Mascot Screencast — Style Prompt

A product walkthrough that looks like a real screen recording, where a low-resolution mascot lives inside a high-resolution interface and acts out what the software is doing. References (grammar only): - Screen Studio-style product recordings: auto-zoom to the cursor, cursor smoothing, click push-ins, and a window floating on wallpaper. - Apple "Guided Tour" videos: real interface, calm narration, one feature per sentence. - Duolingo and Headspace mascot motion: squash and stretch, anticipation, a character that performs inside the UI. - The Browser Company (Arc) launch films: playful tone and fast cutting.

Never copy their characters, UI, music or footage.

A walkthrough of a piece of software, typically 45–75 s. The user gives the product and the features; you decide the story, shots, choreography, sound and music.

1. Essence, and what it is not

The film looks like a screen recording of the real product, but it is not a recording. Every window, menu, diff line and button is redrawn in 2D (HTML/CSS/SVG), so the camera can go anywhere, every pixel is controllable and text stays sharp at any zoom.

A mascot made of big square pixels lives in that high-resolution world. The clash of two resolutions, a hard-edged low-res sprite against anti-aliased UI, is the look.

The mascot is the software's agency made visible: when the software reads, it runs along the rows it reads; when it plans, it holds a pixel pencil; when it tests, it stomps the button.

Two actors, never a hand: the cursor is the user; the mascot is the software.

Not a dark tech keynote (no black stage, no invented abstract UI: this is the real product), not a pixel-art game (the world is hi-res vector UI; only the mascot and its props are pixels), not a real capture (nothing is a screenshot).

2. Materials & rendering

3. Colour logic

4. Type & subtitles

5. Motion quality

6. Camera grammar

A recording-software camera: one continuous take inside the screen, zoom ≥ 1, cuts only under chapter transitions. Opening and ending come from the topic.

Move What it expresses Can serve
Push-in to the cursor or caret "this is where it happens" typing a prompt; choosing a menu item; a setting
Slow drift at rest the app is alive while we listen a line of narration; waiting for a result
Whip-pan between panes (with blur) cause here, effect there sending a message → a result appearing; code → preview
Push-in + vignette freeze the one promise to remember a safety guarantee; a price; an undo
Rack focus between panes attention moves, nothing else does reading files; logs scrolling while chat waits
Pull back to the full window the whole workflow in view a summary; parallel tasks; before/after
Follow the mascot along a list the software working through items scanning results; a checklist; a migration
Split-window reframe two things at once parallel sessions; compare two versions

Framing: the thing being discussed and its caption never overlap; the mascot never covers text to be read. Transitions: chapter pill wipes, pixel wipes, a theme reveal circle; never dissolves or screenshots.

7. Sound palette

8. Native moves

A menu: use the ones your walkthrough needs.

9. Pitfalls of the medium

10. Engine

In demo/: film.js (timeline: VO at fixed times, every visual beat hung on a spoken word with W(id, word), camera moves, Actor mascot segments, Cursor, sound events), ui.js (state → HTML for each interface), clawd.js (sprite grid, poses, pixel props: replace the sprite with your own mascot), main.js (light/dark layers, DOM anchor measurement, motion blur, HUD: captions, keys, pixel wipes, spotlight), sound.py (score, foley and VO from events.json, with ducking). Build notes: DEMO.md.

11. Variation space

You decide the features and their order, the mascot (the product's own, or an original pixel character), the story, the opening, the ending, the camera path, the chapters and the music. All far from our demo:


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