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synthetic-ui-demo

Product demo and release-notes videos with no screen recording. Rebuild the app's screens as static React from its source code, then drive them in Remotion with a scripted cursor and camera (lib/components Stage + Cursor). Use when making a product walkthrough, feature demo, release-notes or changelog video for an app whose source you can read, or when a Playwright recording would be flaky, need test data, or go stale. Triggers include synthetic demo, rebuild the UI, release video, feature walkthrough, product demo from source, scripted cursor, camera zoom on UI, no screen recording.

Published by digitalsamba ↗digitalsamba/claude-code-video-toolkit

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SKILL.md

name: synthetic-ui-demodescription: Product demo and release-notes videos with no screen recording. Rebuild the app's screens as static React from its source code, then drive them in Remotion with a scripted cursor and camera (lib/components Stage + Cursor). Use when making a product walkthrough, feature demo, release-notes or changelog video for an app whose source you can read, or when a Playwright recording would be flaky, need test data, or go stale. Triggers include synthetic demo, rebuild the UI, release video, feature walkthrough, product demo from source, scripted cursor, camera zoom on UI, no screen recording.

Synthetic UI Demos

Nothing is screen-recorded. Claude Code reads the product's repo, rebuilds only the screens a scene shows as static React, and a scripted cursor and camera perform the flow in Remotion. Every click is a frame number, so a scene re-renders identically, never needs a seeded account or a live environment, and is updated by editing code when the product changes.

Reference builds (read them alongside this skill; both build without the product repos):

  • examples/ds-free-schedule-demo: one 26s flow (schedule a call) with a narrator tile. The simplest complete case. Its src/Demo.tsx is a single timeline with every cursor keyframe, click and camera move.
  • examples/ds-release-649: an 80s release-notes video, eight scenes across three apps. templates/ds-release-notes is the reusable shape of it (ships as release 650). src/Release.tsx sequences the scenes, src/scenes/ has one file per release item, and src/room/ and src/ac/ are the screen kits.

When to use this vs. Playwright

Synthetic (this skill)Playwright recording (/record-demo)
You can read the app's sourceYou only have the running app
Release notes and feature tours that get redone every releaseOne-off capture of real behaviour or real data
The flow needs data you don't have (a full call, other users, an admin view)The real thing is easy to reach and looks right as is
Camera moves, exact click timing, re-renders after a voice changeLong, complex interactions that would be costly to rebuild

Building blocks (lib/components)

import { Stage, typed, cursorAt, near } from '../../../../lib/components';

<Stage
  url="app.example.com/settings"             // address bar; host darker than path
  camera={CAMERA}                             // [{ f, z, x, y }] in canvas px, eased, clamped to the window
  path={PATH}                                 // [{ f, x, y }] cursor keyframes in canvas px
  clicks={CLICKS}                             // frames that squash the cursor and throw a ripple
  aiNote                                      // "People shown are AI-generated" (or pass your own text)
  canvasWidth={1440} canvasHeight={810}       // the defaults
>
  <SettingsScreen field={typed(frame, 'Q4 Product Review', 128)} />
</Stage>
  • Stage draws browser chrome around a fixed-size app canvas, applies the camera, and puts the cursor on top at zIndex 100. At zoom 1 the window is fit (0.8625) of the frame width. Keyframes repeat a value to hold it.
  • Cursor and cursorAt work on their own for a non-browser scene; near(cursor, target) drives hover states.
  • Product-specific screen kits (theme, icons, layouts) stay in the project. They are not lib material.

Method

1. Pull a visual spec from the app repo, with subagents

Send one subagent per app or area, in parallel, and have each return a compact spec rather than file dumps:

  • Theme: palette, font stack, radii, spacing, shadows (from the theme file or CSS variables).
  • Strings: the exact English locale strings for every label, menu item, dialog and toast the scene shows (public/locales/en/*.json, src/i18n/locales/en/*). Never paraphrase UI text.
  • Icons: if the app uses an icon font, its icomoon/fontello selection.json holds each glyph's SVG paths. Extract the ones you need into a small JSON and render them as <svg><path d=...>. Otherwise copy the SVG components.
  • Layout and behaviour: component tree for the screens shown, toolbar order, defaults, what each control does.

Read the default branch from the remote (git show origin/main:path, or git fetch then read origin/<default>). Local checkouts are often stale and will give you last quarter's UI.

For release notes, trace each item to the commit and component that ship it first. That gives you the exact strings and the default values to show.

2. Rebuild only what a scene shows, on a fixed canvas

  • Lay every element out with absolute positions on a fixed canvas (1440x810 is a good default). Export the rects that matter as constants (SAVE_BTN = { x, y, w, h }), so click targets are arithmetic, not guesses.
  • Build only what the camera sees. A panel that is never in shot can be a flat colour.
  • Keep it static React: no state, no effects. Every visual change is a function of frame.
  • Put the kit in its own folder (src/ui/, src/room/) with a theme.ts for constants.

3. Voice first, then put the timeline in frames

  • Write one line per scene, split at sentences (one .txt per phrase), and generate the audio first (voiceover.py --scene-dir ...). Three takes and tools/pick_takes.py beat a single take plus --max-wpm: a clone copies its reference clip's pace and flatness, so if the lines come out rushed or monotone fix the clip with tools/voice_prosody.py expand rather than stretching the output (see "Clone Prosody" in CLAUDE.md). Read the measured durations, and tools/captions.py for word timings.
  • Size each scene to its line plus a beat, and keep a header comment listing each line's start and length. That comment is the source of truth (see "Audio-Anchored Timelines" in CLAUDE.md).
  • Everything is a frame constant at the top of the scene file: cursor keyframes, CLICKS, camera keyframes, UI state switches (frame >= C.save shows the dialog). Export the click frames so the parent can place click SFX.
  • Look the frames up from the narration, don't hand-set them. voice() (lib/components/cues.ts; the ds-release-notes template has a copy) takes the scene's phrases with their .captions.json and start frames, and cue('save') returns the frame the word starts on. Anchor every action to the word it illustrates, with an offset, and every cursor and camera keyframe to those anchors:
    import line06a from '../../public/audio/scenes/06a_link.captions.json';
    export const LINK_VOICE = voice([{ file: '06a_link', at: 10, captions: line06a }, ...]);
    const { cue } = LINK_VOICE;
    const C = { field: cue('before', { offset: -3 }), save: cue('save') };
    const PATH = [{ f: C.field - 6, ...field }, { f: C.save - 24, ...saveBtn }];
    
    Regenerate or re-time a phrase and the clicks, typing, cursor and camera follow it. A cue whose words are no longer said fails the bundle with the words that are. Options: offset, edge: 'end', after (a frame, for a repeated word), nth, in (one phrase). The parent places the audio from LINK_VOICE.lines, so a phrase's start frame is written once. templates/ds-release-notes/src/scenes/FreeCustomLink.tsx is the worked example.

4. Split dense list lines at their pauses

A line that lists several things ("scheduling, contacts, recordings and transcripts") is too fast for one shot. Split the audio at its pauses into phrase files (07a, 07b, ...), give each phrase its own shot, and place each phrase on its own beat. ds-release-649's moreVo field does this.

5. Measure click targets from a contact sheet before the full render

A guessed coordinate is usually 20-50px off once the camera zooms. Render stills at every click frame and a few frames before it, tile them, and check the cursor tip sits on the target:

i=1; for f in 46 78 122 212; do npx remotion still MyComp out/stills/s$i.png --frame=$f; i=$((i+1)); done
ffmpeg -start_number 1 -i out/stills/s%d.png -vf "scale=640:-1,tile=2x2" -frames:v 1 out/contact.png

Fix the constants, re-render the stills, and only then render the video.

6. Label AI-generated people on screen

Any person who is not real (FLUX.2 portraits in tiles, avatars, a narrator) gets a visible label: aiNote on the Stage, or an "AI" badge on a narrator tile. Names, contacts and call data are invented too, so keep them plainly fictional.

7. Render, then normalise

tools/qc.py --project ... before rendering, then qc.py --render out/video.mp4 --fix for -14 LUFS. qc.py --project ... --layout checks the video's own text (captions, cards, the AI note) for size and contrast, and lists the product UI's separately. Stage marks its window data-qc="product"; put the same attribute on any phone or tablet mockup you build outside it, or its UI text is judged as the video's.

Gotchas

  • Mono SVG logos render black. A logo_mono.svg usually has black fills; on a dark background use filter: brightness(0) invert(1).
  • Stale local branches. Read origin/<default>, not whatever branch the local checkout is on.
  • rsync --exclude src also drops node_modules/*/src. When copying a project or kit, anchor excludes to the transfer root with a leading slash: --exclude /src.
  • The camera clamps. A camera centre near the canvas edge is pulled in so the window edge never shows past the frame. If a zoom lands somewhere unexpected, that is why; aim at a point further in.
  • Menus and dialogs must sit inside the canvas. The canvas clips its children. Position a menu so it opens inward, as the real app does.
  • Hover states come from the cursor path. Use near(cursorAt(frame, PATH), target) rather than a second set of frame constants, so moving a keyframe moves the hover with it.
  • A changed voice line moves everything after it. In a cued scene the clicks, cursor and camera follow on their own, but the scene length and the later phrases' at still need checking. In a hand-set scene, re-measure every frame. Either way, update the header comment and the scene lengths, then re-check click stills. If a lip-synced narrator is driven by the assembled voice track, regenerate it too.
  • A kit outlives its demo. A rebuilt screen kit can host other videos: the ds-release-notes room became the stage of a parody short's brand edition, with animated faces in its tiles and no new screen work. Copy the kit into the new project and scale its logical canvas to the frame (.claude/skills/parody-short/formats.md).