Roadmap · Gallery ⏱️ 9 min walk-through

The Gallery Opens: The /one-shot-scripts v4 Art Upgrade Plan

TL;DR — The Exhibition Catalog

🗼 The plan: v4 expands art direction into eight dedicated wings — generative systems, typography, data viz, shaders, motion, illustration, 3D environments, and audio
🏛️ The structure: Each wing ships as a companion file under scripts/visual/, loaded only when a task needs it — zero overhead for logic work
🎨 The proof: Every section below contains a live piece built with the v4 rules. Hover. Click. Scroll
🗓️ The calendar: v4.0 in May · v4.1 in June · v4.2 in July · v4.3 in August · gallery fully open by Q3 2026
Walk the gallery in 3D · eight wings, four releases, one calendar
Drag to orbit · Click a wing to enter
Entrance · Flow Field · No. 01 Move cursor to steer the flow Oeuvre — v4 Opening Piece

This post is both a roadmap and a gallery. The roadmap names the eight wings of v4. The gallery is what you are already walking through — each section below contains a working piece built with the rules the new wing will teach.

The museum analogy: v3.4 taught one-shot-scripts how to look at what it builds. v4 gives it a studio, a kiln, a printing press, a stage, a darkroom, and a concert hall. Same protocol, more mediums. Think of it like a general contractor who learned to see the house — now we're handing them the keys to the art department.

🗺️ The Floor Plan

Eight wings. Each a self-contained script the orchestrator loads only when the task profile requires it. This is the full layout.

v4 Gallery · Ground Floor
🌀GenerativeWing I
🔠TypographyWing II
📊Data VizWing III
🌈ShadersWing IV
🎬MotionWing V
🎭IllustrationWing VI
🏔️EnvironmentsWing VII
🎶SoundWing VIII
Pick a task · only the wings the orchestrator needs light up

v3.4 established that visual output needs direction before code. v4 says each kind of visual output needs its own dialect — and the protocol should know which dialect applies.

🧠 Why Eight, Why Now

v3.4 proved one thing: a single "art direction" section across the phases was enough to stop disasters. It wasn't enough to produce beautiful work in every medium.

A particle system and a data chart and a book cover all need "visual direction first." But the rules for particle velocity are different from the rules for chart hierarchy, which are different from the rules for cover typography. v3.4 treated them as one topic. v4 gives each its own room.

v4: Medium-Specific Dialects

Task touches data → load scripts/visual/data-viz.md. Task touches audio-reactive → load scripts/visual/sound.md. The orchestrator picks the right dialect before Phase 2.

v3.4: One Dialect for Everything

"Establish palette, build in layers, screenshot each step" works for UI. It doesn't know what to do with a bar chart's colour encoding, or the difference between 60fps motion and 24fps cinematic pacing.

Three tasks, two protocols · v3.4 has one dialect, v4 has eight
Tokens fly in left to right · only matching dialects light up
Wing I 🌀 THE GENERATIVE HALL

🌀 Wing I — Generative Systems

Ships v4.0 · May 2026 File scripts/visual/generative.md Phases touched 1c · 2 · 3 · 7

Particles, flow fields, agents, cellular automata, L-systems, noise. Work that is not authored frame-by-frame but defined by rules that run themselves.

Wing I · Flocking Study · No. 02 Move cursor · the flock follows Rule-based painting — 280 agents

The piece above is a two-species system — 260 green prey (align, avoid, cohere, flee) plus six orange predators (nearest-neighbour pursuit with trails). Same three classical flocking rules as v3.4's toy version, plus ecosystem dynamics. The behaviour emerges; the palette was fixed before the simulation loop was written.

Wing I's companion file will teach: particle budgets (mobile cap, desktop cap, off-screen culling), noise taxonomies (value, gradient, curl, fbm, worley), the difference between a flow field and a vector field, Euclidean-steering primitives (seek, flee, wander, arrive), and when to use a rule-based agent system vs. a pure particle system.

Core discipline: Generative art is ruled by its parameters. The craft is tuning parameters until the output has character. The protocol will force a parameter pass before the emit loop is written.

Wing II 🔠 THE TYPOGRAPHY STUDIO

🔠 Wing II — Kinetic Typography

Ships v4.0 · May 2026 File scripts/visual/typography.md Phases touched 1c · 2 · 5 · 7

Letters as design, letters as motion, letters as image. One of the most common failures in v3.4 was "the text is readable but it has no voice." Wing II fixes that.

Wing II · Letterform Study · No. 03
CREATE
HierarchyAccentMeta
CSS-only · 5 treatments, 1 stage

Wing II will cover: hierarchy (size, weight, colour, contrast), rhythm (tracking, leading, optical alignment), variable fonts (weight axes, width axes, slant), kinetic typography patterns (drop, stagger, mask, morph), and the sin most AI output commits — treating type as a delivery mechanism for words rather than a visual element in its own right.

📐

Hierarchy

Three levels minimum: hero, body, meta. Size ratios around 1.4–1.8×. Never three type sizes trying to look equally important.

🎵

Rhythm

Tracking tightens as size grows. Line-height opens as line-length grows. Ragged-right for short copy, justified never.

🔄

Motion

Staggered reveals read like sentences. Mass animations read like noise. Delay offsets in the 60–120ms range feel human.

🎨

Voice

JetBrains Mono says "system." Playfair says "editorial." Space Grotesk says "startup." Pick the voice before picking the stack.

Wing III 📊 THE DATA CATHEDRAL

📊 Wing III — Data as Sculpture

Ships v4.0 · May 2026 File scripts/visual/data-viz.md Phases touched 1b · 1c · 2 · 4 · 7

Charts that tell a story, not just plot numbers. Wing III is the biggest leap from v3.4 — data visualisation requires almost the opposite of UI design, and the protocol has to know.

Wing III · Radial Composition · No. 04 CLUSTER VELOCITY 48 bands · 120 ms window ⌖ X / Y 📍 N=48 Σ LIVE --:--:-- SVG · 48 outer bars + 24 inner · live

The piece above is 48 bars around a centre, each updated every 60ms against a small pool of values. Colour encodes magnitude. Position encodes category. No legend is needed because the form is the legend.

Wing III's companion file will teach: chart selection by question-type ("is this a comparison, a change-over-time, a distribution, a composition, a relationship, or a flow?"), colour encoding rules (sequential vs. diverging vs. categorical), truth-in-axis rules (zero baselines, unbroken scales, accurate aspect ratios), and the "remove to reveal" discipline — every ink mark must justify itself.

Data-viz sin of v3.4: Rainbow colour scales for ordered data. Colour is ordered. Rainbow is not. v4 kills rainbow scales by default; sequential and diverging scales become opinions the rubric enforces.

Wing IV 🌈 THE SHADER LAB

🌈 Wing IV — Shaders & Fragments

Ships v4.1 · June 2026 File scripts/visual/shaders.md Phases touched 1c · 2 · 4 · 7

Pixel-for-pixel GPU art. Noise functions, signed distance fields, fragment techniques that run 60fps on a laptop. This is where the aesthetic budget is smallest and the visual payoff is largest.

Wing IV · Fragment Study · No. 05 Cursor warps · click to ripple 2D canvas · faux-fragment · palette crossfade

The piece above is a faux-shader written in 2D canvas — the same principles apply in real GLSL. Multi-octave noise, colour ramp lookup, cursor-driven domain distortion, and output clamped to a tight palette.

The v4 shader palette

Every wing ships with a palette gallery. Here's what Wing IV will ship with:

Seven stops. Luminance-ordered. Perceptually uniform steps. The companion file will ship fifteen of these — a cold palette, a warm palette, a duotone for documentary, a candy palette for games, a sepia for editorial, etc.

Wing V 🎬 THE MOTION THEATER

🎬 Wing V — Motion & Animation

Ships v4.1 · June 2026 File scripts/visual/motion.md Phases touched 1c · 2 · 3 · 7 · 8

Timing is a language. Linear motion says "machine." Ease-out says "gravity." Spring says "alive." v3.4 knew animation existed. v4 gives the protocol a vocabulary.

Wing V · Easing Atlas · No. 06
Linear
Ease-In
Ease-Out
Ease-In-Out
Overshoot
Plateau
Steps(8)
Expo
Eight curves · same distance, same duration

Each ball travels the same distance in the same time. The feel is the curve. Wing V teaches the reader — and the protocol — to pick the right curve for the right story.

SignalCurveWhen
StoppingEase-outObject settling, UI responding to input, modal opening
DepartingEase-inElement leaving the scene, dismissals, unmounts
TravellingEase-in-outState-to-state transitions with no entry or exit emphasis
PlayfulOvershootNotifications, gamified rewards, character moves
MechanicalLinear / StepsProgress indicators, type-on effects, deliberate coldness
WeightyExpo / SpringDrawer slide-ins, physics demos, cinematic reveals
Wing VI 🎭 THE ILLUSTRATION ATELIER

🎭 Wing VI — Illustration & SVG

Ships v4.2 · July 2026 File scripts/visual/illustration.md Phases touched 1b · 1c · 2 · 7 · 8

The medium with the smallest footprint and the largest stylistic range. A 4KB SVG can look like Matisse, a medical diagram, or a 1970s airline poster. v4 gives the protocol a studio.

Wing VI · Mask Study · No. 07
SVG · 3 gradients, 2 filters, halo rotation, eye blink

The piece above is entirely SVG — paths, gradients, a Gaussian-blur filter for the eye glow, and a scanning rectangle animated via JavaScript. 3KB compressed.

Wing VI will cover: geometric construction (the face was built from two arcs and a baseline), colour as accent vs. structure, SVG filter composition (glow, noise, displacement), and the difference between decoration and illustration — the former fills space, the latter has a subject.

Wing VII 🏔️ THE ENVIRONMENT HALL

🏔️ Wing VII — 3D Environments

Ships v4.2 · July 2026 File scripts/visual/environments.md Phases touched 1c · 2 · 4 · 6 · 7

Scene composition is where v3.4 worked hardest and still lost. Getting geometry right is not the same as getting a world right. Wing VII is about world-building.

Wing VII · Terrain Projection · No. 08 Slow orbit · cursor tilts camera 3D wireframe · projected to 2D

The piece above is a 40×40 heightmap generated from layered sine waves, perspective-projected to 2D canvas, orbiting slowly. No WebGL — the rules still apply.

Wing VII will teach: scene hierarchy (sky, horizon, mid, foreground), camera grammar (wide, medium, close, rule of thirds for 3D), lighting vocabulary (key, fill, rim, ambient), atmospheric perspective (depth via desaturation and fog), and why a single decisive light source beats five neutral ones.

🎥

Camera First

Pick the shot before you place a model. A bad model in a great shot reads better than a great model in a flat shot.

🕯️

One Light Wins

Decisive direction — one dominant key light — beats three balanced lights. Shadows are where the drama lives.

🌫️

Atmosphere Is Depth

Fog, haze, and colour shift do the work of geometry. Objects 100m away should be a different colour than objects 10m away.

🏞️

Silhouettes First

Every hero object should read as a black shape on a white background. If the silhouette is mud, no amount of texturing saves it.

Wing VIII 🎶 THE SOUND CHAMBER

🎶 Wing VIII — Sound & Rhythm

Ships v4.3 · August 2026 File scripts/visual/sound.md Phases touched 1c · 2 · 4 · 6 · 7

The last wing and the most ambitious. Web Audio, audio-reactive visuals, procedural sound, and the vocabulary of rhythm itself.

Wing VIII · Resonance · No. 09 Silent preview · simulated spectrum Circular frequency viz · synthetic FFT

The piece above simulates a frequency spectrum and renders it radially — 64 bars around a centre, pulsing to a compound rhythm, with a waveform ring at the outer radius. The same rendering code would drive real AudioContext.createAnalyser() data one-to-one.

Wing VIII will teach: Web Audio topology (sources → nodes → destination), frequency-domain vs. time-domain visualisation, beat detection basics, the prefers-reduced-motion contract for audio-reactive visuals, and — the hard one — procedural sound generation that doesn't feel computery.

The honest admission: this is the wing most likely to slip. Audio is full of hidden constraints (autoplay policies, mobile latency, battery drain, headphone vs. speaker mixes) that we'll discover by building with it. v4.3 is the target but the date is the softest on the roadmap.

🎨 The Palette Library

Every wing ships with its own palette set. Below is an abridged slice of the library — 12 palettes covering the most-used moods. Each one is a named constant the orchestrator can reach for. No task invents its own palette from scratch.

Terminal
SequentialDefault
Magma
SequentialHeat
Arctic
SequentialCold
Editorial
SequentialPrint
Candy
CategoricalGame UI
Diverge
DivergingStats
Duotone
HybridDocumentary
Sunset
SequentialCinematic
Synthwave
CategoricalRetro
Forest
SequentialNatural
Mono
SequentialReserved
Ember
SequentialAccent

Why a library, not "generate a palette": Most AI-generated palettes fail one of three tests — the light end and the dark end have the same perceived luminance, two neighbours are indistinguishable to colour-blind viewers, or the accent does not pop at small sizes. Curated palettes pass all three before they're added to the library.

🔬 Technique Anatomy: A Shader, Dissected

A single piece, seven passes. Click a step to highlight what it adds. Each layer alone looks underwhelming. Stacked, the composition reads as intended — the v4 pipeline teaches the protocol to build this way.

01
Base GradientRadial wash from deep black to mid-green. Establishes tonal range.
02
Low-Frequency NoiseSingle-octave smooth noise — large soft blobs. The overall mood.
03
Four-Octave fBmStacked noise at doubling frequencies. Fine grain, organic variation.
04
Palette MappingValue 0–1 sampled against 7-stop ramp. Black stays black, white goes mint.
05
Ring ModulationConcentric rings from centre, attenuated by distance. Adds rhythm.
06
Cursor DistortionWarp field centred on pointer. Interactivity without breaking the look.
07
Scanline FinishSubtle horizontal banding. Grounds the image in CRT heritage.

Why this matters for the protocol: v3.4 told the builder "screenshot each layer." v4 teaches what the layers actually are. The shader companion file will contain this exact seven-step pipeline as a template, not a suggestion.

📏 The Rubric, Diffed

v3.4 scored visual work on five dimensions. v4 adds four and reshapes one. Here's the full diff — green rows are additions, amber is a substantive rewrite.

= Correctness Code runs, no syntax errors, no broken references. 0.15
= Robustness Handles edge cases, off-screen state, resize, reduced-motion, mobile. 0.12
~ Visual Quality Reshaped: now splits into medium-specific sub-dimensions — generative clarity, typographic hierarchy, chart truth, etc. The rubric asks the RIGHT question per medium. 0.18
+ Art Direction Palette established before code, reference moodboard cited, medium matches intent. 0.10
+ Motion Discipline Easing curves match intent, duration within 80–400 ms band, prefers-reduced-motion honoured. 0.08
+ Medium Fit Right chart type for the question, right illustration style for the brief, right type voice for the tone. 0.08
+ Accessibility WCAG AA contrast, focus indicators, aria-label on canvas/svg, keyboard operability. 0.09
= Performance 60 fps on mid-tier mobile, respects battery budget, no jank under resize. 0.08
= Documentation Palette, technique stack, and trade-offs named in the delivery log. 0.06
= Polish No debug output, no dead code, consistent spacing, shipped-grade naming. 0.06

A Sample of the Companion File

Each wing's script lives alongside its phase scripts. Here's an illustrative excerpt from what scripts/visual/generative.md is shaping up to look like.

scripts/visual/generative.md Wing I · Draft
# Wing I — Generative Systems (v4) ## Triggers Load this file when the task profile includes any of: - particles, flow field, agent-based, cellular - L-system, procedural, noise texture - any brief containing "ambient", "generative", "living" ## Pre-Build Parameters (required) Before the emit loop is written, state: 1. palette: name from palette library (e.g. "Terminal", "Magma") 2. particle_budget_mobile: 100–300 (hard cap) 3. particle_budget_desktop: 300–1500 4. noise_type: value | gradient | curl | fbm | worley 5. interaction: none | cursor-attract | cursor-repel | cursor-warp ## Anti-Patterns (rubric auto-flags) - Particle count as a single const with no mobile branch - Math.random() for positions without seeded determinism where reproducibility matters - Clearing the canvas with solid black (kills trails — use alpha decay) - No off-screen culling on long-lived systems

🗓️ The Opening Schedule

Eight wings shipping across four releases. Each release is a working skill — nothing ships "half open." If v4.1 slips, v4.0 users still have three complete wings.

8
Wings
4
Releases
12+
Palettes
~16
New files
v4.0
May · Wings I, II, III
v4.1
June · Wings IV, V
v4.2
July · Wings VI, VII
v4.3
August · Wing VIII
ReleaseShipsNew FilesBreaking?
v4.0Generative, Typography, Data Viz3 companion scriptsNo
v4.1Shaders, Motion2 companion scripts + palette libraryNo
v4.2Illustration, Environments2 companion scripts + SVG filter libraryNo
v4.3Sound & Rhythm1 companion script + audio policy notesPossibly — audio gated behind opt-in
Scrub the timeline ribbon · May 2026 → Q3 2026 gallery fully open
v4.0 · May v4.1 · June v4.2 · July v4.3 · August

🏛️ The Permanent Collection

These are the v3.4 pieces — the gallery's founding works. Each one was built with a single dialect ("art direction"). Imagine what they look like once the protocol has eight dialects to choose from.

⚖️ The Curator's Manifesto

Eight wings. Four releases. One protocol. The principles below are what every wing inherits — the guardrails the curator enforces before any piece leaves the studio.

📖 Rules of the House

  1. Direction before pixels. Palette, voice, reference, and mood board precede a single line of drawing code. No exceptions — not even for "quick" demos.
  2. Medium-specific dialects. Data viz follows data rules. Illustration follows composition rules. Audio follows Web Audio rules. The orchestrator loads the right dialect for the task.
  3. Screenshot every layer. v3.4's biggest win, inherited and enforced. Build a base → verify visually → add a layer → verify visually. Never "build it all then look."
  4. Performance is part of the art. A piece that drops frames is a piece that is broken. Mobile caps, reduced-motion fallbacks, and battery budgets live in Phase 4, not Phase 7.
  5. Accessibility is non-negotiable. WCAG AA contrast, keyboard operability, screen-reader labels on <canvas> and <svg>, motion-reduction respected. Beauty does not override people.
  6. Every wing ships with a palette library. Not one palette — a curated set. A task picks from the library; it does not invent its own.
  7. Honest about trade-offs. If a piece cut a corner to fit a budget, the delivery log says so. The rubric flags it. The curator does not pretend.

🗝️ The Core Insight

Why this matters: v3.4 stopped one-shot-scripts from producing visual disasters. v4 is what lets it produce visual statements. The gap between "doesn't look broken" and "looks deliberate" is the gap between output and art — and it's the gap most AI tools never cross.

The museum analogy holds all the way down. A general contractor with blueprints can build a functioning house. A general contractor with blueprints and a gallerist and a sound engineer and a lighting designer and a typographer and a landscape architect can build a place.

That's what v4 is building toward. Not more capabilities bolted on — a set of dialects the protocol knows when to reach for. By Q3, every task with a visual or auditory component will know which room it belongs in, and bring the right tools before a line of code is written.

Get the Protocol Before the Gallery Opens

One-shot-scripts v3.5 ships today. v4.0 opens three wings in May. Everyone on the roster gets the upgrade the moment it lands.

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