
nikbearbrown/brutalist.art
Developer toolsこのページは AI により自動翻訳されています。技術的な詳細は原文をご確認ください。 原文を見る
The pared-down Brutalist video toolkit: builders, personas, and shared production doctrine, with local Kokoro voices (Onyx am_onyx, Bella af_bella).
概要
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
以下は原文 README の抜粋です。原文を見る。
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 |
推奨ツール
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インストール
npx skillfish add nikbearbrown/brutalist.art