Base grammar
Watch the native motion language without touching it.
Establishes the visual grammar before data or input changes its behavior.
Revision round
Same grammar, four capability checks: baseline, data, pointer, and tap. These are working probes for how the team can revise an interaction after the first artifact lands.
Watch the native motion language without touching it.
Establishes the visual grammar before data or input changes its behavior.
Look for cadence marks, density shifts, and indexed pressure changes.
Tests whether a piece can accept structured input without becoming a dashboard.
Move across the stage; the field should bend or reorient around you.
Tests whether interaction changes the artifact, not just the cursor.
Click or tap the stage to seed visible local consequences.
Tests whether discrete input can leave a trace without turning into game UI.
Studio experiments
Four additional creative executions. These are less about proving the API and more about asking whether the team can make the same grammar feel authored, playable, sourced, or strangely alive.
Deliberate offset, slice, and wrong alignment
Move across the field and watch the artifact shear against itself.
Tests whether visual error can become the concept instead of looking like a broken renderer.
Pointer as control surface
Hover, then tap. The piece should feel tuned, not merely reactive.
Tests whether an interaction can become a small instrument with range and pressure.
Visible trace of prior actions
Click or tap several spots; the piece should keep a memory of where you intervened.
Tests whether interaction can create an audit trail or memory layer inside the artifact.
Mask, spotlight, and composition pressure
Move across the stage; the piece should re-compose instead of just animating.
Tests whether layout, masking, and framing can make the same grammar feel more authored.