cinematic-systemlisted
Install: claude install-skill Firzus/agent-skills
# Cinematic System
Build the cutscene layer of a game — realtime timelines, pre-rendered
video, transitions, skip/replay, the production pipeline, the
cinematography craft, and the interactive-cinematic design layer. Lip
sync/facial stays in `dialogue-system` (the cinematic hosts it).
References: Genshin Impact (the realtime/USM mix), BotW/TotK (the datamined
Demo system — the most complete public transition contract), God of War /
Naughty Dog / Half-Life (the interactive-craft poles), with the Naughty
Dog / Santa Monica / Guerrilla GDC canon for production.
## The architecture rule
**One timeline model, one director, and a skip that reaches the final
state.** Three independent implementations converge on the same
schema — Unity (PlayableDirector/TimelineAsset), UE
(LevelSequence/MovieScene), and Nintendo (BFEVFL "TLIN": actors,
clips, triggers, subtimelines, cuts):
```
CUTSCENE ASSET (data, reusable across contexts)
tracks (typed: animation / camera / audio / VFX / activation /
subtitle / EVENT)
track -> binding role + clips { start, duration, blendIn/Out,
payload } + markers
sub-timelines for composition (shots, department layers)
DIRECTOR (runtime)
resolves BINDINGS at play time — the canonical decision per role:
possess an existing world actor (scene interacts with world)
spawn a temporary scene actor (replayable anywhere)
owns the clock (choose and lock the source: game / unscaled / DSP)
evaluates tracks, fires events thr