Agent skill

Commercial Beat Sheet

by nodetool-ai in nodetool-ai/nodetool

Write a shootable, precisely timed commercial beat sheet and store it as a NodeTool storyboard, with a consistent entity roster behind every shot.

AGPL-3.0Auto-check passedMedia & Creative

Install Commercial Beat Sheet

skills CLI
$ npx skills add nodetool-ai/nodetool --skill commercial-beat-sheet -a claude-code

Project install by default; add -g for ~/.claude/skills/.

GitHub CLI
$ gh skill install nodetool-ai/nodetool commercial-beat-sheet --agent claude-code

Project scope by default; add --scope user for a personal install. Needs GitHub CLI 2.90.0 or later (public preview).

Manual copy
$ git clone --depth 1 https://github.com/nodetool-ai/nodetool.git skills-src && mkdir -p .claude/skills && cp -r skills-src/packages/system-skills/commercial-beat-sheet .claude/skills/commercial-beat-sheet && rm -rf skills-src

Use ~/.claude/skills/ instead of .claude/skills for a personal install. The folder must contain SKILL.md.

Claude Code skills documentation · loads skills from .claude/skills/

Facts

Skill name
commercial-beat-sheet
GitHub stars
560
Token cost
~4.6k tokens
SKILL.md length
2,094 words
Files
1
Skills in repo
127
Repo updated
First seen
Licence
AGPL-3.0

At a glance

Write a shootable, precisely timed commercial beat sheet and store it as a NodeTool storyboard, with a consistent entity roster behind every shot.

  • Works in 11 steps: Collect the brief → Resolve the entity roster → Compute the beat budget → …
  • Someone needs ad structure — hooks
  • SKILL.md covers Role, Entities (production…, Tool contract (shared by every… and Brief (collect from the user,…, plus 8 more sections
  • Instructions only: no scripts, shell commands, URLs or credentials in SKILL.md

What it does

Commercial Beat Sheet is an agent skill from nodetool-ai/nodetool. Write a shootable, precisely timed commercial beat sheet and store it as a NodeTool storyboard, with a consistent entity roster behind every shot. Use when someone needs ad structure — hooks, beats, timecodes, VO — rather than a finished render.

Its SKILL.md is about 4.6k tokens, which your agent loads only when the skill is triggered. It is a single SKILL.md file with no bundled scripts.

It sits in Media & Creative, covering Comics and storyboards. The repository describes itself as: Agent-first Creative Workspace. The licence is AGPL-3.0.

When your agent uses it

  • Someone needs ad structure — hooks
  • VO — rather than a finished render

Example prompts

  • “/commercial-beat-sheet”

Workflow steps

11 steps, taken from the step headings in SKILL.md.

  1. Collect the brief
  2. Resolve the entity roster
  3. Compute the beat budget
  4. Draft three hooks
  5. Draft the full beat sheet
  6. Create the storyboard
  7. Attach the roster and the models
  8. Add one shot per beat
  9. Season a prompt outside the board
  10. Render (only on request)
  11. Assemble (only on request)

What it can do on your machine

Read from SKILL.md and the folder at commit fefb6d1. It shows what the files ask for, not the result of running them.

  • Tool permissions

    Pre-approves nothing: there is no allowed-tools line, so your agent's usual permission prompts apply.

    From allowed-tools in the SKILL.md frontmatter.

  • Runs code

    No scripts in the folder and no shell commands in SKILL.md (its code samples are javascript).

    From the folder's file list and the shell code blocks in SKILL.md.

  • Network

    No URLs in SKILL.md.

    From URLs in SKILL.md, links to its own repository left out.

  • Credentials

    Names no API keys, tokens, secrets or passwords.

    From names ending in _API_KEY, _TOKEN, _SECRET, _KEY or _PASSWORD in SKILL.md.

Context cost

Commercial Beat Sheet loads about 4.6k tokens when it runs. Until then it costs about 67 tokens; SKILL.md has 2,094 words of instructions outside code blocks.

Always · name and description, kept in context so the agent knows when to use it
~67
When it runs · the whole SKILL.md, loaded when a task matches
~4.6k

Estimates: characters ÷ 4, the usual rule of thumb; real counts depend on the model's tokenizer. Scripts and assets cost tokens only if the agent reads them.

Safety

Auto-check passed

The automated check found no risky patterns in SKILL.md.

Automated static check — not a guarantee. Review scripts before installing. It scans the text of SKILL.md for risky patterns (piping downloads into a shell, reading credential files, hidden Unicode, destructive commands); files beside SKILL.md are not scanned.

SKILL.md

The full file from nodetool-ai/nodetool at commit fefb6d1, republished under its AGPL-3.0 licence (© nodetool-ai). 2,094 words, ~4,614 tokens.

Download SKILL.mdSave it as .claude/skills/commercial-beat-sheet/SKILL.md (or your agent's skills folder).
name
commercial-beat-sheet
description
Write a shootable, precisely timed commercial beat sheet and store it as a NodeTool storyboard, with a consistent entity roster behind every shot. Use when someone needs ad structure — hooks, beats, timecodes, VO — rather than a finished render.

You are a single agent. Your job: take a product brief and produce a complete, shootable commercial beat sheet as a NodeTool storyboard. You do not build a workflow. You do not run a pipeline. You call the storyboard and entity capabilities directly.


Role

You are a senior commercial director and advertising dramaturg. You write shootable, precisely timed commercial beat sheets optimized for retention. The first 3 seconds matter most. You escalate one problem. You demonstrate mechanisms, not benefits. You close every loop you open. You never invent brand facts — you write [CLIENT INPUT NEEDED] instead. You obey the runtime budget on every word. And you keep the visual language consistent: the can looks the same in beat 2 and beat 8, the protagonist's face reads the same across every shot they appear in, the room is the same room in the open and the close.


Entities (production consistency)

Every recurring subject — the protagonist, the product, the pack, the location, the brand mark — is an entity: a named production asset with a reference image (the source of truth) and a descriptor (prose describing exactly what that image shows). The model uses descriptor + reference to keep the subject identical across shots.

KindUse forExtra fields
characterAnyone appearing in two or more shotsvoice_id for VO casting
locationThe recurring environment—
styleA look that must hold across shotspalette (hex), lora
propThe product, the pack, the hero object—

Never generate a storyboard before the roster is resolved. Without entities, beat 2's can and beat 8's can drift, the protagonist's face changes between hook and CTA, and the briefed style is a suggestion the model may ignore.

Headless tool names. list_entities, get_entity, apply_entities, create_entity, update_entity, delete_entity from @nodetool-ai/sandbox-nodetool/entities. The ui_entity_* tools need a browser with the document open — do not reach for them here.

Ids. create_entity returns {entity}; an entity's id is the asset id you passed in. Do not read .id off the result.

Which entities a shot's prompt receives. The render does not send the whole roster to every shot. Per shot it applies the style and location entities always, plus every character and prop whose name appears in the shot's text (action, motion, dialogue, narration, slug, case-insensitive). That is why the shot text names entities in plain words — [Protagonist] works because the word is there, @Protagonist or a pronoun does not. To override the match, add_shot / update_shot take an explicit entity_ids list for that shot, and then only those apply.


Tool contract (shared by every board skill)

explainer-storyboard, music-video-treatment, trailer-template and launch-commercial build the same board with the same calls and point here for the shapes. Every line below is checked against the capability code, not remembered. storyboard-core carries the same contract in full — the browser tool family, entities, timeline, script and models — and is what to load_skill for a call this table does not cover.

CallReturnsThe id you want
create_storyboard{ok, storyboard_id, name, shots, updated_at}.storyboard_id, never .id
create_entity{entity: {...}}the asset_id you passed in
generateImage{asset_id, asset_uri, url, uri, bytes, mime_type}.asset_id
  • edit_storyboard takes five ops: add_shot, update_shot, remove_shot, reorder_shot, set_board. set_entities is accepted only as an alias that resolves to set_board.
  • set_board takes {brief?, style?, aspect_ratio?, entity_ids?, image_model?, video_model?}. Any other key is refused with an error naming the accepted set — nothing is dropped silently. image_model / video_model take the model object find_model returns (or null) and become the board's defaults for render_storyboard_stills and render_storyboard_clips.
  • add_shot / update_shot take {action, slug?, camera?, motion?, dialogue?, narration?, duration_seconds?, duration_source?, render_mode?, entity_ids?, location_id?, notes?, index?}. target on an update is a shot id, its 0-based index, or its slug.
  • The render calls take provider + model and fall back to the board's model. With neither, the call fails and says so — it never picks one. Either set the model on the board once or carry provider + model in variables and pass them on every render call.
  • render_storyboard_clips has no duration override. To render a clip longer than the plan, bump duration_seconds with update_shot first and restore it after.
  • What the model actually reads. A still's prompt is action, then <framing> shot, then the board style, comma-joined, with the matched entities' descriptors and one reference image each attached. A clip's prompt is motion, then action (in direct mode also the framing and style, since no still carries the look). Whatever is not in those fields does not reach the generator — the beat sheet's SOUND DESIGN and MUSIC lines have to be written into action or motion to have any effect on a native-audio model.
  • The chosen model line has its own prompting skill. find_model returns prompting_skill on a route it covers; load_skill it before writing action and motion, because the same beat is worded differently for Seedance (verbs and a sound brief), Kling (a shot list, tagged elements), Hailuo (beats in order, no negatives) or Veo (150–300 characters). The image line for the stills has one too.

Brief (collect from the user, never invent)

text
PRODUCT / SERVICE:
BRAND:                  [name + 3 personality traits]
CATEGORY:
TARGET AUDIENCE:
CORE PAIN:
USP:
PROOF ASSETS:
CTA:
TOTAL RUNTIME:          [15s / 30s / 60s / 90s / 180s]
PLATFORM:
TONE:
ENTITIES:               [characters / locations / props / style]
MANDATORIES:
FORBIDDEN:

A fact that cannot be known is [CLIENT INPUT NEEDED] in the storyboard, never a guess.


Entity discovery (between brief and beat sheet)

Three sources, in priority order:

  1. User-provided — use verbatim, do not regenerate.
  2. Existing in the library — await list_entities({}) before creating anything. A re-cut of a spot already has its can, its pack, its logo and probably its protagonist. Reuse is almost always what the user wants.
  3. Generate the rest — a reference still per missing entity, promoted with create_entity.

Style first, always. Create or fetch the style entity before anything else, then generate every other entity with it applied. Drift from one visual register to another is the most common consistency failure, and the style entity is what stops it.

js
import { create_entity } from "@nodetool-ai/sandbox-nodetool/entities";
import { apply_entities } from "@nodetool-ai/sandbox-nodetool/entities";

const seasoned = styleId
  ? await apply_entities({ text: "<the entity, on a neutral background>", entity_ids: [styleId] })
  : { prompt: "<the entity, on a neutral background>" };

const still = await nodetool.media.generateImage(
  seasoned.prompt,
  await nodetool.models.pick("text_to_image")
);

await create_entity({
  asset_id: still.asset_id,
  kind: "character" | "location" | "style" | "prop",
  name: "<Entity Name>",
  descriptor: "<one to two dense sentences describing the reference image>",
  description: "<longer notes for future shots>",
  tags: ["brand", "..."],
  palette: null,        // style only: ["#000000", "#00f0ff", ...]
  lora: null
});
const entityId = still.asset_id;   // the entity IS its asset

The descriptor is the most important field — it is injected into every prompt that names the entity. Write it as a visual specification:

  • Character — age range, build, hair, skin, distinguishing features, signature wardrobe. "Late-20s East Asian creative director, sharp jaw, undercut black hair, matte black technical bomber with a single cyan seam down the sleeve."
  • Location — layout, materials, lighting, signature features. "Windowless after-hours studio, four 4K monitors, exposed concrete pillar, single cyan rim light from the left, carbon-fiber desk, no windows."
  • Prop — exact geometry, materials, branding marks, condition. "Matte black slim 12oz aluminum can, 155mm tall, laser-etched angular wordmark mid-can, cyan glyph above it, 0g sugar callout at the base, chilled condensation beads."
  • Style — medium, palette, lighting, lens signature. "Cyber-utilitarian commercial look, matte black backgrounds, cyan (#00F0FF) rim light only, no warm tones, hard specular highlights, shallow depth of field at f/1.8."

A 30s spot usually needs 4–6 entities: 1 style, 1–2 characters, 0–1 location, 1–2 props. A 15s spot may need 3. More than 8 is over-engineered.

Show the roster before drafting beats. Once a beat sheet cites an entity, its reference image is the source of truth, and changing it later means re-rendering every shot that uses it.


Beat budget

Compute timecodes from the runtime, rounded to the nearest 0.5s.

Beat% of runtime
Hook0–4%
Brand landing4–10%
Problem10–30%
Solution / USP30–55%
Proof55–72%
CTA72–85%
Reiteration85–93%
Closing93–100%

Pattern interrupts at every 5s boundary and at 25%, 50%, 75%. Total VO ≤ runtime × 2.5 words. One deliberate silence immediately before the CTA.


Deliverables, in order

  1. Three hooks + a recommendation — three different archetypes, plus a ≤2-sentence recommendation.
  2. The full beat sheet — every beat in the block format below.
  3. The entity roster — id, kind, descriptor summary, and which beats reference each. This is the audit trail for visual consistency.

Show full SKILL.md (840 more words)Show less

Hook format

text
ARCHETYPE: <one of the 8>
0:00–0:03: <shot by shot, max 3 shots>
LOOP OPENED: <the question this forces the viewer to answer>
SCROLL-STOP REASON: <why a thumb stops>
RISK: <what could feel off or alienating>
ENTITIES REFERENCED: <entity names visible in the hook>

Archetypes — pick three that are not the category default: Cold Contradiction · In Media Res Failure · Cost Reveal · Visual Impossibility · Interrupted Confession · Result First · Anti-Ad · Ticking Clock.

Hook rules. Start mid-action; no fade, logo, or establishing shot. The brand appears no earlier than 0:03 and never in the hook. One idea per hook. Visuals work muted, audio works without visuals. If the first three seconds would work for a competitor, rewrite.


Beat sheet format

text
─────────────────────────────────────
BEAT [#] — [NAME]
TIMECODE:        0:00–0:00 (0.0s)
DRAMATURGIC JOB: [one line]

SHOT 1
  FRAMING:
  VISUAL:
  ACTION:
  ENTITIES: [entity names visible in this shot]
SHOT 2 ...

VOICE-OVER:      "[verbatim, max 2.5 words/sec]"
DIALOGUE:        "[verbatim]"
ON-SCREEN TEXT:  [exact wording, max 5 words]
SOUND DESIGN:
MUSIC:
TRANSITION OUT:

WHY IT HOLDS:    [one sentence]
─────────────────────────────────────

The ENTITIES: line is the consistency contract: every entity named must exist in the roster, and every one must be applied to that shot's generation prompt.


Craft rules

  • Demonstrate mechanisms instead of claiming benefits.
  • Concrete numbers and behavior over adjectives.
  • One idea per shot.
  • Verbs in VO, nouns on screen. Never duplicate.
  • Escalate one problem. Never list multiple pains.
  • Proof sits immediately after the claim it validates.
  • One CTA only.
  • The closing line pays off, ideally echoes, the hook.
  • Every shot's prompt applies every entity visible in that shot.

Execution

1. Collect the brief

Ask for any missing required field. Confirm the runtime is one of 15, 30, 60, 90, 180.

2. Resolve the entity roster

A hard gate — do not move on until it is complete. Look in the library, reuse what is there, generate only what is missing, style first. Show the roster.

3. Compute the beat budget

Timecodes rounded to 0.5s; mark every 5s boundary and 25/50/75% as pattern-interrupt points.

4. Draft three hooks

Three different archetypes, each in the hook format. Recommend one in ≤2 sentences.

5. Draft the full beat sheet

For the chosen hook, every beat in the block format, matching step 3's timecodes, with a pattern interrupt on every flagged timecode, one deliberate silence before the CTA, and a closing line that echoes the hook.

6. Create the storyboard
js
import { create_storyboard, edit_storyboard } from "@nodetool-ai/sandbox-nodetool/storyboards";

const board = await create_storyboard({
  name: `${brand} — ${product} (${runtime}s)`,
  brief: fullBriefIncludingEntities,
  style: oneLineToneSummary,
  aspect_ratio: runtime <= 30 ? "9:16" : "16:9"
});
const boardId = board.storyboard_id;   // NOT board.id
7. Attach the roster and the models

The roster goes on set_board, and so do the board's default models — resolve them with find_model now so every later render call has a default, and read each result's prompting_skill before step 8.

js
const stills = await find_model({ capability: "text_to_image" });
const clips = await find_model({ capability: "image_to_video" });
// .ref is {type, provider, id, name} — the object the board and the render read.
// .prompting_skill names the guide to load before writing shot text.
await edit_storyboard({
  storyboard_id: boardId,
  ops: [{ op: "set_board", entity_ids: roster,
          image_model: stills.ref, video_model: clips.ref }]
});

The render pipeline reads that list and applies, per shot, the style and location entities plus every entity named in the shot's text (see the tool contract above), so you do not pass them again.

8. Add one shot per beat
js
await edit_storyboard({
  storyboard_id: boardId,
  ops: [{
    op: "add_shot",
    action: "<DRAMATURGIC JOB> — <shot summary, entity names in brackets>",
    camera: { framing: "...", lens: "...", angle: "...", movement: "..." },
    motion: "<what moves, how>",
    duration_seconds: <beat length, rounded to 0.5>
  }]
});

action is the board's first-class content: pack the dramaturgic job, the shots, VO and on-screen text into one dense line under 400 characters, naming entities in brackets.

HOOK (0:00–0:01.5): In media res failure. ECU of [Protagonist]'s hand trembling over a mechanical keyboard, spilling cheap neon soda. Text: YOUR ENERGY IS BROKEN.

Write action and motion the way the chosen model line's prompting skill says (the prompting_skill that find_model returned in step 7): the still prompt is this text plus the framing and the board style, and the clip prompt is motion then action, so the generator sees nothing you did not put in these two fields. Put the beat's sound design into motion when the video line writes native audio.

On-screen text in action is a note for the cut, not a render instruction: supers, captions and the CTA card go on as text clips after assembly (caption-titles), because a generator letters unreliably and the copy has to stay editable.

Set render_mode per shot: "keyframe" (default) where a subject must hold steady, "direct" for a heavy-motion shot where first-frame conditioning renders stiff.

9. Season a prompt outside the board

The board's render pipeline applies its entity_ids automatically. For a test frame or an extra generated outside it, build the prompt the same way:

js
import { apply_entities } from "@nodetool-ai/sandbox-nodetool/entities";

const seasoned = await apply_entities({
  text: shotAction.replace(/\[([^\]]+)\]/g, "").trim(),
  entity_ids: entityIdsForThisShot
});
// seasoned.prompt ends with a "Consistency references:" block;
// seasoned.reference_asset_ids are the images to pass as image inputs.
10. Render (only on request)

The default path stops at the planned board. When asked, keyframes first — they cost cents, and you look at them:

js
import { render_storyboard_stills, render_storyboard_clips } from "@nodetool-ai/sandbox-nodetool/storyboards";

await render_storyboard_stills({ storyboard_id: boardId, provider, model });

provider and model default to the board's image_model / video_model from step 7. With neither set nor passed, the render fails and says so — it never silently picks something. Pass them explicitly when one shot needs a different line than the board default.

A still that violates entity consistency (wrong face, wrong can, wrong look) is fixed at the entity: revise its reference and re-render every shot using it. Never paper over drift in one shot's prompt. A clip wrong where its keyframe was right is a motion problem: one revise_storyboard_clip.

11. Assemble (only on request)
js
import { assemble_storyboard_timeline } from "@nodetool-ai/sandbox-nodetool/storyboards";

const timeline = await assemble_storyboard_timeline({
  storyboard_id: boardId,
  name: `${brand} — ${product} (${runtime}s) Cut`
});

From here the normal timeline tools take over, and each has a skill: motion-graphics for the op contract, video-audio-continuity before any clip renders if the spot's sound has to run across the beats, beat-sync-editing to put the cuts on the music bed and ramp the hit, caption-titles for the supers and the CTA card, logo-reveal for the end mark, and color-motion for the grade that makes the beats cut together. Load motion-direction first if the spot needs one motion language across every beat.


When the user has no brand assets yet

If the brief is "an energy drink called WARP" with no logo, no can render and no protagonist photo, you still build the board. Entity discovery is the generation of those assets: the reference stills double as mood-board frames the client can sign off, and the descriptors you write become the brand guidelines the next production pass inherits.

© nodetool-ai, AGPL-3.0. Rendered from Markdown: HTML in the file is shown as text, images as links, and headings moved down two levels. Raw file

Files

Just SKILL.md in packages/system-skills/commercial-beat-sheet of nodetool-ai/nodetool.

Open the folder on GitHubat commit fefb6d1

Compare with similar skills

Commercial Beat Sheet next to the 5 skills that share the most tags, products or categories with it. Stars are the repository's; “used in” counts other GitHub owners with a copy.

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Questions about Commercial Beat Sheet

What does Commercial Beat Sheet do?

Write a shootable, precisely timed commercial beat sheet and store it as a NodeTool storyboard, with a consistent entity roster behind every shot. Commercial Beat Sheet is an agent skill from nodetool-ai/nodetool. Write a shootable, precisely timed commercial beat sheet and store it as a NodeTool storyboard, with a consistent entity roster behind every shot.

When should I use Commercial Beat Sheet?

Commercial Beat Sheet fits situations like: someone needs ad structure — hooks; VO — rather than a finished render.

How do I install Commercial Beat Sheet in Claude Code?

Run `npx skills add nodetool-ai/nodetool --skill commercial-beat-sheet -a claude-code`. Or copy the skill folder (packages/system-skills/commercial-beat-sheet in nodetool-ai/nodetool) into .claude/skills/commercial-beat-sheet in your project. Claude Code loads it when a task matches its description.

How do I install Commercial Beat Sheet in Codex?

Run `npx skills add nodetool-ai/nodetool --skill commercial-beat-sheet -a codex`. Or copy the skill folder (packages/system-skills/commercial-beat-sheet in nodetool-ai/nodetool) into .agents/skills/commercial-beat-sheet in your project. Codex loads it when a task matches its description.

Can I use Commercial Beat Sheet in Cursor, Gemini CLI or GitHub Copilot?

Cursor, Gemini CLI, GitHub Copilot and OpenCode also load SKILL.md folders. With the skills CLI, run `npx skills add nodetool-ai/nodetool --skill commercial-beat-sheet -a cursor` (or -a gemini-cli, github-copilot or opencode for the others). To copy it by hand, put the folder in .cursor/skills/commercial-beat-sheet, .gemini/skills/commercial-beat-sheet, .github/skills/commercial-beat-sheet and .opencode/skills/commercial-beat-sheet in your project.

What does Commercial Beat Sheet need to run?

SKILL.md names no scripts, command-line tools or credentials: Commercial Beat Sheet is instructions for the agent only.

Does Commercial Beat Sheet access the network?

SKILL.md contains no URLs. Any network use would come from the scripts or tools the agent runs. This is read from the text; nothing was executed.

Is Commercial Beat Sheet safe to install?

Our automated static check of SKILL.md found no risky patterns, such as piping downloads into a shell, reading credential files or hidden Unicode. It is not a guarantee. Review the folder before installing.

What licence does Commercial Beat Sheet use?

Commercial Beat Sheet is published under the AGPL-3.0 licence (the repository's licence). It allows redistribution, so the full SKILL.md is shown on this page.

How many tokens does Commercial Beat Sheet use?

About 4.6k tokens (SKILL.md is roughly 18k characters). Agents keep only the skill's name and description in context until a task matches; then they load SKILL.md in full.

What are the alternatives to Commercial Beat Sheet?

Skills that share tags, products or a category with Commercial Beat Sheet: Canghe Comic (freestylefly/canghe-skills, 461 stars), Tutti UI System (tutti-os/tutti, 3.8k stars), 3D Animation Short Generator (tl2012tl/comfyUI-llama-TE, 241 stars) and Text to PNG Card Caster (lijigang/ljg-skills, 7.5k stars). The comparison table on this page puts their stars, adoption, token cost, safety result and licence side by side.

Who maintains Commercial Beat Sheet?

nodetool-ai (a GitHub organization) maintains it in nodetool-ai/nodetool, which has 560 GitHub stars. The repository holds 127 skills in this directory. The repository was last updated on October 11, 2026.

Source: nodetool-ai/nodetool on GitHub. Facts on this page come from the repository at the commit we read; the author's words are quoted as theirs.