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Marketing Studio

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An agent-driven marketing studio for Claude Code. You type /marketing in your product's repo; the agent onboards your brand, films your app, renders a full marketing asset suite in this engine, and copies the finished files back to you. Then /launch takes the product public: domain, payments, comms, and posting to X, LinkedIn, Facebook, Reddit, Bluesky and YouTube with the rendered videos attached, dry-run by default.

Animated OG loop rendered by the studio

An animated OG loop the studio rendered for a real product, from brand tokens alone. More in examples/.

The one command

/marketing

One run produces, in order:

# Asset Skill behind it
1 Logo reveal (Blender + Remotion) /logo-reveal
2 Product demo with camera zooms and cursor (Playwright capture) /product-demo
3 30 to 90 second launch video composing demo, logo, and copy /launch-video
4 Voiceover and music scored to the launch video (ElevenLabs) /audio-track
5 Social clips per platform (X, LinkedIn, TikTok) /social-clip
6 OG image, animated OG loop, README GIF /og-assets

The order is deliberate: the cheapest composition renders first so brand-token bugs surface before the expensive assets, the demo is filmed once and its footage feeds everything downstream, and audio is scored only after the launch video is picture-locked. The run keeps a manifest on disk, so a died session resumes where it stopped instead of starting over.

Around those assets, the pipeline adds:

  • A derived content brief. The agent reads your product repo (README, routes, landing page) and synthesizes the story — hooks, ranked benefit-led features, per-act narration, per-platform copy — into a validated brief.json that every builder consumes. You approve the whole story on a storyboard page before anything renders.
  • A copy linter. Every generated line is gated for em dashes, hype, and AI-slop vocabulary before it can reach a render.
  • A film grade and per-brand motion personality. Grain, vignette, and bloom tuned per brand, and a motion token block so each brand's choreography feels like itself. Grain size is stated at 1080p and scaled by frame height, so an asset carries the same visual grain at 4K. Optional halation blooms wherever the frame is actually bright rather than glowing a fixed spot, which is the difference between footage that reads photographed and a flat vector comp.
  • An export matrix. The picture-locked launch video and social clips fan into 16:9, 9:16, 1:1, and 4:5 through responsive layout (not crops), with burned-caption variants for muted autoplay and SRT/VTT sidecars.
  • Mission Control. A local click-to-approve gallery: watch assets land, review act-boundary contact sheets before the expensive render, approve or request a redo with a note, and the run reacts — no terminal required.
  • Designed sound. Whooshes on act cuts, ticks on feature reveals, and a riser into the CTA, generated once as a shared SFX library and mixed under the voiceover automatically.
  • Word-locked sync. Voiceover lines carry word-level timestamps; when they do, act lengths derive from the measured voice and reveals land on the words that name them, with judge-av-sync verifying every cue against the timings. Wordless manifests render exactly as before.
  • A mastered mix. Final renders pass a two-pass loudness master to -14 LUFS with a true-peak ceiling, measured in the delivered file rather than trusted from the filter graph, plus SFX asset leveling and per-cue audibility proof.
  • A direction pass. Before a launch film is built, three genuinely different visual directions are written and two are killed (docs/templates/DIRECTION.md), and iteration renders are versioned v1, v2, ... so a fix can be proven and an earlier cut recovered.
  • A set judge, not just file judges. Seven mechanical gates run before any human looks: motion craft, palette, A/V sync, demo dead air, size budgets, audio presence (check-audio: every delivered film carries a mastered track with narration), and judge-drift, which scores the whole output directory as a set. That last one catches the failure no per-file gate can see — assets that are each individually on-brand but collectively fragment into three or four different-looking brands. It emits a worst-first review grid, because attention is reliable over about six tiles, not twenty.
  • Paste-ready post kits and a footage cache. Every platform gets a folder with the right-aspect video, a lint-gated caption, alt text, and a posting checklist; the kit root also carries manifest.json, a machine-readable index that the launch/ CLI reads to auto-attach videos to X, LinkedIn, Bluesky and YouTube posts, plus LICENCES.md and DISCLOSURE.md — what is synthetic, which platform toggle to set at upload, and which obligations the kit does not yet cover. Unchanged product UIs are never re-filmed thanks to content-hash caching of capture and Blender staging.

Each asset also works standalone: run /logo-reveal, /product-demo, /launch-video, /audio-track, /social-clip, or /og-assets on its own from any repo.

/ship-it chains the two halves: /marketing renders the suite, then /launch posts it with the videos attached, through the same approval gates.

Example output

Everything below was produced by one /marketing run against a real product, unedited. Turn the sound on: the voiceover and music are generated too.

sidetap.io (drive a real iPhone from Windows)

File Asset
launch.mp4 88s launch video with generated voiceover and music
demo.mp4 Product demo filmed against a live iPhone, with measured camera zooms
logo-reveal.mp4 Blender draw-on logo reveal
social-x.mp4, social-linkedin.mp4 Per-platform social clips
og.png, og.gif, og.mp4 OG image, loop, and video
readme.gif README-sized GIF (the one at the top of this page)

How it works

  • One engine, many brands. All rendering happens in this repo, never in your product's repo. Finished assets are copied out at the end.
  • Remotion is the backbone. Every final video renders through Remotion compositions in studio/ (SocialClip, ProductDemo, LogoReveal, LaunchVideo, AnimatedOG).
  • Brands are data. brands/<id>.json holds your product's tokens (13 colors, 3 fonts, tagline, voice rules), zod-validated. Templates resolve getBrand(brandId) and never hardcode brand values, so a new product is a JSON file and a logo mark component, not a fork.
  • Feeders produce raw material. Playwright records your running app for demos, headless Blender renders 3D logo reveals, ElevenLabs generates voiceover and music, and ComfyUI can add AI backdrops. Every feeder degrades cleanly when its dependency is missing.
  • The knowledge lives in the skills. The skills/ directory ships the Claude Code skills that operate this repo, including the hard-won gotchas in docs/PLAYBOOK.md (camera math, seamless-loop rules, Blender API traps) so the agent does not re-derive them.

Requirements

Required: Claude Code, Node 22+ for the studio and Node 24+ for launch/ (the versions CI exercises), Python 3.10+, and ffmpeg on your PATH (26 scripts shell out to ffmpeg/ffprobe directly).

Optional, each degrading cleanly when absent: Blender for 3D logo reveals, an ElevenLabs API key for voiceover and music, ComfyUI for AI backdrops.

Remotion licence. Every final video renders through Remotion, which is free for individuals and for companies of three people or fewer. Larger companies need a Remotion company licence. That is Remotion's term, separate from this repo's MIT licence.

Install

As a plugin

/plugin marketplace add ucsandman/marketing-studio
/plugin install marketing-studio@ucsandman

Plugin skills are namespaced, so the commands are /marketing-studio:marketing, /marketing-studio:logo-reveal, and so on.

The engine ships with the plugin, but its npm dependencies do not. Bootstrap once by asking Claude to "bootstrap the marketing studio engine", or run it yourself against the installed plugin directory:

python <plugin-dir>/launch.py --bootstrap

That installs the studio and capture-feeder dependencies and then prints a toolchain report. Copy .env.example to .env in the same directory if you have a Blender path or an ElevenLabs key.

From source

git clone git@github.com:ucsandman/marketing-studio.git
cd marketing-studio
python launch.py --bootstrap    # installs npm deps, then verifies the toolchain
cp .env.example .env            # set BLENDER_PATH / ELEVENLABS_API_KEY if you have them
node scripts/install-skills.mjs # installs /marketing and friends into ~/.claude/skills

Installing from source gives you unnamespaced commands (/marketing rather than /marketing-studio:marketing) and keeps renders in the clone instead of the plugin cache. Use this one if you intend to work on the engine itself.

Then, from your product's repo:

claude
> /marketing

The agent asks one batched round of questions (brand, destination, audio, platforms, checkpoint mode) and runs the whole pipeline. If your brand is new, it derives tokens from your repo's design system (DESIGN.md, Tailwind config, CSS variables) and only asks for what it cannot infer.

The skills

Skill What it does
/marketing The full pipeline: sequencing, gates, run manifest, resume, final QA and delivery gallery
/logo-reveal Animated logo reveal video (Blender draw-on choreography composited in Remotion)
/product-demo Screen-Studio style demo: films your running app, adds measured camera zooms and cursor
/launch-video Hero announcement video composing demo footage, logo reveal, and copy
/audio-track Voiceover and music for any video, or standalone audio
/social-clip Short feature clips sized per platform
/og-assets OG image, animated OG loop, README GIF, social cards
marketing-studio Shared background skill: engine workflow, brand onboarding, non-negotiables

The pipeline's supporting skills ship too, so nothing in the run dangles:

Skill What it does
/polish Final UI quality pass (alignment, spacing, states, micro-detail) before the demo is filmed
/frontend-verify Headless route verification: console errors, failed requests, text assertions
/de-vibe Removes the AI-generated fingerprint (security tells, slop copy, generic defaults) before anything ships
/ship Verify, docs, secrets scan, commit, push ritual
/ship-it /marketing then /launch in one run: render the suite, post it with the videos attached
/announce Announcement drafts per channel (X, LinkedIn, Show HN, email) with approval gates
/launch The launch engine end to end: domain, payments, comms, multi-platform posting (dry-run by default, --live to post)

Installing the plugin ships all of them, namespaced under marketing-studio:. For a source checkout, scripts/install-skills.mjs copies them into ~/.claude/skills unnamespaced and rewrites the engine path to wherever you cloned this repo; it never overwrites a skill you have symlinked. Two optional plugins deepen the UI-polish phase if you have them (impeccable and frontend-design); without them the pipeline films your app as-is.

Repo layout

.claude-plugin/    plugin + marketplace manifests (this repo installs as a plugin)
brands/            per-product brand tokens (zod-validated JSON)
studio/            Remotion project: all final video compositions
feeders/blender/   headless bpy scenes (3D logo reveals)
feeders/capture/   Playwright recorder (product demos)
feeders/audio/     ElevenLabs client (voiceover + music)
feeders/comfy/     ComfyUI client (optional AI backdrops)
skills/            the Claude Code skills that drive all of this (rendering and launch)
launch/            distribution layer: the launch CLI + guarded dashboard (own package)
examples/          real output: the full asset suite for one shipped product
scripts/           props builders, staging, statics, smoke, copy linter, brief
                   gatherer, storyboard board, export matrix, captions, thumbs,
                   post kit, contact sheets, footage cache, SFX library,
                   Mission Control review server
props/             generated render props (edit via their builder scripts only)
docs/PLAYBOOK.md   the operational reference: engine map, onboarding, gotchas
docs/DECISIONS.md  durable architecture decisions, newest first
reference/         read-only reference material carried in from retired repos
launch.py          single-command health check + Remotion Studio

out/, assets/, and studio/public/*/ are build products and stay untracked.

Manual controls

Everything the skills do can be run by hand:

python launch.py                    # health checks + Remotion Studio
node scripts/smoke.mjs              # frame-0 still of every composition
cd studio && npx remotion render LogoReveal ../out/<brand>/logo.mp4 \
  --props='{"brandId":"<brand>","cta":"..."}'
node scripts/lint-copy.mjs props/<brand>-launch.json   # no-slop copy gate
node scripts/render-matrix.mjs <brand> --stills-only   # 16:9/9:16/1:1/4:5 fan-out
node scripts/build-captions.mjs <brand> --check        # SRT/VTT sidecars
node scripts/mission-control.mjs <brand>               # click-to-approve run console
node scripts/master-audio.mjs out/<brand>/launch.mp4   # -14 LUFS master, verified in the delivered file
node scripts/verify-cue.mjs out/<brand>/launch.mp4 2 1.5  # prove a sound cue is audible in a window
node scripts/judge-motion.mjs <brand>                  # motion-craft + motion/grade token bands
node scripts/judge-drift.mjs <brand>                   # scores out/<brand>/ as a SET; writes a worst-first review grid
node scripts/build-postkit.mjs <brand>                 # per-platform kits + LICENCES.md + DISCLOSURE.md
node launch/dist/index.js post <product-dir> --all      # preview every platform post with the kit attached (dry-run is the default)
node launch/dist/index.js post <product-dir> --all --live   # publish for real, through the ledger and media pre-flight
node scripts/publish-bluesky.mjs <brand> --dry-run     # Mission Control's Publish button still runs this; the same publisher is a launch/ provider
node scripts/publish-youtube.mjs <brand> --dry-run     # same: private by default, --auth once; also a launch/ provider
node scripts/fetch-results.mjs <brand>                 # engagement per hook variant from X, Bluesky and YouTube into results.json

docs/PLAYBOOK.md has the full engine map: every feeder, builder script, and render command, plus the verified gotchas.

Adding a brand

  1. brands/<id>.json copying the shape of an existing brand (colors, fonts, tagline, voice rules).
  2. Register it in studio/src/lib/brand.ts and add a mark component in studio/src/brands/.
  3. cd studio && npm test validates the schema.

Only id, name, tagline, url, colors (13), fonts (3) and voice are required. Every other block is optional and defaults to the value it was hardcoded to before the token existed, so a brand that omits it renders byte-identically:

Block What it tunes
motion Choreography personality — tempo, exuberance, stagger, overshoot, parallax, settle, textReveal. Retunes every entrance without moving a rest position.
grade The film pass — grain, grainSize (stated at 1080p, scaled by frame height), halation (highlight bloom that samples the frame), vignette, bloom, aberration, letterbox.
effects wash and glow behind the mark. Brands whose rules forbid a hero wash set wash: 0.
textAccent, progressFill Which color tokens carry small colored text and the progress gradient.
speechHint How the brand name is SPOKEN when that differs from how it is written. The transcriber cannot read a coined word it has never seen, so the audio judge primes it with this.

voice is not decoration — it is parsed. judge-palette reads "never " rules out of it and fails renders that violate them, so write the real constraints there.

Keep grade restrained. judge-motion warns above grain 0.4 and halation 0.35: past those, grain reads as compression noise and halation reads as a CSS glow rather than light scattering off film.

The /marketing skill does all of this for you from your product repo's design system; the steps above are the manual path. Details in docs/PLAYBOOK.md.

Verification

python launch.py --check   # toolchain health
node scripts/smoke.mjs     # renders frame 0 of every composition; must stay green
cd studio && npm test      # brand schema, motion standards, timing libs
cd studio && npm run lint  # eslint + tsc
node --test scripts/*.test.mjs feeders/capture/*.test.mjs feeders/audio/*.test.mjs feeders/comfy/*.test.mjs  # script-side gates (judges, postkit, drift descriptors); same command CI runs

Every asset prop is nullable with a placeholder, so the smoke test passes on a clean clone with no captures, no Blender, and no API keys.

launch/ (distribution layer)

launch/ is the launch engine as a sub-package (@marketing-studio/launch), folded in from the standalone launch-engine repo on 2026-09-02. It takes a shipped product the rest of the way: launch init scans the product repo into <product>/.launch/, launch research and launch copy write per-platform briefs and drafts validated against each platform's hard limits, and launch post publishes to X, LinkedIn, Facebook, Reddit, Google Search Console, Bluesky and YouTube, with assisted flows for Hacker News and Product Hunt.

Safety is the default: launch post previews unless you pass --live, every post consults an idempotency ledger before any network call, videos are refused before upload when they exceed a platform's duration or size cap, and the local dashboard (launch ui) binds to 127.0.0.1 with a per-run token and a typed-domain confirmation for live publishing. Social keys come from launch/.env (template in launch/.env.example); infrastructure credentials (domain, Vercel, Stripe, Resend, Twilio, DNS) never enter this package and are reached only through the offlocal MCP server from the /launch skill.

It keeps its own toolchain (cd launch && npm ci && npm run build && npm test, Node 24), gated by the launch job in CI. Full docs: launch/README.md; provider setup guides in launch/docs/.

License

MIT

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Agent-driven marketing studio for Claude Code: one /marketing command renders your product's full launch asset suite (logo reveal, demo, launch video, social clips, OG assets)

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