The pared-down Brutalist video toolkit: builders, personas, and shared production doctrine, with local Kokoro voices (Onyx am_onyx, Bella af_bella).
Overview
The pared-down Brutalist video toolkit: builders, personas, and shared production doctrine, with local Kokoro voices (Onyx am_onyx, Bella af_bella). — Kokoro, Manim, Remotion, no account required. a Higgsfield CLI login (higgsfield auth login) unlocks AI video beats. Absent = the free path (Ken Burns stills) runs silently. No ElevenLabs, ever. — what Brutalist is, install, the three core builders, and the worked examples. CLAUDE.md has the session rules for agents. Nothing else is needed from any laptop: clone, ./setup --install, and the SEIS skills run on these files. Ask your agent: godot-waikthrough walker /path/to/walker-jumpman (or use the alias godot-walkthrough). Without walker, it opens on gameplay; with it, the Claude prompt asks Walker to convert the game's GDD, and beat two summarizes what was actually built. Both use real gameplay, Liam's on-screen riffs, and the regular outro—not a game-themed sound/voice ending.
README
brutalist
The pared-down Brutalist video toolkit: builders, personas, and shared production
doctrine, with local Kokoro voices (Onyx am_onyx, Bella af_bella).
Free by default — Kokoro, Manim, Remotion, no account required.
Optional: a Higgsfield CLI login (higgsfield auth login) unlocks AI video
beats. Absent = the free path (Ken Burns stills) runs silently. No ElevenLabs,
ever.
Read HOW-TO.md — what Brutalist is, install, the three
core builders, and the worked examples. CLAUDE.md has the session rules for
agents.
./setup --install # deps + Remotion node modules + the Kokoro model (~340MB, auto-downloaded)
./art --list # the skills
./art keys # check optional Higgsfield login + SI key
Builders
| Skill | What it makes |
|---|---|
ai-explainer |
Claude-branded explainer reel — the tight cut |
cli-explainer |
Prompt → real code → moving output (the build reel) |
godot-waikthrough |
Play a Godot game, cover its implemented features with Liam riffs, render in 4K; optional walker Claude/GDD bookends |
godot-gamedev |
Detailed game-development film: actual code, scenes, resources, assets and art in source-backed Godot teaching views; optional walker bookends |
godot-gdd |
Explain a complete GDD using existing game evidence; separate proposals, implementation, tests and human decisions; optional walker bookends |
godot-trailer |
Cut a 60–90 s trailer from a Godot repo: real gameplay only, one idea escalated, edited to music, ending on one call to action; selects the hook instead of covering every feature |
building-walkthrough |
Walk a viewer through a 3D model (a building, a game level seen as a model, or one asset) with real Blender renders from a camera route that is designed and then measured; opens by saying what the model is and what it leaves out |
blender-walkthrough |
Turn existing rendered views or an HTML/GitHub model gallery into a narrated film of the final model, details, reported stats and limitations; no model file required |
blender-build |
Teach how to construct a similar model from rendered images or video screenshots, with Blender concepts, visual checkpoints and copyable coding-agent prompts; explicit record/history mode preserves the original build-record workflow |
blender-modelbuild |
Beat sheet only (no render): a finished Blender model from every angle, then how a person would build it by hand, from the real build evidence; AI-did vs hand steps, human verdicts; writes to /film/ |
deep-explainer |
5–10 min documentary episode with vox pantry beats |
anthropics |
Reads an Anthropic artifact (repo/paper/content) against its own claims; practitioner-report register |
fashionista |
AI fashion-call experiment — sports-announcer call with stated confidence + correction ask |
fellows |
Wraps a HAI fellow’s video report in Claude bookends for @HumanitariansAI |
finance |
Templatized SEC EDGAR filings reel — 11 beats, 5 charts, fully deterministic, two audits |
guests |
Wraps a board-member or invited-speaker video in Claude bookends for @HumanitariansAI |
seis-profile |
One spotlight reel per Northeastern COE student story for SEIS — NEU brand, Liam narrates in third person, batch of 112 |
seis-ai |
The SEIS unit’s own AI explainer (“SEIS & the future of AI”), corpus-first, ≤5 min |
seis-extract |
Alumni interview (Teams/Zoom mp4) → branded Q&A clips: Bella asks on a SEIS page, the alum answers with captions and a lower third |
seis-composite |
Assemble seis-extract clips into the SEIS alumni impact film from an editing-brief timeline |
medhavy-walkthrough |
Real Medhavy Hub browser capture with Liam riffs; optional textbook bookends |
cc-explainer |
Terminal-first Claude Code explainer: cold open → idea → definitions → loop → conduct/human |
musinique-bookend |
Musinique intro/outro cards around a raw music film |
lyric-overlay |
Karaoke-style word timing over a song (real transcription, never guessed lyrics) |
post |
Stage a verified 4K master into the one upload folder (./art post) |
Brands (what a SEIS or Northeastern user needs, all in this repo)
| File | What it holds |
|---|---|
brands/neu.md |
Northeastern palette (NU Red #C8102E, black, white, gold), Lato type, logo rules, layout laws |
brands/seis.md |
The SEIS unit variant: unit marks, Spotlight register, Liam/Bella voices, bookends |
runtime/design/NEU-DESIGN.md |
The full NEU visual constitution (from brand.northeastern.edu) |
runtime/remotion/src/tokens/neu.ts, tokens/lato.ts |
The values the scenes read; useLato() loads the bundled face per scene |
runtime/remotion/public/fonts/Lato-*.ttf |
Lato Regular + Bold (SIL OFL, license alongside) |
logos/seis/ |
Official NU Primary Marks (eps/png/svg) + the two SEIS unit marks in unit/; RGB SVGs at runtime/remotion/public/northeastern/official/ |
runtime/remotion/public/seis/ |
The two unit marks for staticFile(); per-reel photos are NOT shipped (rights) — the scripts copy them in from the story corpus |
Nothing else is needed from any laptop: clone, ./setup --install, and the SEIS skills run on these files.
Personas
| Skill | Register | Voice |
|---|---|---|
nbb |
Teardown — take it apart, judge the design | Kokoro am_onyx |
hai |
Plain — simple and direct; method, when to use it, when NOT to | Kokoro af_bella |
Doctrine (not entry points — inherited by builders)
| Skill | What it governs |
|---|---|
explainer |
Parent compositing chassis all builders inherit |
your-turn |
The closing three-beat standard |
duration-planner |
Duration is an output of the content, never a target |
nopunt |
Maps every animatable beat-type to the right Brutalist primitive |
screen-clean |
Prepares screen recordings (Zoom/Teams/Meet) for use as a reel beat |
riff |
Inspect/render an artifact; explain the visible event, mechanism, trade-offs, and educational use |
Game walkthroughs
Ask your agent: godot-waikthrough walker /path/to/walker-jumpman (or use the
alias godot-walkthrough). Without walker, it opens on gameplay; with it, the
Claude prompt asks Walker to convert the game’s GDD, and beat two summarizes
what was actually built. Both use real gameplay, Liam’s on-screen riffs, and the
regular outro—not a game-themed sound/voice ending. The skill renders locally
for review; it does not publish.
./art godot-waikthrough --help and ./art riff --help show the agent workflows.
./art godot-waikthrough --check /path/to/reel runs the read-only coverage gate.
As with the other builders, invoking ./art alone shows the skill to
follow; it is not an autonomous film-render command.
Note: the Kokoro voice model is not in this repo (GitHub’s 100MB file limit)
— ./setup --install fetches it once from the kokoro-onnx releases.
Game trailers
Ask your agent: godot-trailer /path/to/game-package (alias game-trailer). It reuses
the walkthrough’s capture contract and any same-build walkthrough captures, but it
selects: one hook, one idea escalated, gameplay in the first five seconds, cut to
music, one call to action on the last card. No Claude bookends or channel outro; no AI
footage; planned features never appear. Music-only by default; add voice for a few
sparse lines in Liam’s voice (Kokoro am_onyx), each backed by something on screen. Music
and a person who has never seen the game are the two inputs only a human supplies.
./art godot-trailer --check /path/to/reel --game /path/to/game-package # read-only gate
./art godot-trailer --beat-grid music/track.wav --out music/beats.json # tempo, beats, downbeats
./art godot-trailer --assemble /path/to/reel # trims, beat sheet, cards, voice, mix
./art godot-trailer --vo /path/to/reel # just the Liam voice lines
The end card is the reusable GameTrailerCard scene (title, platforms, availability,
one directive). The gate checks structure, honesty attestations and media evidence; it
cannot judge legibility, music fit or whether a stranger understands the game.
Godot development films
Ask your agent: godot-gamedev walker /path/to/walker-jumpman. This is the
component-by-component companion to the gameplay walkthrough: code, saved and
runtime scenes, resources, assets, procedural art, tests, and export status.
The walker modifier adds the Claude/GDD opening, built-result summary, verdict,
Your Turn, and regular stock-only outro. Without it, open directly on the game.
./art godot-gamedev --help shows the workflow. The read-only source gate is:
./art godot-gamedev --check /path/to/reel --game /path/to/project-containing-project.godot
The reusable GodotDevWorkbench scene has code, tree, asset, and trace views,
including native portrait layout. Its editor chrome is explicitly reconstructed;
source excerpts, runtime observations and art previews must come from the actual
game. It does not modify game code, pretend to export a game, or publish a film.
Blender films from rendered images
Two companion skills work from a model’s rendered images, public GitHub gallery or screenshots taken from its video. Neither requires the original model, private drawings or original build scripts.
blender-walkthrough /path/to/gallery/makes a narrated tour of the final model: forward quarter, side, rear, other available views, details and documented stats.blender-build /path/to/gallery/teaches how a learner could build a similar model from those images, explaining Blender concepts and providing incremental prompts for a coding agent. A teaching reconstruction is labeled as such; it is not presented as the original build history.
Both use Liam and the existing Brutalist film pipeline, output to the subject’s
own youtube/ folder, and do not upload. ./art points an agent to the
workflow; it is not an autonomous film-generation command.
./art blender-walkthrough --help
./art blender-build --help
The separate building-walkthrough /path/to/model.blend workflow still renders
a measured camera route from an actual model. For an explicit original-build
record, use blender-build /path/to/model-folder record or build-breakdown and
read the historical workflow.
Its existing utilities are unchanged:
./art building-walkthrough --check /path/to/reel/walkthrough.json
./art building-walkthrough --render rigged.blend route.json --out renders
./art blender-build --check /path/to/build-record/record.json
./art blender-build --draft | --guide | --tape
Those checks validate historical records or model camera routes, not an image-based lesson. The latter is reviewed for source evidence, usable prompts, visible learning checkpoints and honest demonstration status.
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Install
npx skillfish add nikbearbrown/brutalist.art