# {PROJECT_NAME} — Development Status

> Last updated: {DATE}

---

## Scripting Readiness: 0/34

**CRITICAL: Character-First Sequencing**
Complete Sections 1-2 BEFORE articulating theme in Section 3. Theme is DISCOVERED through character collision, not designed upfront.

---

## SECTION 1: CHARACTERS FIRST (10 items)

> Build specific people with behavioral DNA BEFORE any theme work.

### 1.1 Protagonist Sketch
- [ ] **Protagonist sketched**
  - *Name:* (not yet named)
  - *Age, role:*
  - *Archetype:*
  - *What makes them COMPETENT:*
  - *Visual design notes:*

### 1.2 Protagonist Behavioral DNA
- [ ] **Protagonist behavioral DNA defined**
  - *3+ on-screen behaviors:*
    1. (not yet defined)
    2. (not yet defined)
    3. (not yet defined)
  - *Stress behavior (surprising):* (not "gets quiet" — something unexpected)
  - *Signature line:* "(passes swap test — only they would say this)"
  - *Orthogonal trait:* (doesn't serve theme, just THEIRS)
  - *Contradiction:* (moment where they break their pattern)

### 1.3 Antagonist Sketch
- [ ] **Antagonist sketched**
  - *Name:*
  - *Role, threat level:*
  - *What makes them as SMART as protagonist:*
  - *Visual design notes:*

### 1.4 Antagonist Behavioral DNA
- [ ] **Antagonist behavioral DNA defined**
  - *3+ on-screen behaviors:*
    1. (not yet defined)
    2. (not yet defined)
    3. (not yet defined)
  - *Stress behavior (surprising):*
  - *Signature line:*
  - *What they believe they're RIGHT about:*

### 1.5 Emotional Anchor Sketch
- [ ] **Emotional anchor sketched**
  - *Name:*
  - *Relationship to protagonist:*
  - *How they challenge/support protagonist:*

### 1.6 Anchor Behavioral DNA
- [ ] **Anchor behavioral DNA defined**
  - *3+ on-screen behaviors:*
    1. (not yet defined)
    2. (not yet defined)
    3. (not yet defined)
  - *How they respond when protagonist is in danger:*
  - *What truth they hold that protagonist needs:*

### 1.7 Voice Patterns
- [ ] **Voice patterns defined for each character**
  - *Speech idiom (gamblers in odds, soldiers in tactics):*
  - *Relational shorthand (nicknames, status markers):*
  - *Anti-patterns (what they would NEVER say):*
  - *Sample dialogue demonstrating voice:*

### 1.8 Voice Consistency Checklist
- [ ] **Voice consistency verified**
  - *Each character's speech pattern is distinct:* (yes/no)
  - *No character uses another's patterns:* (yes/no)
  - *Anti-patterns are clearly defined:* (yes/no)
  - *Signature lines pass swap test:* (yes/no)

### 1.9 Character Tone & Humor
- [ ] **Character tone and humor defined**

  **Remember: IDIOM ≠ HUMOR**

  *Protagonist humor type:* (GALLOWS / DRY DEADPAN / CRUEL WIT / EARNEST / NONE)
  *2-3 actually funny lines:*
    1.
    2.
    3.
  *When humor SHIFTS (mask on vs off):*

### 1.10 Protagonist Need Layers
- [ ] **Protagonist's 3 need layers defined**
  - *Surface (what they SAY they want):*
  - *Deeper (what they ACTUALLY want):*
  - *Deepest (what they DON'T KNOW they need):*

---

## SECTION 2: PRESSURE TEST (2 items)

> Force characters into collision to see what theme EMERGES.
> **IMPORTANT:** These are NON-CANONICAL test episodes — a sandbox to discover character behavior, NOT Episodes 1-3 of your series. Write them, learn from them, then DISCARD them.

### 2.1 Collision Sequence
- [ ] **Collision sequence written (3 NON-CANONICAL episodes)**
  - *Protagonist vs. Antagonist direct conflict:* (episode written? yes/no)
  - *Protagonist vs. Anchor emotional pressure:* (episode written? yes/no)
  - *What choices did they make under stress?*
  - *Did characters feel like PEOPLE or THESIS STATEMENTS?*
  - *What thematic questions emerged naturally?*

### 2.2 Theme Discovery
- [ ] **Theme discovered through collision**
  - *What human truth emerged from watching them collide?*
  - *What question does their conflict raise?*
  - *This is your theme — you're NAMING what you found, not designing*

---

## SECTION 3: THEMATIC SPINE (5 items)

> NOW articulate theme — AFTER characters exist as specific people.

### 3.1 "This Is Really About..."
- [ ] **Thematic core articulated**
  - *"This is really about...":* (not yet defined)
  - *Test: Can you explain the theme without mentioning plot?* (yes/no)

### 3.2 Thematic Question
- [ ] **Thematic question defined**
  - *The question:* (not yet defined)
  - *Test: Would viewers argue about this after watching?* (yes/no)

### 3.3 Protagonist's Thematic Stance
- [ ] **Protagonist's stance identified**
  - *How their behavior (not backstory) embodies one answer:*
  - *Revealed through collision sequence choices:*

### 3.4 Antagonist's Counter-Thesis
- [ ] **Antagonist's counter-thesis defined**
  - *Their defensible opposing answer:*
  - *Test: Could a reasonable person agree with them?* (yes/no)

### 3.5 Mythological DNA
- [ ] **Mythological DNA identified**
  - *Archetype/myth:* (Greek, Norse, Biblical, etc.)
  - *Test: What ancient story is this a remix of?*

---

## SECTION 4: CONCEPT & HOOK (5 items)

### 4.1 Surprising Conceit
- [ ] **Surprising conceit defined**
  - *The twist:* (not just "survival horror in space")
  - *Test: Does this subvert a familiar genre or trope?* (yes/no)

### 4.2 Logline
- [ ] **Logline defined**
  - *Format: [Protagonist] must [goal] or [stakes] in [setting]*
  - *Test: Would you click on this thumbnail?* (yes/no)

### 4.3 Genre Blend
- [ ] **Genre blend chosen**
  - *Primary (plot engine):*
  - *Secondary (texture/tone):*

### 4.4 Demographic Hook
- [ ] **Demographic hook articulated**
  - *Competence porn angle:*
  - *Gamification element:*
  - *Sigma flip (underdog outsmarts system):*

### 4.5 Archetype-Worldview
- [ ] **Archetype-Worldview selected and visualized**
  - *Type:* (TECHNOPATH / TACTICIAN / HIGH-ROLLER / SURVIVOR / EMPATH / ARCHITECT / etc.)
  - *Visual manifestation:* (how it appears on screen)
  - *See:* `/appendix_d_ai_video.md` for full list of archetypes

---

## SECTION 5: EMOTIONAL ARCHITECTURE (4 items)

### 5.1 Emotional Anchor Type
- [ ] **Anchor type chosen**
  - *Type:* (CUB / GHOST / MIRROR / SKEPTIC / TETHER / WITNESS / FOIL / COST — see CONSTANTS.md for full list of 8 types)
  - *How they challenge protagonist's stance:*

### 5.2 Anchor Need Layers
- [ ] **Anchor's need layers defined**
  - *Surface:*
  - *Deeper:*
  - *Deepest:*

### 5.3 The Primary Ache
- [ ] **Primary Ache defined**
  - *What does the audience yearn for?*
  - *Between which characters?*
  - *What would satisfy it?*
  - *When is it satisfied?* (should be Ep 59-60 at earliest)

### 5.4 Relationship Milestones
- [ ] **Relationship milestones mapped**
  - *First vulnerability shown:* Ep ~__
  - *First sacrifice:* Ep ~__
  - *"I need you" equivalent:* Ep ~__
  - *Major declaration territory:* Ep 50+

---

## SECTION 6: WORLD (3 items)

### 6.1 Setting
- [ ] **Setting defined**
  - *Where:*
  - *When:*
  - *Sensory details (smell, humidity, sounds):*
  - *Visual palette (lighting, colors, textures):*

### 6.2 Rules/Constraints
- [ ] **Rules/constraints established**
  - *What makes this world a pressure cooker?*
  - *Resource scarcity / time limit / surveillance:*
  - *The setting as antagonist:*

### 6.3 Factions/Power Structure
- [ ] **Factions/power structure outlined**
  - *Who holds power?*
  - *Who opposes them?*
  - *Where does the protagonist fit?*

---

## SECTION 7: STRUCTURE (5 items)

### 7.1 Three-Act Breakdown
- [ ] **3-act breakdown outlined**
  - *Act I (Eps 1-15):* The Lock-In
  - *Act II (Eps 16-45):* The Pressure Cooker
  - *Act III (Eps 46-60):* The Reckoning

### 7.2 Eight-Sequence Skeleton
- [ ] **8-sequence skeleton drafted**
  - *SEQ 1 (1-8):* Status Quo & Catalyst
  - *SEQ 2 (9-15):* The Predicament
  - *SEQ 3 (16-23):* Fun & Games
  - *SEQ 4 (24-30):* Midpoint
  - *SEQ 5 (31-38):* Bad Guys Close In
  - *SEQ 6 (39-45):* All Is Lost
  - *SEQ 7 (46-53):* The Rally
  - *SEQ 8 (54-60):* Final Battle

### 7.3 Key Plot Points
- [ ] **Key plot points identified**
  - *Ep 15 (Point of No Return):*
  - *Ep 30 (Midpoint):*
  - *Ep 45 (All Is Lost):*
  - *Ep 60 (Resolution):*

### 7.4 Emotional Beat Schedule
- [ ] **Emotional beat schedule planned**
  - *Ep 10 (First Crack):*
  - *Ep 15 (Threshold):*
  - *Ep 20 (Deepening):*
  - *Ep 26 (Vulnerability):*
  - *Ep 30 (Midpoint):*
  - *Ep 32-33 (Fracture):*
  - *Ep 36 (Betrayal/Doubt):*
  - *Ep 42 (Cost):*
  - *Ep 45 (All Is Lost):*
  - *Ep 50 (Reconciliation):*
  - *Ep 59-60 (Resolution):*

### 7.5 Thematic Checkpoints
- [ ] **Thematic checkpoints verified**
  - *Every sequence has thematic function:* (yes/no)
  - *Theme embodied in action, not dialogue:* (yes/no)
  - *Antagonist represents counter-thesis:* (yes/no)
  - *Final episode echoes thematic question:* (yes/no)

---

## VALIDATION GATES

### 1. Behavioral DNA Gate (Hard)
```bash
python3 .claude/hooks/validate_behavioral_dna.py ../projects/{PROJECT_NAME}/development
```
Must pass. Verifies all characters have on-screen behaviors, not just backstory.

### 2. Arc Validation Gate
See `/evaluation/arc_validation_gate.md`

**Tier 1: Hard Gates**
- [ ] Cliffhanger intensity ≥9.0 overall average
- [ ] Cliffhanger intensity ≥8.5 per sequence (all 8)
- [ ] Action density ≥20 beats across 60 episodes
- [ ] All sequences have ≥1 action beat
- [ ] All 11 emotional beats at scheduled episodes (±2)
- [ ] No more than 3 consecutive same-type cliffhangers
- [ ] Plant/Payoff: ≥6 threads defined
- [ ] Plant/Payoff: ≥1 Object, ≥1 Phrase, ≥1 Image thread
- [ ] Plant/Payoff: ≥1 echo moment defined

**Tier 2: Scored Gates (avg ≥7.0)**
- [ ] Tension escalation
- [ ] Reversal quality
- [ ] Stakes escalation
- [ ] Variety
- [ ] Pacing balance

### 3. Validate Agent
```
/validate {PROJECT_NAME}
```

---

## Files in this development folder

| File | Status | Purpose |
|------|--------|---------|
| `STATUS.md` | Active | This file — tracks readiness |
| `characters.md` | (create after Section 1) | On-screen behaviors, stress, signature lines |
| `pressure_test_results.md` | (create after Section 2) | Collision sequence, what emerged |
| `thematic_spine.md` | (create after Section 3) | Question, thesis, antithesis (discovered) |
| `relationship_map.md` | (create after Section 5) | Stages, markers, earning schedule |
| `structure_outline.md` | (create after Section 7) | Sequences, 60 episode beats |
| `plant_payoff_plan.md` | (create after Section 7) | Thread seeds, payoff windows, echoes |
| `notes.md` | (optional) | Freeform scratchpad |

---

## Ready for Promotion?

**Current score: 0/34**

When all 34 items are checked AND validation gates pass:

```
1. Complete 34/34 checklist
2. Run Behavioral DNA Gate → python3 .claude/hooks/validate_behavioral_dna.py
3. Run Arc Validation Gate → verify structure
4. /validate {PROJECT_NAME} → verify dramatic infrastructure
5. Promote {PROJECT_NAME} to scripting
```

Promotion will:
1. Create formal folder structure
2. Generate Series Bible, Episode Arc, Character Voices
3. Initialize state and orchestration
4. Prepare for V12 batch generation

---

## THE CHARACTER-FIRST PRINCIPLE

**Why this order matters:**

| Old Way (Theme-First) | New Way (Character-First) |
|-----------------------|---------------------------|
| Define theme | Define specific people |
| Design characters to illustrate thesis | Let them collide under pressure |
| Characters feel engineered | See what themes emerge |
| "Exists to prove a point" | Name what you discovered |

Theme emerges from authentic character collision. It is not designed.
