A red-armoured bladesman in silhouette holds a glowing katana level while an enormous orange fireball fills the sky behind him, a hooded figure with a violet blade below him at the edge of frame.

Original short 0:35

Twin Moons

Two moons, one wet rooftop, and nobody left standing between them.

A red-armoured bladesman clears a rooftop arena of engineered predators while a phase assassin cuts his way off a burning strike deck above the same city. The two survivors meet on wet metal under twin moons, and the rain does the talking.

Runtime
0:35
Format
1920 x 1080 / 30 fps / 16:9
Blocks
8 generation blocks, 18 internal cuts
Video model
Seedance 2.0
Design
ChatGPT Image 2
Control layer
Claude x Higgsfield MCP
Skills
tig-scene-engine, tig-acting-task, cinedance
01 The film

The film

The spine was beaten out with the tig-scene-engine skill before a single frame was generated. A short cut still needs a chain, otherwise it is only a reel of pretty motion.

Goal
Stand as the last blade on the platform, and be the one still holding it when the rain stops.
Obstacle
The arena is stocked with a predator pack and patrolled from the air. Each stage threatens the one after it.
Tactic
The Shogun fights low and close, using the wet deck. The Ronin fights wide, using phase movement and the enemy's own ordnance.
Reversal
The interceptor sent to kill the Ronin becomes his transport and his weapon. The fireball that ends the patrol also announces him to the Shogun.
Value shift
The Shogun reads as a survivor, then as an executioner standing on a mound of the dead. The Ronin reads as prey under fire, then as the thing the platform should have feared.

Every reversal has to move the audience verdict on a character. A turn that changes only the plot is dead weight.

Runtime
0:35
Master
1920 x 1080, 30 fps, H.264
Sound
Model audio, layered and mixed in the edit
Dialogue
None. The film carries on action and light
Status
Complete. Original characters and world
02 Beat map
03 Cast

Cast and world

Identity is settled on paper first. Each sheet carries orthographic views, close details, a fixed colour palette and a scale guide, so the video model receives one source of truth per character and per location. Sheets were then uploaded into Higgsfield and bound to a tag that stays constant across every generation.

  • @shogun_v1

    Red Moon Shogun, wandering bladesman

  • @ronin_v1

    Neon Void Ronin, phase assassin

  • @raptor_v1 + @brute_v1

    Moonclaw predator

  • @arena_v1

    Twin Moon duel platform

  • @strike_v1

    Strike platform, casualty state

Tag naming holds for the whole film. No stale tag ever enters a later prompt.

04 Pipeline

Pipeline

From beat sheet to graded cut, inside one chat window.

  1. 01

    STORY ENGINE

    tig-scene-engine

    Thirty-five seconds beaten into eight blocks with one reversal that earns a value shift. Blocks that failed the causal test were cut before design started.

  2. 02

    DESIGN SHEETS

    ChatGPT Image 2

    Character and location sheets with orthographic views, detail crops, materials notes and a locked palette. Roughly four passes per sheet until the silhouette read at thumbnail size.

  3. 03

    REFERENCE LOCK

    Higgsfield library

    Every sheet ingested and bound to one tag. Character, creature and location tags stay separate so a location never drags a costume with it.

  4. 04

    SHOT DESIGN

    cinedance

    Each block written as an engineering document: first frame, spatial blocking, lens choice, timed action, physics, lighting priority, audio. Style prose stays out of the control sections.

  5. 05

    PERFORMANCE

    tig-acting-task

    For the beats where a stance carries the story, the character is given a task to play instead of a face to pull. Stance, weight shift and head angle are written as doing, not as mood.

  6. 06

    GENERATION

    Seedance 2.0 via Claude x Higgsfield MCP

    Prompts fired straight from chat as batches, jobs polled in the same thread, candidates returned for review. No tab switching, no copy and paste between tools.

  7. 07

    SELECTION

    Review pass

    Candidates judged on identity match, physics, light direction and hand or weapon state. Anything that broke the cyan key light was dropped even when the action looked good.

  8. 08

    ASSEMBLY

    Edit

    Cut on motion. Joins hidden inside whip pans, blade passes and the explosion flash so the eight blocks read as one take of coverage.

  9. 09

    FINISH

    Grade and sound

    Contrast pulled down in the rain, cyan and magenta held apart in the mids, rain and metal sitting under the blade hits.

ONE THREAD HOLDS THE STORY WORK, THE PROMPT WORK AND THE GENERATION QUEUE. THAT IS THE WHOLE POINT OF THE MCP LAYER.

05 Stack

The stack

Four tools, three custom skills, one operator.

  • Seedance 2.0

    Video model

    Image-to-video and multi-shot generation with native sound. Every frame in the film comes out of it. Multi-shot support is what allows a hard cut to live inside one block.

  • ChatGPT Image 2

    Design

    Character sheets, creature sheets and location plates. Chosen for typography inside the sheet and for holding a palette across several passes.

  • Claude x Higgsfield MCP

    Control layer

    The studio floor. Prompts are written, batched, submitted, polled and reviewed in one conversation, with the reference library addressed by tag.

  • Edit and grade

    Finish

    Assembly, speed adjustment on two impacts, grade and sound layup.

Custom Claude skills

  • tig-scene-engine

    Structure

    Goal, obstacle, tactic, reversal, value shift, applied with bespoke definitions. Used to write the spine and to audit it afterwards.

  • tig-acting-task

    Performance

    Acting direction written as an invested tactic instead of described expression. Keeps a masked character alive through stance and eye work.

  • cinedance

    Prompt direction

    Turns a beat into a production-ready Seedance prompt: blocking, optics, timing, physics, lighting locks, audio. Failure modes are blocked with positive instructions placed next to the rule they protect.

The prompt is an engineering document, not copy. Every failed generation costs money and time.

06 Shot sheets

Shot sheets

One block per generation, each with the still it produced and the prompt that made it, as written for Seedance 2.0 and built with the cinedance skill. Every prompt is here in full.

A Contact 0:00 - 0:04
A huge pale predator lunges with a burning orange blade while the small red-armoured bladesman crouches under the swing, blood arcing across the rain-soaked arena floor.

Opening block. The pack is already moving when the first frame appears, so the film starts mid-fight.

Prompt
SCENE CONTEXT
A lone red-armoured bladesman sprints across a rain-slick rooftop arena and takes the first strike from an engineered predator.

ACTIVE REFERENCES
@shogun_v1: adult male bladesman, lacquered red lamellar armour, horned silver helm, white waist wraps, blue energy katana in the right hand. 100% matches the reference.
@brute_v1: 2.8m grey-green reptilian predator, heavy shoulders, single orange thermal blade in the right claw. 100% matches the reference.
@arena_v1: open rooftop platform, dark metal panels, recessed cyan strips, standing rainwater.

LOCATION MAP
Camera 1.2m above the deck facing the far edge. Cyan strips run left to right through the midground. City glow and storm cloud fill the background. Rain falls near vertical, drifting screen-left.

FIRST FRAME AND SPATIAL BLOCKING
Frame opens on wet deck panels with @shogun_v1 already visible in the centre distance, running towards camera. @brute_v1 enters from screen-right at 0:02 and closes to within 2 metres. Both stand on the same strip line so the ground reads flat.

OPTICS
35mm for the run, 65mm for the strike. Deep focus on the deck, soft falloff on the city.

CAMERA
Low tracking move retreating with the run, then a hard whip to screen-right on the swing. Handheld weight, no float.

ACTION TIMING
0:00 to 0:02 @shogun_v1 runs at camera, water spraying off each footfall.
0:02 to 0:03 HARD CUT. @brute_v1 swings the thermal blade across frame, a red arc throws screen-left.
0:03 to 0:04 @shogun_v1 drops under the arc on one knee, katana trailing behind him.

PHYSICS
Rain beads and runs off armour plates. Water sheets under the sliding knee. Blood arcs and falls, it does not hang.

LIGHTING
Cold moonlight from behind, cyan uplight from the deck strips, orange rim off the thermal edge. Faces stay in shadow, no flat front light.

AUDIO
Rain on metal, one heavy blade pass, no music.

POSITIVE CONSTRAINTS
Two figures only. Katana stays in the right hand. Blue for the katana, orange for the thermal edge, colours never swap.
B The Brute 0:04 - 0:08
The predator squares up head on with its orange blade held low, two moons behind it, a small armoured figure falling towards it from the top of the frame.

Scale block. The predator is framed against both moons so the size gap reads instantly.

Prompt
SCENE CONTEXT
The bladesman squares off against the largest predator of the pack, which rises to full height under twin moons and opens its arms in challenge.

ACTIVE REFERENCES
@shogun_v1: red lamellar armour, horned silver helm, blue energy katana held low in a two-hand grip. 100% matches the reference.
@brute_v1: 2.8m grey-green predator, orange thermal blade in the right claw, chest and shoulder harness. 100% matches the reference.
@arena_v1: rooftop platform, cyan strips, heavy rain, two full moons low on the horizon behind the far edge.

FIRST FRAME AND SPATIAL BLOCKING
@shogun_v1 occupies the lower screen-left quarter, back three-quarters to camera, facing screen-right. @brute_v1 stands 4 metres away on the right, both moons directly behind its torso. Two dead predators lie in the far background as silhouettes.

OPTICS
85mm from a low deck-level position. The long lens compresses the moons to fill the sky behind the predator and stacks the two figures.

CAMERA
Slow rise from knee height to chest height, no pan. The predator grows in frame through camera height alone.

ACTION TIMING
0:00 to 0:02 @brute_v1 straightens from a hunch, thermal blade sweeping a slow arc at hip height.
0:02 to 0:03 It spreads both arms wide, head tipping back, chest open to camera.
0:03 to 0:04 @shogun_v1 shifts his weight onto the front foot and drops the katana tip towards the deck.

ACTING TASK
@shogun_v1 measures the reach of the blade, not the creature. He is deciding which distance kills him and stepping to the edge of it. The helm hides the face, so the task lives in the weight shift and in the tilt of the head tracking the blade tip.

PHYSICS
Rain runs off the thermal edge as steam. Muscle mass moves before the limb does. Water rings spread from each footfall.

LIGHTING
Moons act as a hard backlight and hold both figures as silhouettes. Cyan floor bounce separates the legs from the deck. No fill on the front.

AUDIO
Low breath, rain, the hum of the thermal edge. No music.

POSITIVE CONSTRAINTS
Both moons stay visible and stay behind the predator. Two figures in the foreground, nothing else enters frame.
C The Mound 0:08 - 0:11
The bladesman stands on a mound of pale corpses with his sword driven down into them, framed against a full moon in heavy rain.

The value shift. Same character, new verdict: the audience stops reading survival and starts reading appetite.

Prompt
SCENE CONTEXT
The fight is over. The bladesman stands on top of the bodies he has made, blade driven down into the pile, blood running with the rain.

ACTIVE REFERENCES
@shogun_v1: red lamellar armour spattered dark, horned silver helm, both hands on the katana grip. 100% matches the reference.
@arena_v1: rooftop platform, cyan strips, twin moons low behind him, storm cloud.

FIRST FRAME AND SPATIAL BLOCKING
@shogun_v1 stands centre frame on a mound of dead predators roughly 1.5m high, facing camera, feet apart. The larger moon sits directly behind his helm, the smaller moon screen-right. Blood spray marks the deck in the foreground.

OPTICS
50mm from slightly below eye level. Neutral field, so the height comes from the low angle instead of distortion.

CAMERA
Static hold with a very slow creep in. The frame stops moving because the story does.

ACTION TIMING
0:00 to 0:01 Blood falls past camera in the foreground, out of focus.
0:01 to 0:03 @shogun_v1 drives the katana down into the pile and holds. Rain sheets off the shoulder plates.

ACTING TASK
He is listening for the next one. The stillness is work, not rest: the head turns two degrees at a time across the platform, checking whether anything is still breathing, and the grip stays closed the whole time.

PHYSICS
Bodies compress under his weight. The blade enters and stays. Rain runs off the helm crest in a continuous line.

LIGHTING
Hard rim from the moons, deep shadow across the front of the armour, cyan spill low on the corpses. Keep the face plate unreadable.

AUDIO
Rain, dripping, one long exhale.

POSITIVE CONSTRAINTS
One living figure only. The blade stays vertical in the pile. The moons do not move between frames.
D Shockwave 0:11 - 0:15
Seen from overhead, a hooded figure stands at the centre of a violet shockwave ring with armoured bodies thrown outward across a metal deck.

Hard switch of protagonist, colour and altitude in a single frame. Magenta enters the film here and never leaves.

Prompt
SCENE CONTEXT
On a second platform, a hooded assassin releases a ring of unstable energy that throws an entire security squad off their feet.

ACTIVE REFERENCES
@ronin_v1: tall hooded figure in layered shadow-weave, face void with no features, magenta phase poleblade. 100% matches the reference.
@trooper_v1: security troopers in dark segmented armour, full-face visors, compact rifles. Twelve of them.
@strike_v1: high-altitude combat platform, armoured composite panels, cyan inset strips, wet surface.

FIRST FRAME AND SPATIAL BLOCKING
Overhead view, camera directly above the deck. @ronin_v1 stands at the exact centre, poleblade held vertical. The troopers form a loose ring 6 to 9 metres out, all of them already airborne or falling outward. A magenta ring of light expands from the centre through the whole frame.

OPTICS
24mm top-down. The wide field keeps the full ring in frame and bends the platform edges outward for scale.

CAMERA
Locked overhead, then a fast fall to a low three-quarter angle on the deck at the cut.

ACTION TIMING
0:00 to 0:02 The magenta ring expands from @ronin_v1 outward, bodies thrown back with it, rifles leaving hands.
0:02 to 0:03 HARD CUT to a low angle behind @ronin_v1, two troopers closing from screen-right.
0:03 to 0:04 The poleblade sweeps once across frame, magenta trailing behind the edge.

PHYSICS
Bodies travel outward and tumble, they do not slide. Loose gear leaves at the same moment as the impact. Standing water lifts off the deck inside the ring.

LIGHTING
The ring is the only key light for two seconds and throws hard shadows outward from centre. Cyan deck strips read underneath. No ambient fill.

AUDIO
One low concussive hit, armour on metal, no music.

POSITIVE CONSTRAINTS
One hooded figure only, never duplicated. Magenta belongs to the assassin, cyan belongs to the deck.
E Tracer Run 0:15 - 0:19
The hooded assassin runs across a rooftop trailing a violet blade, a jet banking past neon towers behind him and sparks striking the deck.

The chase beat that sets up the reversal. The jet is introduced as a threat so that it can be stolen four seconds later.

Prompt
SCENE CONTEXT
The assassin runs the length of the strike deck under fire from an interceptor while the last troopers shoot from the ground.

ACTIVE REFERENCES
@ronin_v1: hooded assassin, magenta phase poleblade held low and behind. 100% matches the reference.
@interceptor_v1: dark arrowhead jet with orange engine glow, banking above the platform.
@strike_v1: combat platform above the megacity, cyan strips, fallen troopers across the deck.

FIRST FRAME AND SPATIAL BLOCKING
High three-quarter view from the far corner of the platform. @ronin_v1 enters lower screen-left and runs a diagonal towards the far edge at screen-right. Cannon rounds walk across the deck one metre behind him for the whole run. @interceptor_v1 crosses the upper third from screen-right to screen-left.

OPTICS
28mm, high and wide, so the diagonal of the platform carries the run and the city drops away underneath.

CAMERA
Fast tracking move that leads the runner, then a whip up to the jet as it crosses.

ACTION TIMING
0:00 to 0:02 Impacts walk across the deck in a line behind @ronin_v1, sparks and panel fragments thrown up.
0:02 to 0:03 He plants one foot on the raised edge and leaps clear of the platform.
0:03 to 0:04 HARD CUT. Side view, the assassin closes on the fuselage of @interceptor_v1 in mid-air over the city.

PHYSICS
Sparks bounce and die on wet metal. Impacts throw water and debris in the same direction as travel. The leap keeps its arc, no hover.

LIGHTING
City neon underneath as a base glow, muzzle flashes as intermittent key, magenta trail from the blade. Keep the hood interior black.

AUDIO
Cannon fire, wind, one jet pass.

POSITIVE CONSTRAINTS
One jet, one runner. The blade stays in the left hand through the leap.
F The Fireball 0:19 - 0:22
A small figure rides the nose of a burning aircraft as it falls through a neon skyline with an enormous fireball behind it.

The reversal itself. The weapon sent to kill him carries him down to the arena.

Prompt
SCENE CONTEXT
The interceptor detonates above the city and the assassin rides a falling wing down towards the duel platform.

ACTIVE REFERENCES
@ronin_v1: hooded assassin crouched on a sheared wing section, poleblade planted through the metal. 100% matches the reference.
@interceptor_v1: the jet, now a fireball and falling debris.
@arena_v1: duel platform below, cyan strips, wet panels, twin moons behind cloud.

FIRST FRAME AND SPATIAL BLOCKING
Wide side view over the megacity. The fireball fills the upper centre. @ronin_v1 sits in silhouette on the wing at lower centre, falling from screen-right to screen-left across frame. Tower blocks pass behind in the far background.

OPTICS
40mm on a long throw, so the explosion stays big without swallowing the silhouette.

CAMERA
Camera falls with the debris at matched speed. The background moves, the figure holds position in frame.

ACTION TIMING
0:00 to 0:01 The jet detonates, the shockwave clears the smoke outward.
0:01 to 0:02 @ronin_v1 is revealed inside the flash, crouched, cloak thrown flat by the airflow.
0:02 to 0:03 HARD CUT to the arena deck: the wing hits the far edge and the assassin lands in a low crouch, fire behind him.

PHYSICS
Fire rolls upward, debris keeps its forward momentum. The cloak follows airflow, not gravity. The landing takes weight through both legs and one hand.

LIGHTING
The blast is the key light for the whole block, orange on every surface. Magenta stays only on the blade. Rain lights up between camera and fire.

AUDIO
Detonation, then a low hollow roar and falling metal.

POSITIVE CONSTRAINTS
One figure on the debris. Fire behind, never in front of the silhouette.
G The Meeting 0:22 - 0:28
The hooded assassin and the red-armoured bladesman face each other in close up with a bright blue blade held level between them.

The two leads share a frame for the first time. Neither moves for two full seconds, which is a long time in a thirty-five second cut.

Prompt
SCENE CONTEXT
The bladesman and the assassin stand facing each other on the duel platform while the wreck burns behind them.

ACTIVE REFERENCES
@shogun_v1: red lamellar armour, horned helm, blue energy katana drawn and held low at the right side. 100% matches the reference.
@ronin_v1: hooded assassin, magenta poleblade angled down across the body. 100% matches the reference.
@arena_v1: duel platform, cyan strips, burning wreck on the far edge, rain and drifting smoke.

FIRST FRAME AND SPATIAL BLOCKING
@ronin_v1 stands screen-left in the near foreground, back three-quarters to camera, facing screen-right. @shogun_v1 stands screen-right, 5 metres away, facing screen-left. Eye lines meet across the centre of frame. The burning wreck sits between them in the background. Neither figure crosses the centre line until the last second of the block.

OPTICS
100mm from the side. Compression flattens the distance between them and stacks the fire directly behind.

CAMERA
Slow lateral dolly to screen-right, so the two figures swap depth relationship without either one moving.

ACTION TIMING
0:00 to 0:02 Both hold position. Only smoke, rain and cloth move.
0:02 to 0:04 @shogun_v1 turns his shoulders square and lifts the katana to a mid guard.
0:04 to 0:06 @ronin_v1 lowers into a wide stance and levels the poleblade at hip height.

ACTING TASK
Each one is looking for the tell in the other. The task is reading, not posing: the head tracks the opponent's weapon hand, then the front foot, then back to the hand. Whoever moves first has already lost the read, so both keep working and neither commits.

PHYSICS
Cloth and rain drift with the heat from the fire. Water runs off both weapons. Breath is visible in the cold.

LIGHTING
Orange from the wreck behind, cyan from the deck below, blue and magenta from the weapons. Faces and hood stay dark.

AUDIO
Fire, rain, no dialogue, no music.

POSITIVE CONSTRAINTS
Exactly two figures. Blue stays with the katana, magenta stays with the poleblade, colours never cross.
H Blade Lock 0:28 - 0:35
The hooded assassin in three quarter view with the red-armoured bladesman’s shoulder plate filling the right of frame, cyan light streaking the wet deck behind them.

Close coverage, then back out wide to end on the standoff. The film stops before the fight resolves, which is the point.

Prompt
SCENE CONTEXT
The two blades meet, hold against each other, and break apart into a standoff that does not resolve.

ACTIVE REFERENCES
@shogun_v1: red lamellar armour, horned helm, blue energy katana in a two-hand grip. 100% matches the reference.
@ronin_v1: hooded assassin, magenta poleblade in a two-hand grip. 100% matches the reference.
@arena_v1: duel platform, wet panels, cyan strips, mist at deck level, twin moons behind cloud.

FIRST FRAME AND SPATIAL BLOCKING
Open on a tight two-shot at chest height, blades crossed at the centre of frame, @ronin_v1 screen-left and @shogun_v1 screen-right. Both hold their side of frame for the whole block and never swap sides.

OPTICS
75mm for the lock, 32mm for the closing wide. Shallow field on the close work, deep on the wide.

CAMERA
Handheld pressure on the lock with small shakes on each shove, then a fast pull back to a locked wide for the final hold.

ACTION TIMING
0:00 to 0:02 The blades cross and grind, sparks thrown at the contact point, both fighters leaning in.
0:02 to 0:03 HARD CUT to a tight detail of the crossed edges and the gauntlets.
0:03 to 0:05 They shove apart, each taking two steps back on the wet deck.
0:05 to 0:07 HARD CUT to a wide from deck level. Both settle into low stances at opposite sides of frame and hold to the last frame.

PHYSICS
The energy edges throw sparks where they touch and light the water underneath. Feet slide slightly on the wet panels when they break. Mist parts around movement.

LIGHTING
Blade light is the key at close range, blue from the right and magenta from the left across both faces. Deck strips carry the wide.

AUDIO
Energy contact, boots on wet metal, rain, then near silence on the final hold.

POSITIVE CONSTRAINTS
Two figures only, screen sides fixed. End the block on a static frame with both fighters in the same shot.
07 Look

The look

What was asked for every time, so that 8 blocks read as one film.

Animation style
Cel-shaded anime action. Hard ink line, flat shadow shapes, painted background plates behind moving figures.Impacts carry smear frames and a two-frame hold. Everything else runs at full 30 fps.Figure animation stays weighted. Armour lands before cloth, cloth lands before hair and rain.
Palette
Dark metal and charcoal hold the base. Cyan lives in the deck, magenta lives with the assassin, blue with the katana, orange only where fire or a thermal edge exists.Blood reads near-black in the rain and only turns red inside a key light.No colour crosses ownership between characters at any point in the film.
Camera grammar
Wide lenses for the arena and the run, long lenses for the duel. Scale comes from lens choice, not from stacking effects.The camera behaves like an operator on the deck: it can be knocked, it cannot fly.Cuts land on motion. Whip pans, blade passes and the explosion flash cover the joins between generations.
Weather and light
Rain is continuous through the film and is the main depth tool.Twin moons act as a hard back light in every arena block, so figures read as silhouettes first.Faces and helm visors stay dark. Flat front light was blocked in every prompt.

Rain was cheaper than any effect and did more work than all of them.

08 Locks

Locks and quality control

The failure modes that cost generations, and the instruction that closed each one.

  • Identity drift

    Symptom Armour details and helm shape wandered between blocks.

    Lock One tag per character, described with the minimum anchors that matter for that shot. Costume detail already visible on the sheet stays out of the text so the reference wins.

  • Side flipping

    Symptom Fighters swapped screen sides across a cut.

    Lock Screen position written explicitly in every block, plus a line fixing which side each one holds for the whole exchange.

  • Weapon colour bleed

    Symptom Magenta crept onto the katana and blue onto the poleblade.

    Lock Colour ownership stated as a positive rule next to the blocking, not as a list of things to avoid.

  • Flat front light

    Symptom The model kept lifting faces out of shadow.

    Lock Lighting written as a priority lock with the direction named, and the shadow state of the face stated as the desired outcome.

  • Floating motion

    Symptom Leaps and landings drifted and lost weight.

    Lock Physics section on every prompt: arcs keep momentum, water and debris travel with the movement, landings take weight through named limbs.

  • Empty first frame

    Symptom Generations opened on an establishing plate and wasted a second.

    Lock First frame occupancy stated at the top of the blocking section. Characters are already in shot and already moving at 0:00.

The two survivors circle each other on a wet, glowing arena floor between the bodies of pale predators, one carrying a violet blade and one a cyan blade.
09 Process

Twin Moons, the process document

Eleven wide-format sheets covering the whole build. The story spine and the beat map, the five design sheets and the tag naming that holds them, the nine pipeline stages from beat sheet to graded cut, the stack, all eight shot prompts as they were written for Seedance, the look rules that make eight blocks read as one film, and the six failure modes with the instruction that closed each one.

A four frame contact strip from Twin Moons: a pale creature struck by a blue blade, the bladesman standing on a mound of corpses against the moon, two figures squaring up with drawn swords, and a leaping figure against a fireball.

This document is a set of eleven wide-format sheets. On a small screen it reads better opened on its own.