Story Architect Skill
Purpose
Design episode structure, beat sheets, and scene breakdowns that execute the story promise while maintaining TV pacing conventions.
Trigger
CHARACTER_SHEETS and RELATIONSHIP_MAP exist and pass Gate 2.
Inputs Required
- •
CREATIVE_BRIEF.md - •
POWER_STACK.md - •
LOGLINE_LOCK.md - •
CHARACTER_SHEETS/*.md - •
RELATIONSHIP_MAP.json
Outputs Produced
- •
EP{{XX}}_BEATS.md- Episode beat sheet - •
EP{{XX}}_SCENELIST.md- Detailed scene breakdown - •
SEASON_GRID.md- Overview of season arc (if building full season)
Process
Step 1: Determine Episode Structure
Based on POWER_STACK.md, establish:
| Element | Selection |
|---|---|
| Act Structure | {{4 / 5 / 6 / COLD_OPEN+5}} |
| Episode Length | {{30 / 45 / 60}} minutes |
| A-Story Weight | {{60-70%}} of runtime |
| B-Story Weight | {{20-30%}} of runtime |
| C-Story/Runner | {{0-10%}} of runtime |
Step 2: Define Story Threads
A-Story (Main Plot):
- •What is the central problem/goal of this episode?
- •How does it connect to the series engine?
- •What is at stake?
- •How does it test the protagonist's flaw?
B-Story (Relationship/Character):
- •Which relationship is being stressed?
- •What axes are moving? (from RELATIONSHIP_MAP)
- •What personal growth is possible?
C-Story/Runner (if applicable):
- •Light subplot or comic relief
- •World-building opportunity
- •Setup for future episodes
Step 3: Create Beat Sheet
Use the appropriate beat sheet template based on act structure.
Each Beat Must Define:
- •What Happens: External action/event
- •Why It Matters: Stakes and consequences
- •Character State: Emotional journey position
- •Relationship Impact: Which axes move
Key Beats (adjust for act structure):
| Beat | Timing | Purpose |
|---|---|---|
| Cold Open | 0-3 min | Hook, establish tone, often ends on question |
| Status Quo | Act 1 | Show normal world, plant seeds |
| Inciting Incident | End Act 1 | Force protagonist into action |
| Complication | Act 2 | Initial approach fails |
| Midpoint | ~50% | Major revelation or shift |
| Escalation | Act 3 | Stakes increase, options narrow |
| Dark Moment | End Act 3 | Lowest point, all seems lost |
| Climax | Act 4/5 | Confrontation, decision, action |
| Resolution | Final Act | New status quo, setup next episode |
| Tag | Optional | Emotional button or cliffhanger |
Step 4: Design Act-Outs
Each act must end with a reason to return:
| Act-Out Type | Description | When to Use |
|---|---|---|
| Question | "What will they do?" | Early acts |
| Revelation | New information changes everything | Midpoint |
| Reversal | Situation flips | Mid-to-late acts |
| Cliffhanger | Immediate danger | Pre-climax |
| Emotional Punch | Character moment | Final act |
Step 5: Create Scene Breakdown
Convert beats into scenes with:
Scene Header:
- •Scene number (SC01, SC02...)
- •Location ID (for reference generation)
- •Time of day
- •Characters present
Scene Content:
- •Goal: What does POV character want?
- •Obstacle: What prevents them?
- •Turn: How does situation change?
- •Cost: What's gained/lost?
Scene Metadata:
- •Estimated duration
- •Mood/tone
- •Key props needed
- •Visual notes (for shot planning)
Step 6: Relationship Tracking
Verify RELATIONSHIP_MAP movements:
- • At least 2 axis changes per episode
- • At least 1 negative movement (conflict)
- • Changes feel earned by scene content
- • Arc direction is progressing
Step 7: Location Planning
List all locations needed:
| Location ID | Scene(s) | Type | Notes |
|---|---|---|---|
| {{LOC_ID}} | SC01, SC05 | Primary/Secondary | {{VISUAL_REQUIREMENTS}} |
This feeds into reference generation (v0.2).
Step 8: Pacing Check
Verify timing:
| Act | Page Count | % of Total | Feels Right? |
|---|---|---|---|
| Cold Open | |||
| Act 1 | |||
| ... |
Adjust scene lengths if pacing is off.
Quality Gate: Gate 4
Pass Criteria:
- • Every act ends with effective act-out
- • A-story and B-story are distinct but thematically linked
- • Protagonist faces want/need tension
- • At least 2 relationship axis movements
- • All scenes have Goal/Obstacle/Turn/Cost
- • Locations are tagged for reference generation
- • Pacing matches genre conventions
Fail Action:
- •Identify weak acts or mushy scenes
- •Restructure before proceeding to screenplay
Scene Design Principles
Every Scene Must:
- •Start as late as possible
- •End as early as possible
- •Have a clear POV character
- •Change something (information, relationship, status)
- •Connect to theme (even obliquely)
Avoid:
- •Scenes that only convey information
- •Characters explaining their feelings
- •Consecutive scenes with same energy level
- •More than 2-3 scenes in same location consecutively
Scene Transitions:
- •Cut on action or question
- •Contrast (loud→quiet, tense→comic)
- •Time jumps should be clear
- •Geography should be trackable
Template: Basic Beat Sheet
code
# {{EPISODE_TITLE}} - Beat Sheet
## Cold Open (0:00-3:00)
**What**:
**Why**:
**Ends on**:
## Act 1 (3:00-12:00)
**Beat 1.1**: Status quo establishment
**Beat 1.2**: Introduction of episode problem
**Beat 1.3**: Inciting incident
**Act Out**:
## Act 2 (12:00-22:00)
**Beat 2.1**: Initial approach
**Beat 2.2**: Complication
**Beat 2.3**: B-story development
**Act Out**:
## Act 3 (22:00-32:00)
**Beat 3.1**: New plan
**Beat 3.2**: Midpoint revelation
**Beat 3.3**: Stakes escalate
**Act Out**:
## Act 4 (32:00-42:00)
**Beat 4.1**: Dark moment
**Beat 4.2**: Insight or decision
**Beat 4.3**: Prepare for confrontation
**Act Out**:
## Act 5 (42:00-52:00)
**Beat 5.1**: Climactic confrontation
**Beat 5.2**: Resolution
**Beat 5.3**: New status quo
## Tag (52:00-54:00)
**What**:
**Sets up**:
Notes
- •Beat sheets are STRUCTURE not CONTENT
- •Scenes will be expanded by screenplay-writer
- •Don't solve dialogue problems here
- •Focus on "what happens" not "how it's said"
- •Tag locations for visual planning