Files
flatrender/services/remotion/references/TASTE_PROFILE.md
T
soroush.asadi 7ed2ccc414 feat(remotion): Instagram channel-promo template + taste system + design-quality kit
The reference-round workflow, run end to end for a real template:

Taste system (how we learn the user's taste, persisted):
- references/TASTE_PROFILE.md (living design contract) + references/README.md (the
  daily loop) + a "reference round" stage in docs/TEMPLATE_BRIEF.md (provide refs or
  I suggest+mock directions).

Design-quality before/after:
- HeroDemo — the fix recipe vs the faint default: layered-depth background, a proper
  big video type scale, and a bold composed focal object. (Backgrounds were naked,
  text too small, scenes had no objects.)
- YaldaSofreh3D + IGPromoDirections + IGProfileMock — reference-match proofs
  (low-poly 3D, 3 IG-promo style directions, the realistic IG-light page).

Instagram channel-promo template (the deliverable — a flexible 5-scene FlexStory):
- igkit + 5 blocks: IGIntro, IGProfile (realistic IG-light profile, scales to all
  aspects), IGFeed (post grid), IGStats (animated count-up), IGFollowCTA (Follow taps
  to "Following").
- FlexStory gains a `finish` toggle so the IG-light scenes render clean (no brand
  grade). INSTAGRAM_PROMO preset + 3 aspect comps in Root.

Verified: a still of every scene at 9:16 renders clean; full preview MP4 rendering.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-25 09:16:31 +03:30

4.2 KiB

Taste Profile — character & illustration

The living design contract. References go in, recurring design DNA comes out, and every build consults this file. The vaguer the input, the weaker the steer; the more concrete (actual files, exact palettes, "I like X because Y"), the sharper.

How it persists: this doc + the feedback-character-design-taste memory + the flat-artist skill. It compounds — every approve/reject sharpens it.


Reference board

2026-06-24 — first character drop (4 refs)

R1 — 3D clay / toy characters ("ANONYMOUZ", Blender + PNG files) Rounded soft-clay 3D, minimal or featureless faces (sunglasses, simple noses), strongly diverse + inclusive (skin tones, ages, a wheelchair user, body types), everyday activities (camera, gym, skate, gaming, shopping), bright casual clothing. The popular Gumroad/UI8 "3D casual character" look.

R2 — bold flat vector (winter / sports pack) Chunky confident shapes, saturated primaries (red / blue / yellow / navy) on light-blue panels, dynamic athletic poses, minimal faces (often hidden by goggles/helmets), thick forms. Alegria-adjacent but bolder and more saturated.

R3 — modern thick-outline cartoon (sunglasses kid, sunset) Thick black outlines, flat cel fills, warm gradient backgrounds (orange→pink), chill/cool mood, simple expressive features, light environmental detail (wires/poles). Contemporary "cool" cartoon.

R4 — NFT / streetwear bold cartoon (bearded, teal skin, surreal companions) Thick black outlines, hyper-saturated flat fills, surreal/edgy characters with attitude, solid color backgrounds. Doodles / Cool-Cats-adjacent.


Core taste signal (the through-line)

Across all four, consistently:

  • Bold & saturated — strong, confident color. Not muted, pastel, or washed-out.
  • Thick outlines (in the 2D refs) — clean, heavy black line.
  • Minimal / stylized faces — features simplified, abstracted, or hidden (shades, goggles).
  • Clean confident shapes — rounded, deliberate forms (3D clay or flat).
  • Attitude & personality — cool, expressive, characterful. Not corporate-bland.
  • Modern / on-trend — every ref is a current style (3D clay, bold flat, NFT cartoon).
  • Diverse & inclusive — especially R1.

Anti-patterns (what to AVOID — the look that failed before)

  • Muted / pastel / desaturated palettes.
  • Soft, thin, timid line work; vague forms.
  • Over-detailed, "trying to be realistic" faces → reads amateur ("the 5-year-old").
  • Corporate flat-design blandness with no personality.

Sourcing strategy (honest path to this quality)

These references are purchasable / artist asset packs, not styles I can reliably hand-redraw at this bar. The reliable path:

  1. Vendor the actual packs the user owns. R1 even ships PNG files → those cutouts drop straight into the 2.5D engine as character layers (fastest win). Honor the license firewall (docs/ASSET_LIBRARY.md, public/illustrations/assets.json).
  2. Build motion / composition / templates around vendored characters — that's our strength. Don't redraw characters from scratch (that's the hand-code ceiling).
  3. For any character I do author, match the through-line: thick outline + saturated fill + minimal face + confident shape.

Feasibility per style (in our engine)

Style Path
R1 3D clay Blender for the source (it literally ships .blend); PNG cutouts vendor directly into 2.5D today. Three.js can approach soft-clay (rounded geo + soft mat) but the polished look = Blender.
R2 bold flat Matchable as SVG — thick shapes + saturated fills; best vendored as a pack for consistency/volume.
R3 thick-outline cartoon Matchable as SVG (heavy stroke + flat cel + gradient bg). Volume → vendor.
R4 NFT bold cartoon Matchable as SVG; surreal characters are hard to author at scale → vendor.

Status / open questions

  • Which style is the primary direction (or several as tiers)?
  • Does the user own the files for these packs (to vendor), or are they inspiration only?
  • Drop pack files into references/characters/ → I vendor + ledger them.