What this episode is
A didactic record of how Episode 00 of ERUDITA — the prologue to the ARG layer of REBOOT — was scripted, generated, rejected, reshot, and corrected as an AI-avatar video, built as its own standalone unit rather than as an appendix to Episode 2's.
ERUDITA — The Guardian of the Archive is Episode 00: a prologue that plays before Episode 1, not an episode of the story itself. It doesn't explain what ERUDITA is about — it tells the player what it will cost them to find out. Produced by REBOOT, an Erasmus+ project (KA220-HED, No. 2025-1-CY01-KA220-HED-000351980), it holds a single avatar, the Guardian of the Archive, alone in a records archive, closing on a direct address to whoever is about to start playing.
The finished video is approved and delivered. The point of this document is the record of what it took to get there: a script correction after reading the project's own design documents, a first cut rejected in full on tone and lighting, a reshoot, and — after the reshoot itself was approved — two further rounds of problems found by the team's own eye and ear: a trim defect that ate the start of a word, an ending that assumed a player stake in the story the player doesn't yet have, and two passes on a background-audio choice that was first inaudible, then simply wrong. Each episode of ERUDITA gets its own complete didactic unit, built to the same structure as Episode 2's — this one covers Episode 00 alone.
One avatar, held across seven generations
Where Episode 2 splits three avatars across two shots, Episode 00 does the opposite: a single avatar carried across six shots — seven, counting the Shot 6 regeneration once the ending was rewritten — with nothing else on screen to distract from whether she stays consistent.
The Guardian of the Archive
The guardian of the archive — not a witness, not a moral narrator. The character notes are explicit that she "has no responsibility for the crime and does not decide what the players should believe."
- Dark cardigan over a pale blouse
- Hair loosely pinned back
- Same desk-lamp archive setting held across all seven generations
The composer defaults to the wrong avatar — every time
HeyGen's Avatar Shots composer reloads with whichever avatar was used last, not the one pinned to this project. It reverted to a different avatar, Tomás, at least three separate times across this production — the very first Shot 1 submission, the start of the five-shot batch after the credits upgrade, and again at the start of the full six-shot reshoot. Each time it was caught the same way: a screenshot check of the avatar chip before typing the prompt, never after.
Cinematic mode has no persistent "previous generation" reference, so the only thing holding the Guardian of the Archive's face, wardrobe and set consistent across seven separate generations is manual discipline — reselecting "Oracle" via the avatar chip, "My Avatars," "Choose look," repeated before every single submission — and a near-verbatim environment paragraph doing the rest (§05).
Fellini's frame, Hitchcock's warning, softened for a legible face
The style brief was stated as a hard requirement, not an option — and the lighting inside it was the one thing that had to change after the first cut was rejected.
Black-and-white was non-negotiable: "This is the reason why I chose it … All clips will be in black and white; that is a must," because ERUDITA is set during a dictatorship in a dark historical period. The visual reference given was Fellini's 8½, with a specific instruction that the avatar's performance and framing should evoke Marcello Mastroianni's screen presence — cinematographic homage only, never a likeness of the real actor, a distinction that mattered more once the avatar actually built for the role, the Guardian of the Archive, turned out to be a woman. The reference stayed about tone and gravity, not casting. Tone was specified as "an announcement of the story's entry, in an Alfred Hitchcock style," meant to make the player feel they are "entering an emotional danger zone by taking the risk of playing."
The first production round followed that brief literally: a single hard desk lamp, everything past its pool lost to true black — including, it turned out, a meaningful part of the Guardian of the Archive's own face. The reshoot kept every other instruction in the brief (true black-and-white, high contrast, the shelving receding into shadow) and added exactly one clause to the environment paragraph, repeated across all six shots: "besides the lamp, a soft even fill light keeps her face clearly lit and expressive throughout — her eyes, brow and expression always readable, even as the room around her stays dark." The room's darkness was never the complaint; only the darkness crossing the face was.
Reference tones pulled from the reshoot footage — the palette this document borrows for its own design.
Six shots, as delivered — after the ending rewrite
The reshoot fixed lighting and voice direction. Two further passes after that fixed a trim/audio defect and rewrote the closing line, once the team pointed out the player has no personal stake in the story until they start playing. This is the script exactly as delivered, verified word-for-word against the final audio.
"The Guardian of the Archive's Silent Family Lore"
The Guardian of the Archive sits at the table, turning the pages of an old leather-bound family record under the lamp. Static low-angle shot holding on her hands, then tilting up to her face — calm, thoughtful. No dialogue.
The Guardian of the Archive, already seated, turns the pages of an old leather-bound family record under the lamp. Camera holds low on the hands, tilts up to the face. No dialogue.
HeyGen's render of this "silent" shot is not true digital silence — it carries faint page-turning and breath sound at roughly −45 LUFS. See §07 Bug 3 for why that mattered.
"A Name in Lace"
Static eye-level, mid-close. She closes the record, one hand flat on the cover, and lifts her gaze into camera for the first time.
GUARDIAN OF THE ARCHIVE
There is a lace made in this city. Fine enough for a museum case. Exact enough, stitch by stitch, to say a name.
"The Guardian of the Archive's Grave Truth"
Static close-up, independently framed — not a continuous push across separate generations (see §06 on why that matters).
GUARDIAN OF THE ARCHIVE
A Foundation built its name protecting that lace, in years when a name in the wrong hands could disappear a person. It never told the women who made it what their own hands were really saying. Something a family keeps with pride can also be what helped destroy it.
"Names From The Dark"
Static close-up, the tightest framing of the sequence.
GUARDIAN OF THE ARCHIVE
You are about to open one of their pages. Understand what that costs. Some names, once read, do not go back into the dark.
"The Guardian of the Archive's Urgent Foreknowledge"
Static close-up, holding Shot 4's framing — no further push.
GUARDIAN OF THE ARCHIVE
Even now, somewhere far from this room, a decision is being made. Whether to put that same lace before the world, to be honored. You will know what it's made of before they do.
"What The Truth Asks" — rewritten ending
Static eye-level, widens back to Shot 2's mid-close framing. Hand returns to rest on the closed record. Quieter and more tender on the final line.
GUARDIAN OF THE ARCHIVE
One lace, one museum, one foundation, one truth buried beneath them all.
Finding it is only the beginning.
The real question is what the truth will ask of you once you know it.
A full second of stillness held on her steady gaze before the shot ends.
Replaces: "You can close this now, and keep the family you think you have. Or you can open it, and risk becoming the first one in it who ever knew." That line assumed the player already has a family stake in the story. They don't — ERUDITA opens on a tourist with no connection to the families involved until they start playing. See §11 for the correction as the team stated it, and §05 for the full rewritten generation prompt.
Title card
Hard cut from Shot 6, black background, two lines fading in — ERUDITA / The Guardian of the Archive. A title unique to this episode, replacing the shared "The Price of Silence" card used on the first, rejected cut — that title belongs to Episode 2 alone.
What was actually typed into HeyGen
Cinematic (Seedance 2) mode, avatar Oracle, Portrait, 720p, "Enhance prompt" left on. One freeform field per shot — environment, blocking, camera, dialogue and voice direction folded into a single paragraph.
A dark records archive, true black-and-white, rich but balanced contrast, no color cast. Floor-to-ceiling shelving of ledgers and boxed files recedes into moody shadow on either side, atmospheric but not crushed to solid black. A heavy wooden table holds a single desk lamp; besides the lamp, a soft even fill light keeps her face clearly lit and expressive throughout — her eyes, brow and expression always readable, even as the room around her stays dark. The Oracle, already seated at the table, closes an old leather-bound record in front of her, resting one hand flat on its cover. After a beat, she lifts her gaze — for the first time — directly into the camera. Static eye-level shot, mid-close framing. Her voice warm, urgent and grave — like someone protecting the listener by telling them a hard truth, never cold or menacing: "There is a lace made in this city. Fine enough for a museum case. Exact enough, stitch by stitch, to say a name."
Same dark records archive, true black-and-white, rich but balanced contrast, no color cast — floor-to-ceiling shelving receding into moody shadow, a heavy wooden table with a single desk lamp; besides the lamp, a soft even fill light keeps her face clearly lit and expressive throughout. Static eye-level shot, widening back to the mid-close framing of her first line, one hand returning to rest on the closed record. Her voice warm, urgent and grave — like someone protecting the listener by telling them a hard truth, never cold or menacing — quieter and more tender on the final line: "One lace. One museum. One foundation. One truth buried beneath them all. Finding it is only the beginning. The real question is what the truth will ask of you once you know it." A full second of stillness held on her steady gaze before the shot ends.
Shots 3–5 follow the same pattern: the identical environment and voice-direction paragraph, a one-line blocking/camera instruction specific to that shot, and the shot's own dialogue in quotes. Note what changed between the two prompts above and nothing else did: the fill-light clause and warm-voice direction came from the reshoot (§03); the closing line came from the tourist-player correction (§11) — the environment paragraph itself is otherwise identical, which is exactly what kept the two generations, five months apart in production terms, reading as the same room.
From prompt to delivered cut — two rounds
The same repeatable sequence as Episode 2, extended by two extra stages this episode needed: a reshoot pass, and a full audio-engineering pass after the picture was already locked.
Pin the avatar, every single time
Reselect Oracle via the avatar chip → "My Avatars" → "Choose look" before typing a single word — the composer defaults to the last-used avatar on every fresh page load, and it reverted to a different avatar at least three times across this production (§02).
HeyGen · Avatar Shots (Cinematic mode)Write one prompt, not a script and a shot list
Cinematic mode takes a single freeform field. Environment, blocking, dialogue and voice direction folded into one continuous paragraph, as in §05.
Generate, then wait out the render
~74 credits per Seedance 2 shot at 720p Portrait. Generations routinely stall near 99% for several minutes during final encoding — including once appearing to vanish from the UI entirely after a page reload, before a page-text check confirmed it was still processing at 51%. Not a failed job.
Pull the direct file, not the player
Read the page's own <video> elements for their currentSrc — a direct, unsigned resource.heygen.ai URL, curl-able without auth.
Verify with a contact sheet and a full transcript
Evenly-spaced frames per clip into a contact sheet — built with Python/PIL after ffmpeg's own hstack/vstack filter crashed reproducibly with a malloc(): corrupted top size error in this environment. Then whisper every clip's dialogue, word-level timestamps, checked against the intended script line by line.
Assemble with variable-duration crossfades, not a fixed one
A single uniform crossfade duration doesn't hold across shots with unequal trailing-silence budgets — see §07 Bug 3.
ffmpeg · xfade / acrossfadeMix audio as its own pass, after picture lock
Measure levels with volumedetect rather than trusting a filter chain's stated numbers, and treat any "silent" clip as unverified until measured (§07 Bug 3, Bug 4).
Re-verify the whole delivered file, every fix
Frame 0, last frame, and a full re-transcription — not just the part that changed. Every one of the fixes in §07 was caught this way, not by watching the export succeed.
Four bugs, one pattern
None of the four defects below were caught by watching an export succeed — each needed either a direct rejection from the team, a word-level transcript, or a raw level measurement to actually surface.
Production stopped cold after Shot 1 — a credit ceiling, not a generation failure
The Creator plan's Cinematic/Seedance quota was exhausted after a single shot, mid-session, with five more generations still ahead. The fix — an upgrade to a Pro plan, Monthly billing rather than Yearly, sized for a defined production sprint — cost more than credits: it also lost the exact Shot 2 prompt in progress, since HeyGen keeps no recoverable draft or prompt history on a submission interrupted by a paywall. That prompt had to be rebuilt from what was already approved rather than guessed at.
How it was caught: the generic "credits left" counter shown elsewhere in the account didn't warn before the specific Cinematic quota gated the feature outright — the two counters aren't guaranteed to track the same pool. The checkout screen's "Payment Processing…" spinner then sat indefinitely even though the charge had already succeeded — confirmed only by reloading the account panel and checking the plan name and balance directly, not by waiting on the spinner.
Standing note: the upgrade inherited the old plan's renewal date rather than starting a fresh cycle, so the next full charge landed one day later, not four weeks later. The plan is due to come back down to Creator once the current production batch is finished — not yet triggered.
Flat voice, dark face, wrong shared title, no traction — the whole first cut was rejected
"It needs to be rebuilt. It is too flat; the voice is flat. Increase the volume of the voice. There are some shadows on the face; the scene is too dark, which I do not like… The voice is creepy; it has to be changed… There is no catching audience, no traction of the video."
Four structured questions went to the team before any resubmission: the new title-card wording, how far to soften the lighting, the target voice tone, and whether to add sound design at all. The recommendation given — and approved: keep the noir setting but add a soft fill light so the face stays readable; replace "quiet, measured, without warmth" with "warm, urgent and grave, protecting the listener, never menacing"; add sound design, since a fully silent track was part of why the first cut felt inert; and give the episode its own title card, "ERUDITA — The Guardian of the Archive," rather than reusing Episode 2's "The Price of Silence."
Fix: all six shots regenerated with the revised environment paragraph and voice direction (§03, §05); a contact sheet confirmed the face legible in every frame while the room itself stayed dark.
The first transition was eating word onsets — the "silent" shot wasn't
After the reshoot was approved, the team flagged it directly: "there is a trim audio problem in the transition from the first to the second video, and eaten words in the first video." Whisper's word-level timestamps on every clip showed the real cause: Shot 1 has no dialogue, but HeyGen's render wasn't true digital silence — it carried faint page-turning and breath sound at roughly −45 LUFS. Loudness-normalizing that "silent" track to the same −14 LUFS target as the dialogue clips boosted it by roughly 27 dB, and a uniform 0.5-second crossfade at every join then blended that now-audible noise straight across the first word of Shot 2.
The same uniform-crossfade approach turned out to be wrong at every other join too, for the opposite reason: Shots 3 through 6 all begin speaking at literal frame zero, with no lead-in silence at all — so any crossfade at the start of those clips fades in the first word itself rather than blending silence into silence.
Fix: Shot 1's audio was replaced with true digital silence rather than a loudness-normalized "quiet" track. Every other join was recomputed per-shot from each clip's actual measured trailing silence (last-word-end-time to clip duration, via whisper), and rebuilt as trim-plus-concat with only a ~15-millisecond click-guard fade positioned inside the outgoing clip's real silence — never touching an incoming clip's first word. The video-side crossfade durations were updated to match each new audio join exactly: in a sequential crossfade chain, video and audio overlap durations at a join must be numerically identical, or lip-sync drifts cumulatively across the sequence.
Sound design that was first too quiet, then simply the wrong choice
The reshoot added a synthesized ambient tension bed under the dialogue, per the team's own approved recommendation that a fully silent track was part of why the first cut felt inert. Once the trim fix above landed, the team reported the first ten seconds — under the silent Shot 1 — had no audible sound at all. Measurement showed why: a volume=0.10 multiplier stacked on an already-quiet filtered-noise source, plus a slow three-second fade-in, put the bed at roughly −61 to −65 dB — technically present in the file, well under audible threshold. Raising it to a measured, deliberately audible −32 dB (about 15 dB below the dialogue) and shortening the fade-in fixed that specific complaint.
What followed was more direct feedback that overturned the whole approach, not just its level: "There is a lot of noise in the video now. Cut it; it is annoying. We are wasting too much time. If you want to add background sound, use the erudita audio at a very low volume; the voice is important." The synthesized bed and sting were removed entirely and replaced with a track the team supplied directly, looped with short crossfades to cover the full runtime and mixed roughly 23 dB below the dialogue — audible as texture, never competing with the voice.
Confirmed by the team, in three words: "It lands."
The pattern behind all four: none of these were generation failures — HeyGen delivered exactly what was asked of it, every time. Each bug was in how the pieces were put together afterward, and each was only caught by measuring the delivered file — a transcript, a level reading, a frame — rather than trusting the command, or the ear, that produced it.
Before any clip ships
- Reselect the avatar before every submission, verified by screenshot, not memory — the composer defaults to the last-used avatar on every fresh page load.
- Treat a "silent" shot as unverified, not silent, until measured — a near-silent HeyGen render can still carry faint noise that a loudness filter will amplify dramatically.
- Whisper every clip with word-level timestamps, not just a listen-through — a clean transcript alone doesn't prove there's no audible artifact, since ASR stays robust to a faded-in onset even when a human ear would catch it. Check levels too.
- Measure crossfade/trim budgets per clip, never assume a uniform duration — some clips start speaking at frame zero with no lead-in silence at all.
- Keep video and audio overlap durations numerically identical at every join in a sequential crossfade chain, or lip-sync drifts cumulatively.
- Measure any ambient or background layer with volumedetect before calling it done — a volume multiplier on an already-quiet source can sit inaudibly below threshold even while technically present in the file.
- When the team says a sound choice itself is wrong, don't just turn the level down — replace the approach. "It's annoying" and "we are wasting too much time" are instructions to move fast, not just to be correct.
- Re-verify frame 0, the last frame, and the full transcript of the delivered file every time a fix touches the assembly — not just the part that changed.
What actually goes into two minutes
Written for the REBOOT team as a preface to the case study that follows — reproduced here in full.
There is a fantasy spreading across social media: that you can simply talk to AI and it will produce whatever you imagine. They named it prompting, JSON, context.
It won't.
AI can create the impression that it is talking to you, understanding you, even collaborating with you. But much of that feeling is human projection. Generative AI does not understand in the human sense. It works through extraordinarily sophisticated mathematical models that predict and generate patterns from what they have learned from vast amounts of data.
And that is precisely what makes this moment so extraordinary.
The paradox is that the more powerful AI becomes, the more human literacy matters.
Producing a two-minute cinematic clip is not simply a matter of writing a prompt. You need to understand cinema: framing, camera movement, rhythm, lighting, performance, and editing. You need storytelling, literature, and plot. You may need philosophy to construct the dilemma, design to create the visual language, typography to establish identity, sound to build atmosphere, and psychology to understand how a character should behave.
And before generating a single useful scene, there may already be days of work behind it: creating the characters, defining their profiles, maintaining visual consistency, designing their relationships, placing them within the story, building the plot, preparing locations, establishing the cinematic language, and deciding what information the audience should — and should not — know.
Then comes the AI.
A two-minute clip may take two minutes to watch. It can take days to create.
The real skill is not learning how to ask AI for things. It is learning what needs to exist before you ask.
So start by understanding the tools. Learn the difference between an LLM and multimodal AI. Learn what each can and cannot do. And, above all, develop the cultural, creative, and critical literacy required to direct them.
AI does not eliminate expertise.
It makes expertise visible.
Why "the room is dark" and "the face is dark" are different notes
The first cut followed the noir brief literally — one hard desk lamp, everything else lost to true black — and that reads as this project's aesthetic itself. What the team rejected wasn't the darkness of the room, but that the same darkness had reached the one thing that needed to stay legible: the Guardian of the Archive's face.
The two contact sheets above are pulled the same way — evenly spaced frames across all six shots — and show the entire fix in one place: the archive shelving, the black background, the single desk lamp are unchanged between rounds. What changed is a single added clause in the environment paragraph, repeated verbatim across all six prompts (§03, §05), putting a soft fill light on her face alone.
This is also, mechanically, the opposite lesson from Episode 2's own Format Case Study: there, the fix was catching a problem before generation — composing for the target aspect ratio, not cropping after. Here, the lighting fix could only be applied after seeing the first cut fail, because "the room should stay dark but the face should not" wasn't a spec in the original brief at all — it only became specific once the team could point at what didn't work.
The whole arc, in order
Recorded in full, per the team's own instruction to use the whole text of the conversation, not a summary of only the parts that went well.
Noir, Fellini, Hitchcock, Mastroianni
The initial direction set black-and-white as non-negotiable, named 8½ as the visual reference, and asked for Marcello Mastroianni's presence in the framing and performance. A clarifying question established this meant style homage only — never a literal likeness of the real actor. Tone was set as a Hitchcock-style announcement that must make the player feel they are entering "an emotional danger zone."
A script that was too small
A first script was written and produced as far as Shot 1 before HeyGen's credits ceiling interrupted Shot 2 — the incident and its cost are recorded in full in §07 Bug 1, including the lost prompt that had to be rebuilt from scratch.
"Not only a family problem"
Given three source documents — Values, Characters and Cultural Heritage, The Architecture of Suspense, and The Drama of the Game — and direct feedback: "the game is not only about a family problem or drama. It is about the Foundation using the lace makers; it is about the Foundation cooperating with the Estado Novo; it is about discovering the truth; it is about informing UNESCO, or not, about the truth found." The script was rebuilt around that correction, expanding from four shots (~55–60s) to six (~80–90s) to give the institutional stakes their own beats rather than compress them into an aside.
Naming the object: "lace" versus "handcraft heritage"
A specific wording question was raised: should the prologue name the object as "a lace," or stay vaguer with "handcraft heritage"? The recommendation was to keep the concrete noun — "handcraft heritage" reads as nomination-file language, not spoken dialogue, and naming the material doesn't reveal the crime's mechanism, it just makes the mystery tangible. A further recommendation followed from the source material's own opening line — that ERUDITA is itself the name of the bobbin lace at the center of the crime: describe the lace, but withhold the proper noun connecting it to the game's own title, so that discovery stays a later payoff.
What was wrong with the approved draft
Asked directly for an honest assessment rather than confirmation: the Guardian of the Archive's warning-heavy dialogue sat closer to a moral narrator than the "guardian of the archive … does not decide what the players should believe" the character notes describe; a line gesturing at the UNESCO decision ("not far from here") didn't hold up geographically; and the camera direction asked for one continuous push-in across three separate HeyGen generations — the exact failure mode Episode 2's own production diagnosed and had to fix after the fact with a cross-dissolve. Two of those were corrected before production: the geography line, and the camera continuity (changed to three independently-framed static shots). The Guardian of the Archive's tone and Shot 3's density were left as open notes rather than decided unilaterally.
The first cut, watched and rejected in full
The assembled first cut came back rejected on every axis — voice, lighting, shared title, and simply not holding attention. The verbatim rejection and the four questions asked before touching HeyGen again are recorded in full in §07 Bug 2.
Fill light, warmer voice, a title of its own
All six shots were resubmitted with the revised environment paragraph and voice direction, avatar reselected before submission for the third documented time in this production (§02). The reshoot was approved.
Two small problems, and a bigger one
"You made a point here. I think the video 2 small problems: first, there is a trim audio problem in the transition from the first to the second video, and eaten words in the first video. Secondly, and very important, the player of the game is a tourist with no connection to the families involved in the story until he enters the game. So the last part needs a different call to adventure."
The sequencing that followed was explicit: fix the video and the ending first, inspect every trim rigorously, and only then build this didactic unit — which is why this unit was produced last in the record, not first.
A new call to adventure for Shot 6
The closing line was rewritten to move the stakes from a family the player doesn't yet have any claim to, toward the three objects the player is actually about to be handed — the lace, the museum, the foundation — and reframed the choice as what the truth will demand of the player, not what it will cost a family. Shot 6 was regenerated against the new line and verified word-for-word by whisper against the intended text (§04).
Whisper, transition by transition
Per the instruction to "inspect each trimming voice video," every one of the five joins was checked individually — word-level timestamps per clip, not a single pass over the finished mix — before any fix was applied. The root cause (a not-quite-silent Shot 1, and word onsets sitting at frame zero on four of five later clips) and the fix are recorded in full in §07 Bug 3.
"The first 10 seconds have no sound, can this be fixed?"
A direct, single-line report, resolved by measurement rather than by ear — see §07 Bug 4 for the level reading that explained it and the fix that followed.
"Cut it; it is annoying. We are wasting too much time."
Direct feedback, with an audio file attached, overturned the synthesized-ambient approach itself, not just its level, and specified the replacement: the team's own supplied track, at very low volume, dialogue prioritized. Recorded in full in §07 Bug 4.
"It lands."
Three words closed the audio work. The instruction that followed authorized this document: build the didactic unit, using the whole conversation, with the title "The Guardian of the Archive" and a focus on the problems encountered producing the avatar scene, script and content — which is the brief this document has followed throughout.
Before the next 13 clips are generated
Added after this unit's production, not part of it — every section above stays the historical record exactly as shipped. This one is forward-looking: five checks written directly from Episode 00's and Episode 2's own bugs, meant to be run against a prompt before it goes into HeyGen, not after the clip comes back wrong. The goal is fewer reshoots on the landscape and vertical batches starting now, since every regeneration spends real credits against a balance being tracked closely this round.
- State voice tone as a contrast pair, not a single adjective — "X, never Y." (From Bug 2's fix: "quiet, measured, without warmth" read as flat and creepy; "warm, urgent and grave, protecting the listener, never menacing" is what actually worked, after a full six-shot reshoot.)
- State facial exposure/fill-light explicitly, independent of scene darkness, whenever the environment is dark. (From Bug 2: the room being dark and the face being dark were treated as the same note in the original prompt — they aren't, and the gap cost the same reshoot.)
- Decide and state the target aspect ratio before generating — compose for it, don't crop after. (From Episode 2's Format Case Study: shot entirely in landscape, then center-cropped to 9:16, cutting people out of frame that a native vertical composition would have kept in.)
- State explicitly whether a "silent" shot should be true digital silence or carry ambient sound. (From Episode 00 Bug 3: HeyGen's default "silent" render wasn't actually silent — faint page-turning and breath at roughly −45 LUFS, which a later loudness pass amplified by ~27 dB straight into the next clip's first word.)
- Repeat the environment paragraph verbatim across every prompt in a scene. (From Episode 2's own QA checklist: small wording drift between shots produced a visibly different bar — the "Irish pub" version — inside the same scene.)
Workflow this feeds: draft the prompt → check it against the five items above → generate in HeyGen → send the clip back for analysis (transcript, contact sheet, levels, framing) → only then move to the next shot or assemble the scene.