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nikbearbrown/brutalist.art

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11 stars Quality 49 Trend 22

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.

View the full README on GitHub

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