Pictogram Motion — Style Prompt

A beat-locked film built from three things only: a square-grid "core graphic" of circles, half-discs and tiny patterned cells whose rows slide past each other; geometric pictograms (objects, vehicles, weather, signs, and a disc-headed figure when one is needed) made of round-capped bars, discs and capsules; and bold bilingual type that slides up out of masks. Every cut lands on a drum hit. References (grammar only): Otl Aicher's 1972 Munich pictograms (geometric athletes); multi-sport-games "look of the games" identity systems (a modular pattern + a colour set used for everything); Swiss sports-broadcast graphics (mono meta text, tick-bar progress). Learn the grammar; never copy any real event's pictograms, emblem, slogan, pattern artwork or colour names, and never name them in the film.

1. Essence, and what it is not

Either a catalogue film: N items (products, dishes, steps, species…) shown one card at a time, fast, on the beat; or a story told in pictograms: one pictogram as the hero (an object, a vehicle, a sign as often as a person), a goal, a turn, an ending, told through the same cards, walls and transitions. Each card = one pictogram doing one action + a huge title + a second-language line + a mono index "07 / N". Cards group into chapters; each chapter owns one hue, opened by a full-bleed pattern card.

What makes a frame read as this style at a glance: 1. The grid pattern: big discs and half-discs spanning square cells, about half the cells carrying a small motif, all in five tones of one hue, with whole rows cut and shifted sideways: the signature that drives backgrounds and transitions. 2. The pictogram set: objects, vehicles, weather and signs, and a human figure only when the film needs one, all flat and built from the same geometry: round-capped bars, discs, half-discs, rings, capsules. Pictograms combine and turn into one another (a canopy is a half-disc of the pattern, a clock face is the stage disc). A figure, when used, is faceless, rounded bars and a disc head, far-side limbs mixed toward the background. 3. Type as architecture: a 900-weight grotesk title set very large, a heavy second-language line under it, small mono meta text in the corners like a broadcast HUD. 4. Beat lock: every shot starts on a beat, every key action lands on a beat.

Mood: premium broadcast identity; flat colour, light grain, one soft light sweep as the only gradient.

Not an isometric infographic (no depth, no 3D), not Swiss motion graphics (the pictograms and the pattern carry as much as the type), not a cartoon (pictograms never emote, figures have no faces), not a data film (numbers are labels, not charts).

2. Materials & rendering

3. Colour logic

4. Type & subtitles

5. Motion quality

6. Camera grammar

Mostly a locked flat frame; energy comes from row shifts, transitions and figure actions. When the camera moves, it moves along the grid. Opening and ending come from the topic.

Move What it expresses Can serve
Locked flat frame clarity, the card as a poster any item; a spec that must be read
Lateral track with a one-screen whip per beat one continuous family, momentum a line of stations; a production line; a route
Slow drift along a row calm, browsing a gallery; a menu; a slower chapter
Vertical scroll by grid rows ranking, depth, descent a top-ten; floors of a building; ocean depths
Push into one motif cell until it becomes the next frame zooming into a part an ingredient inside a dish; a city inside a map
Pull back to a tiled wall of items the whole set at once a summary; "all of them"; a comparison
Tiles collapsing to one point many become one a merger; a shared goal; a count reaching zero
Split screen along a grid line two items side by side versus; before/after; two versions

Framing: text and figure never overlap (one text column, one stage); horizontal poses move the stage outward. The HUD stays in the corners. Allowed transitions are the grid ones in §5; never dissolves, 3D camera moves, handheld shake or depth of field.

7. Sound palette

8. Native moves

A menu: use the ones your film needs.

9. Pitfalls of the medium

10. Engine

In demo/: engine.js (palette, G.pattern / G.drawPattern with whole-row offsets, G.motif, pictograms such as G.umbrella, G.drop, G.cloud, G.sunIcon, G.moon, G.bolt, G.foot, G.item, G.maskText, easings), film.js (shot list in film seconds, sound events, scenes, HUD, captions, grid transitions, motion blur), mix.py (picture-locked score, foley and voice from the same events). API table and a minimal example: DEMO.md.

11. Variation space

You decide the items, grouping, verbs, palette, chapter order, any long take, the pace ladder, opening, ending, music and voice. All far from our demo:


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