Instruction Manual Art — Style Prompt

The film is a printed assembly manual: one sheet of off-white paper, black line art in true isometric (45°), flat white parts, faceless people at real proportions, and the manual's own signs (step numbers, parts call-outs, dotted guide lines, flat arrows, magnifier circles, a do/don't box) telling the story. The view never turns; the camera only travels over the page. References (grammar only): flat-pack furniture and construction-toy building manuals, aircraft safety cards. Borrow the signs (step number, parts box, do/don't, magnifier, arrow), never a brand's name, logo, figure design, colours or product codes.

1. Essence, and what it is not

Rules (they define the style):

Not Isometric Infographic (no coloured diorama, no data panels), not Isometric People Scene (no painted scene, no faces), not Blueprint (dark ground, technical dimensions), not Exploded Teardown (no rendered product, no photoreal materials), not a slide deck (no header bars, centred titles or page turns).

2. Materials & rendering

3. Colour logic

Role Example (our demo) Rule
Paper #F4F1EA ground
Ink #1E1D1B every line, arrow, number
Fitted part (top / left / right) #FFFFFF / #ECE8DF / #DCD7CC three flat shades
New part (top / left / right) #F7D35A / #F2C230 / #DEAA1F only the part added in this step
Greys #CFCBC2 / #9C988F / #6B6862 clothes, trousers, shoes, hair
Metal #D9D7D1 / #BDBAB3 / #A3A099 bolts, tools
Signal red / blue #D23A2E / #2C66AC only the ✗ and the ✓

The exact hexes are reference; the logic (paper, ink, white parts in three values, one reserved yellow, red/blue only for verdicts) is the style.

In a procedure that removes or changes things rather than adding them (opening, cleaning, a safety step), yellow marks the one thing the reader acts with or on in that step (the tool, the button, the part that comes off), and returns to white once the step is done.

4. Type & subtitles

5. Motion quality

6. Camera grammar

The camera is a 2D camera over one long sheet: pan, whip, tilt, push, pull, and cuts. It never rotates the view.

Move What it expresses Can serve
Push into a parts box / object "this one" an opening; a detail
Pan or whip along the page to the next step progress the next step; skipping dull steps
Tilt to the next row, the step number entering first a new stage a change of section
Locked frame on a do/don't box judging a rule; a common mistake
Push through a shape (the ✓ cell, a magnifier circle) going into the detail the right way, shown big; a close-up
Shape-matched cut (a bolt head → a round knob) jumping to the consequence a mistake revealed; a time jump
Pull back to the whole page the full sequence, the result an ending; a summary

Leave a step held still long enough to read its count and its arrow; the subject is at least a third of the view when it is the point.

7. Sound palette (reference)

8. Native moves

Our demo opens on the parts explosion, uses the push through the ✓ cell as its turn and ends on the whole page. A new film opens and ends another way: a single part flying between cells, a shape-matched cut, a magnifier that opens the film, or an ending on the one last yellow part.

9. Pitfalls of the medium

10. Engine

11. Variation space

The agent decides the object, how many steps, which steps are told and which are skimmed, the people (or none), the page layout, the story under the procedure, and the music.


How our demo was made (story, shots, score, end card, build): DEMO.md. Read it after your treatment exists.