inside the file and survives copies between machines and harnesses; --read recovers it from any impeccable-generated image.

When the harness runs subagents, spawn the shipped asset producer every time, even when the inventory's produce bucket looks empty: its manifest is the independent second opinion on your media, and the runs that skipped the spawn are the runs whose cotton became CSS. An honestly empty manifest costs one cheap spawn; a wrongly empty produce bucket costs the build its materials. Use impeccable-asset-producer (impeccable_asset_producer in codex; /impeccable-asset-producer in Cursor; on GitHub Copilot say "Use the impeccable-asset-producer agent"): give it the approved comp, output paths, required dimensions and formats, transparency needs, crop notes, and what must remain semantic code. Without subagents, produce the minimum required assets in the current thread by the book: load degraded/asset-producer.md and follow it inline, with whatever generation exists.

Convert images with a converter context.mjs reported at boot (the IMAGE_TOOLS line); probe only when it reported none, at most once per session, never per image.

Return to new-work.md for the direction contract, implementation, and the finishing pass.