Authoring Workflow
The full authoring loop
Section titled “The full authoring loop”This is how a complete design session runs. Each step builds on the last; the board is always the source of truth.
1. Create a project
Section titled “1. Create a project”Go to /projects → New Project → pick a template → name it → the board opens.
Templates generate complete boards — every frame already has entry conditions, state changes, required assets, test criteria, and a checklist. You’re editing and refining, not starting from a blank frame.
2. Read the board
Section titled “2. Read the board”The canvas shows implementation readiness at a glance:
| Badge | Color | Meaning |
|---|---|---|
STATE | Blue | Frame sets or modifies game flags/variables |
SPEC | Green | Full spec depth — notes, assets, tests, checklist present |
PARTIAL | Orange | Some spec but incomplete — spec score 1–2 |
DRAFT | Gray | No spec depth; exists structurally only |
BLOCKED | Red | Domain violation — see Readiness Model |
A glance tells you which beats still need work before handoff.
3. Rearrange the board
Section titled “3. Rearrange the board”Drag any frame to reposition it. Position saves automatically — the save status chip shows Saved ✓ and dismisses after 2 seconds. Arrangement is design: group related beats, spread branches, put the hook at the top.
4. Edit a beat
Section titled “4. Edit a beat”Click a frame → Edit Beat ✎. The inline edit form opens with all spec fields:
Identity
Title— the beat’s name on the boardSummary— one-line description visible on the frame card
Authoring context
Designer Notes— intent, tone, design rationale (author-facing)Player-Visible Text— what the player actually sees or hearsAuthor-Only Notes— spoilers, hidden logic, future-thread seeds
Game-state contract
Entry Conditions— flags that must be true before this beat firesExit Conditions— what must be true to resolveState Changes— what this beat sets or modifies in the worldInvolved Characters/Involved FactionsPossible OutcomesStakes— what’s at risk if this beat fails or is skipped
Implementation fields
Required Assets— art, audio, animations, dialogue, propsTest Criteria— pass/fail checks for correct implementationImplementation Checklist— ordered tasks for the dev or production pass
Hit Save → panel closes, board updates.
5. Inspect a beat
Section titled “5. Inspect a beat”Click any frame to open the inspector panel (read mode, not edit mode):
- Readiness chip:
READY/PARTIAL/DRAFT/BLOCKED - Coverage counts: assets · tests · tasks
- Blockers — domain violations listed in red (e.g. choice frame missing stateChanges)
- Spec gaps — missing optional fields listed in gray
Use the inspector to triage before handoff: which beats are blocked, which are partial, which are ready.
6. Track progress
Section titled “6. Track progress”In the inspector, click any checklist item or test criterion to mark it done. The completion state persists across reload.
Spec text is never modified by progress. The implementationChecklist and testCriteria arrays are spec strings — immutable. Completion state lives separately in project.progress.frames[frameId]. The board always shows both: what the spec says, and how far along you are.
7. Navigate and pan
Section titled “7. Navigate and pan”The board supports full viewport control:
| Action | Gesture / Key |
|---|---|
| Pan | Drag background |
| Zoom at cursor | Ctrl/Cmd + scroll |
| Pan (trackpad) | Two-finger scroll |
| Fit all frames | F |
| Reset to 100% | 0 |
| Zoom in | + or = |
| Zoom out | - |
| Deselect | Escape |
ViewControls overlay (lower-right corner) gives mouse access to Fit, 1:1, Zoom+/-.
8. Inspect connections
Section titled “8. Inspect connections”Click any arrow to open the connection panel: type, source and target frames, condition/result label, type description. Connections are first-class — they carry game-state meaning, not just visual arrows. A choice arrow is a player-driven branch; a consequence arrow is an outcome arc.
9. Generate the handoff
Section titled “9. Generate the handoff”Click Handoff → in the header. The project handoff page (/projects/handoff?id=...) regenerates from live project state:
- Project identity: ID, title, template provenance, created/updated timestamps
- Progress summary — checklist done/total, tests done/total across all beats
- Readiness summary — ready/partial/draft/blocked counts
- All beats in topological quest order (Kahn’s algorithm — upstream before downstream, cycle-safe)
- Each beat shows edited content, readiness status, and
[x]/[ ]per checklist item and test criterion
Download as Markdown — developer-readable, GitHub-renderable, can go straight into a dev ticket or wiki.
Download as JSON — engine-ingestible structure with full typed data.
Template preview workflow
Section titled “Template preview workflow”Template boards at /storyboards/* are read-only. No project is created. Use them to:
- Browse the three production templates at
/templates - Open the Tollhouse Ledger demo at
/storyboards/quest-01 - Click Open Frame Page → in the inspector to read the full spec for any beat
- Export the static handoff from
/storyboards/[id]/handoff
The preview workflow is for understanding and choosing — the authoring workflow above is for building.