01Comp library inspiration anchors
Comp Library Anchors: 1003858735354265 (resilia) · 1309571074666551 (resilia) · 2448105025686855 (resilia) · 3408660292614249 (resilia) · 759146623860120 (resilia)
- A (cornerstone) —
1003858735354265(top-tier live scaler ~reach_rank 5, STEPS timeline, narrator-led, video). The exact control. 3D anatomical model + claymation doctor in-corner + day-by-day kinetic cards. Best-fit beats: Hook, all Day beats, Synthesis. Tooling inferred: 3D medical animation + animated presenter. - B —
1309571074666551(64.12, REFRAME, biofilm/eczema). "Carvacrol melts biofilm like acid on ice" 3D melt animation. Best-fit beat: Day 3 (biofilm crack/purge). Tooling: 3D biofilm-dissolve sim. - C —
2448105025686855(64.79, REFRAME dual-action). Microscopic kill + flush demo, split-screen comparison. Best-fit beat: The Repair (Phase 1 clear + Phase 2 seal). Tooling: microscopic/3D split-demo. - D —
3408660292614249(73.37, MIRROR, biofilm symptom-attribution video). "If you're not hungry for breakfast, that's parasites" — symptom-to-villain attribution. Best-fit beat: Synthesis (5 symptoms → 1 villain). Tooling: symptom-card MIRROR cascade. - E (authority-device validation) —
759146623860120(72.33, TEACH, "from a real cancer researcher" video) +1236767961929757(69.65). Validates the on-screen authority presenter as a top-scoring Resilia device. Best-fit: presenter appearances (Day 3, Turn, Close).
Note: the brand's highest winners are offer-led ($17 bundle) and authority-researcher TEACH ads. The timeline is the cloned format; the named-villain hook (anchor D's symptom-to-parasite attribution), the authority presenter (anchor E), and the offer/guarantee close (D3) are the proven elements grafted in to lift it.
02Per-beat storyboard
▸1Beat 1: HOOK [t=0:00-0:10]
▸ Reviewer notes
- Beat / timecode: Hook (villain-first opening) — 0:00-0:10
- Persuasion goal: Stop scroll in a numb category by REVEALING the living villains first (parasites / candida / SIBO eating before you do), then the biofilm shield, then the named ingredients that tear them loose. Monster before armor (the v2 fix); open the timeline loop.
- Shot type: 3D anatomical cutaway, slow push-in.
- Visual frame: Transparent cutaway of the gut wall; under a slimy biofilm layer, the overgrowth is alive (writhing candida bloom + parasitic forms + bacterial colonies, stylized). As "oregano oil and clove" land, the biofilm + the villains beneath visibly tear loose off the wall. Cool clinical light, single key.
- On-screen text: "What's living in your gut right now"
- B-roll cue: Cornerstone anchor A hook (3D anatomical purge) + anchor B biofilm-melt motion + anchor D villain-reveal.
- Lighting / set: Sterile clinical dark-field, teal rim light on the wall.
- Transition: Hard cut to the Day-1 card.
- Avatar-tool prompt (Higgsfield Soul Cinema): "Macro 3D medical render, transparent human gut-wall cross-section, a translucent grey-green biofilm layer peeling and tearing loose to reveal a living overgrowth beneath it (stylized candida bloom, thread-like parasitic forms, bacterial colonies) clinging to raw inflamed tissue, the whole mass beginning to detach, slow push-in, dark clinical background, teal rim light, photoreal, no text."
- Mute-test: PASS — the living-villain reveal + biofilm tearing + caption carry the hook sound-off with no face (VVH1, narrator-led-stricter).
- Production-limitation: Keep the villains stylized (bloom/threads/colonies), not literal TikTok worms — render + brand discipline.
▸2Beat 2: DAY 1 [t=0:10-0:20]
▸ Reviewer notes
- Day 1 — 0:10-0:20
- Persuasion goal: Low-friction start; establish the dose + the "they feel it coming" micro-loop (the villain reacts).
- Shot type: Product macro → 3D cutaway.
- Visual frame: Dropper places two drops under the tongue; sublingual shimmer; cut to the gut wall, the overgrowth beneath the biofilm stirs/recoils as the first hairline crack forms (teal).
- On-screen text: "Day 1. Two drops under the tongue."
- B-roll cue: Marketing Studio product macro (Symbia dropper) + anchor A day-card cadence.
- Lighting / set: Warm bathroom-counter daylight for the dropper; clinical for the cutaway.
- Transition: Day-card swipe.
- Avatar-tool prompt (Marketing Studio): "Hero product macro, amber glass dropper bottle, two drops under the tongue, soft morning bathroom light; intercut 3D gut-wall where the overgrowth beneath a slimy film stirs as a first teal crack forms." + SFX: low gut gurgle.
- Mute-test: N/A (post-hook).
- Production-limitation: None.
▸3THE PURGE [t=0:20-0:42] Beat 3: DAY 3
▸ Reviewer notes
- Day 3 (purge) — 0:20-0:42
- Persuasion goal: The second disgust spike (control's Day-3 peak) + explicit named-villain reveal (the parasites and candida that were hiding under the biofilm); presenter softens it.
- Shot type: 3D dissolve sim + animated presenter overlay (corner).
- Visual frame: Biofilm cracks open; the parasites + candida that were hiding under it are exposed and slough off the wall, washing downstream (clean, not gory). The animated naturopath steps in, calm, gesturing "don't panic."
- On-screen text: "Day 3. The purge."
- B-roll cue: Anchor B biofilm-melt + anchor E presenter (authority reassurance).
- Lighting / set: Clinical dark-field with a teal wash; warm key on the presenter.
- Transition: Wash-through to Day 5.
- Avatar-tool prompt (Soul Cinema + Soul Character): "3D gut wall, slimy biofilm shield cracking open to expose the living overgrowth hiding beneath (stylized candida clumps + thread-like parasitic forms + dark bacterial buildup), all of it sloughing off and washing away in a teal current; beside it, an animated 50s naturopath in a clean coat gesturing calmly, warm key light."
- Mute-test: PASS-adjacent (visual reads sound-off; caption reinforces).
- Production-limitation: Keep the purge stylized (exposed overgrowth/film/buildup), not literal worms — render + brand discipline.
▸4CRAVINGS [t=0:42-0:54] Beat 4: DAY 5
▸ Reviewer notes
- Day 5 — 0:42-0:54
- Persuasion goal: First lived-benefit payoff; reattribute the sugar craving to the CANDIDA (it was driving you, not willpower).
- Shot type: Stylized lifestyle insert + micro-3D.
- Visual frame: A hand freezes mid-reach for a cookie; cut to a shrinking, starving candida bloom on the wall (teal) — the thing that was "screaming for sugar" going quiet.
- On-screen text: "Day 5. The cravings were never yours."
- B-roll cue: Anchor A sensory micro-narrative ("hand freezes mid-air") + anchor D attribution.
- Lighting / set: Warm kitchen daylight.
- Transition: Match-cut on the hand.
- Avatar-tool prompt (Nano Banana insert): "A woman's hand stops mid-reach over a cookie on a kitchen counter, natural light; intercut a 3D candida bloom on a gut wall shrinking and going dim, as if starving."
- Mute-test: N/A.
- Production-limitation: None.
▸5BLOAT [t=0:54-1:06] Beat 5: DAY 7
▸ Reviewer notes
- Day 7 — 0:54-1:06
- Persuasion goal: Visible aesthetic payoff (the belly) + reattribute the gas to the SIBO bacteria fermenting your food.
- Shot type: Stylized lifestyle insert + micro-3D.
- Visual frame: A belly silhouette deflates; jeans button eases without strain; quick micro-cut of bacterial colonies (SIBO) fizzing/fermenting then dying back.
- On-screen text: "Day 7. Bloat drops."
- B-roll cue: Anchor A ("fabric no longer strains").
- Lighting / set: Soft bedroom-mirror daylight.
- Transition: Dissolve to Day 10.
- Avatar-tool prompt (Nano Banana + Soul Cinema): "Side profile of a midsection going from bloated to flat, buttoning jeans easily, soft natural bedroom light, no faces, tasteful; quick intercut of 3D bacterial colonies fermenting gas bubbles then receding."
- Mute-test: N/A.
- Production-limitation: No before/after body photos of a real person (compliance) — use a stylized silhouette/illustration.
▸6SLEEP + FOG [t=1:06-1:20] Beat 6: DAY 10
▸ Reviewer notes
- Day 10 — 1:06-1:20
- Persuasion goal: Systemic payoff (sleep + cognition) + reattribute the 3 a.m. wake to the parasites (most active at night, dumping waste into the blood).
- Shot type: Stylized insert + micro-3D.
- Visual frame: A 3am clock; then a calm sleeping silhouette; fog clearing off a head outline; a faint micro-cut of the villains going dormant as the waste-toxin haze clears from the bloodstream.
- On-screen text: "Day 10. Sleep. Clear head."
- B-roll cue: Anchor A (Day-10 sleep/fog beat).
- Lighting / set: Deep night-blue to soft dawn.
- Transition: Light-wipe (dawn) to Day 12.
- Avatar-tool prompt (Soul Cinema): "A 3am clock dissolving into a calm sleeping silhouette; a head outline with grey toxin-fog lifting away to reveal a clear bright interior; night-blue to dawn gradient."
- Mute-test: N/A.
- Production-limitation: None.
▸7SKIN + ENERGY [t=1:20-1:34] Beat 7: DAY 12
▸ Reviewer notes
- Day 12 (restored beat) — 1:20-1:34
- Persuasion goal: Two more dominoes (skin from the toxins they leaked + energy from the nutrients they stole) — restores the 6+ symptom stack the synthesis runs on, both reattributed to the villains.
- Shot type: Stylized insert + 3D causal overlay.
- Visual frame: A hand over smooth skin; an afternoon energy line holding flat (not crashing); a 3D wall now absorbing glowing nutrients for YOU instead of leaking them to the overgrowth.
- On-screen text: "Day 12. Skin. Energy."
- B-roll cue: Anchor A Day-12 ("nutrients no longer stolen").
- Lighting / set: Bright mid-afternoon.
- Transition: Push to Day 14.
- Avatar-tool prompt (Soul Cinema + Nano Banana): "Close on a hand running over smooth skin; a rising-then-steady energy line graphic; a 3D gut wall absorbing glowing nutrient particles into the body rather than leaking them to a receding overgrowth."
- Mute-test: N/A.
- Production-limitation: None.
▸8FLAT + THE SETUP [t=1:34-1:48] Beat 8: DAY 14
▸ Reviewer notes
- Day 14 — 1:34-1:48
- Persuasion goal: Land the control's "that's all it took" payoff (the things living off you are gone), THEN plant the pivot ("if this were any other cleanse, that's where it would end").
- Shot type: Stylized insert; beat holds.
- Visual frame: Flat stomach in a mirror; walk past a bakery unbothered; the gut wall now clean and empty. On the last line, the image freezes and desaturates slightly (the setup).
- On-screen text: "Day 14. Flat. Empty."
- B-roll cue: Anchor A close-of-timeline ("walk past the candy aisle").
- Lighting / set: Bright, confident daylight, dimming on the freeze.
- Transition: Freeze + desaturate into the Turn.
- Avatar-tool prompt (Nano Banana): "A confident walk past a bakery window, unbothered glance; final frame freezes and cools in tone."
- Mute-test: N/A.
- Production-limitation: None.
▸9Beat 9: THE TURN [t=1:48-2:10]
▸ Reviewer notes
- The Turn (where the control stops) — 1:48-2:10
- Persuasion goal: The one earned hard pivot (SR6). Reframe the buyer's lived relapse as the category's design: the parasites chewed holes on the way in, a kill-only cleanse leaves the wall open, the survivors + the eggs they left behind move back in 72 hours. Presenter delivers the truth.
- Shot type: 3D replay + animated presenter (center).
- Visual frame: Replay the wall, now "cleaned" but still cracked + full of chewed holes; a few surviving villains + tiny eggs flood back through the openings; the VACANCY sign lights red. Presenter, serious, addresses camera.
- On-screen text: "But it always comes back. Here's why."
- B-roll cue: Anchor A villain reveal + a fresh VACANCY-sign motif (original direction).
- Lighting / set: Cool, low-key, red accent on the sign.
- Transition: Red flips to gold (into the Repair).
- Avatar-tool prompt (Soul Cinema + Soul Character): "3D gut wall, cleared but cracked and full of chewed holes; a few surviving parasitic forms and small eggs flood back through the openings and re-colonize; a glowing red 'VACANCY' sign ignites over the gaps; an animated naturopath turns to camera, serious."
- Mute-test: PASS-adjacent (VACANCY sign + caption carry it).
- Production-limitation: None.
▸10Beat 10: THE REPAIR (the beat) [t=2:10-2:32]
▸ Reviewer notes
- The Repair — 2:10-2:32
- Persuasion goal: The differentiator + permanence payoff: Phase 2 seals the wall DURING Phase 1's clear, so when the survivors come looking for their old hiding spot the door is gone; Day 21/30 still gone.
- Shot type: Two-tone 3D hero beat (split-action).
- Visual frame: Gold Phase-2 "grout" seals every chewed hole WHILE teal Phase-1 tears the villains off the wall up top, simultaneously; a returning villain finds the wall sealed and no way back in; the VACANCY sign flips to dark / NO-VACANCY; calendar ticks 21 then 30, wall stays smooth.
- On-screen text: "Phase 2 seals the wall WHILE Phase 1 clears. Day 30: still gone."
- B-roll cue: Anchor C dual-action split-demo (kill + flush) reframed as clear + seal.
- Lighting / set: Warm gold + cool teal dual key; clean resolve.
- Transition: Pull back to the symptom-collapse graphic.
- Avatar-tool prompt (Soul Cinema): "Split-action 3D: warm gold sealant filling and closing chewed holes in a gut wall on the lower half WHILE cool teal clears the overgrowth off the wall on the upper half, simultaneous; a returning parasitic form bumps a sealed smooth wall and finds no opening; a 'VACANCY' sign flips to dark; a calendar flips 21 then 30, the wall staying smooth and gold-sealed."
- Mute-test: PASS-adjacent.
- Production-limitation: Hold the two-tone identity tight across the beat (the one sustained-render risk at this length) — keep the shot under ~10s unbroken.
▸11Beat 11: SYNTHESIS [t=2:32-2:46]
▸ Reviewer notes
- Root-cause synthesis — 2:32-2:46
- Persuasion goal: Collapse the 5+ symptoms into one named infestation (parasites + candida + SIBO) behind one biofilm (the control's reframe, at its proven END position).
- Shot type: Kinetic motion graphic (MIRROR cascade).
- Visual frame: Five symptom icons (bloat, cravings, fog, tired, skin) fly in and collapse into a single villain node (labeled parasites / candida / SIBO) behind one biofilm.
- On-screen text: "5 problems. 1 infestation. Half a fix."
- B-roll cue: Anchor D (symptom-attribution MIRROR cascade, 73.37).
- Lighting / set: Dark graphic field, single warm focal node.
- Transition: Node resolves into the product.
- Avatar-tool prompt (kinetic text / AE): "Five labeled symptom icons fly inward and merge into one glowing villain node (parasites / candida / SIBO) behind a single biofilm membrane, dark background, kinetic typography."
- Mute-test: PASS (the graphic reads sound-off).
- Production-limitation: None.
▸12Beat 12: OFFER + CLOSE [t=2:46-3:10]
▸ Reviewer notes
- Offer / Close — 2:46-3:10
- Persuasion goal: Confident matter-of-fact sell (V-V7): product reveal, two-phase, trust stack, guarantee-as-confidence, real demand-driven scarcity, CTA. Pure-sell close.
- Shot type: Marketing Studio product hero + presenter close.
- Visual frame: Symbia bottle + dropper hero; USA + third-party-tested badges; two-phase callout (clear them out / seal the door); presenter delivers the CTA. NO price on screen (defer to LP).
- On-screen text: "Kill. Flush. Repair. For good this time." + CTA button.
- B-roll cue: Brand assets (bottle/badges) + anchor E presenter close + the control's low-friction CTA.
- Lighting / set: Clean, warm, premium product light.
- Transition: Hold on the CTA endcard.
- Avatar-tool prompt (Marketing Studio): "Premium hero of an amber Symbia dropper bottle, USA-made and third-party-tested badges, a two-phase callout (Phase 1 clear / Phase 2 seal); animated naturopath delivering a calm confident CTA; clean endcard with a button; no price shown."
- Mute-test: N/A (close).
- Production-limitation: None.
03Visual continuity audit (VVH2)
Recurring hero geometry = the 3D gut-wall cutaway, carried beat 1 → 12. Two-tone law held throughout (teal = clear, gold = seal). The named villains (parasites / candida / SIBO) are seeded under the biofilm at the hook and carried as the through-line antagonist to the synthesis. The VACANCY → NO-VACANCY sign seeded at the Turn, paid off at the Repair. The animated presenter appears on a consistent register (Day 3, Turn, Close). On-screen-text style = single kinetic day-card lockup throughout.
04Mute-test verification (VVH1)
First-10s hook (living villains revealed under the biofilm, then tearing loose + caption) passes sound-off with no face. Bonus mute-recapture points: the Day cards, the VACANCY-to-NO-VACANCY flip, and the Synthesis collapse all read silent.
05Sustained-energy-curve audit (VVS1)
Hook spike (0:00) → fast daily-beat build (steady rising, 7-14s cuts, each reattributing a symptom to a named villain) → the Turn is the pivot/energy re-grab (1:48) → the Repair is the second peak (2:10) → Synthesis lands → confident close (no desperation cadence). No mid-third sag — the daily cadence keeps velocity, matching the control.
06Offer-beat brand-gate compliance (VVH3)
Grey-zone playbook BANS in-body price → Fork 6 = D3 (risk-reversal-anchor + defer-to-LP). The close shows the guarantee + value frame + CTA; the price digit lives on the LP. No fake countdown (real demand-driven stock/reorder scarcity only). PASS.
07Production-limitation cross-ref (VVH4)
~3:05 narrator-led is a friendly render band. Watch items: keep the villains stylized (bloom/threads/colonies), never literal worms; keep the Repair two-tone split-action shot under ~10s unbroken to hold style identity. No "currently impossible" items for the Higgsfield/ElevenLabs stack.
08Tooling prompt index
Hybrid stack: Higgsfield Soul Cinema (3D anatomical B-roll: beats 1,3,5,6,7,9,10), Nano Banana (lifestyle inserts: beats 4,5,8), Marketing Studio (product/offer hero: beats 2,12), Soul Character (animated naturopath presenter: beats 3,9,12), After Effects (kinetic day-cards + synthesis: beat 11), ElevenLabs (warm mature female VO throughout).
09Pipeline update block (for PIPELINE/concept_pipeline.md)
Storyboard v2 produced 2026-06-30 — Concept "The Vacancy Sign" (Symbia VSL, Big-Idea-led × narrator-led × 3:05). 12-beat board, villains named/shown throughout, 5 comp anchors (cornerstone 1003858735354265 + biofilm/dual-action/symptom-attribution/authority). Offer gate = D3 defer-to-LP. Status: v2 revision (villain pass) → Storyboarded. Next: /package → /ship to studio.zeusbrain.ai. v1 storyboard preserved.