# Toad Venom: "The Journey" storyboard

Date: 2026-10-09
Brand: Exotic Emporium. Flavor: Toad Venom. Product: 100 ml violet UV glass jar (California).
Format: vertical 9:16 (1080x1920), 42 s master cut, 30 s cutdown, and a looping hero-walk clip.
Pipeline: keyframe still (gpt-image-2 via Codex, character reference attached) -> image-to-video (Kling / Veo / Seedance via fal), 5 s clips -> edit to music, real type added in post.

---

## 1. Logline and tone

**Logline:** A small venom-soaked toadstool walks out of the glowing frog field, through a rotting platformer world and a slime swamp, kills the beast that rises from the swamp with one slam of his venom stick, and walks the galaxy road to the Exotic Emporium, where the jar is waiting.

**Tone:** Menacing. Nocturnal. Swaggering.

Think horror movie trailer crossed with a streetwear drop video. He never waves, bounces, dances or winks. He walks slowly, like he owns every world he passes through.

---

## 2. Shot table

Music is 120 BPM, so 1 bar = 2 s. Every cut lands on a bar line. Each clip is generated at 5 s and trimmed to its edit length.

| # | Edit time | Dur | Shot / camera | What happens (one action) | World / background | Sound / music cue |
|---|---|---|---|---|---|---|
| 1 | 0:00-0:04 | 4 s | Wide, slow tilt down + slight push | A single black slime drop falls from the sky and splats in the frog field | Frog field, purple galaxy sky, orange-red horizon | Low drone, frog chorus slowed and pitched down. "Exotic Emporium presents" fades in |
| 2 | 0:04-0:06 | 2 s | Extreme low close-up at ground level, static | His black foot stomps down and leaves a slime footprint; the frogs around it dim | Frog field, frogs at eye level | **Drop 1**: 808 + kick land on the stomp, wet squelch |
| 3 | 0:06-0:10 | 4 s | Medium-full, low angle, camera dollies back at his walking pace | **Hero walk (loop)**: he walks toward camera, planting the stick each step | Frog field, sunset behind him | Beat runs; each footstep squelch lands on the snare |
| 4 | 0:10-0:12 | 2 s | Close, lens-level | Thick black slime splatters over the lens and covers the frame | Frog field glow behind the slime | Reverse cymbal into a wet "shlick" |
| 5 | 0:12-0:16 | 4 s | Wide side view, camera trucks right (side-scroller) | He walks left to right along slimed brick ground | Venom-taken platformer world: strangled pipes, dripping blocks, rotten mushroom houses, castle, lightning storm | Beat continues; one thunder crack; distorted music-box motif |
| 6 | 0:16-0:20 | 4 s | Low angle, static, slight push in | A giant symbiote beast rises out of the swamp behind him | Neon-green slime swamp, fog, dead trees, purple sky | Beat drops out; sub-bass swell, wet roar, choir stab at 0:18 |
| 7 | 0:20-0:22 | 2 s | Close-up, fast push in | He looks back over his shoulder and grins; his tongue whips out and flings green slime | Swamp, rim-lit by the beast's glow | Silence for half a bar, then a hiss |
| 8 | 0:22-0:26 | 4 s | Medium-wide, low angle, static then shake on impact | He slams the venom stick down; a ring shockwave of black slime and green light bursts out and the beast blows apart | Swamp | **Drop 2**: biggest impact hit + 2-frame white flash. TOAD VENOM title slams for 1 bar |
| 9 | 0:26-0:30 | 4 s | Behind him, camera follows at shoulder height | He walks a floating path of glowing stepping stones toward a distant palace | Galaxy void, purple nebula, gold-crowned palace far ahead | Beat back in, lighter; shimmering pad |
| 10 | 0:30-0:34 | 4 s | Medium, from behind him, low angle, slow push | Tall black-and-gold doors swing open and violet UV light floods over him | Exotic Emporium entrance, blank gold plaque above the doors | Door groan, riser, electrical UV hum |
| 11 | 0:34-0:38 | 4 s | Product close-up, slow orbit (real 3D render, composited) | The violet UV jar turns on a slime-draped pedestal, glowing | Dark emporium interior, violet light, floating green motes | **Drop 3**: full beat, glass "ting" on the reveal |
| 12 | 0:38-0:42 | 4 s | Low angle, near-static, 5% push in | End card: he stands beside the jar, drips falling, frogs pulsing | Back in the frog field under the galaxy (bookend) | Final hit at 0:38, tail rings out, one frog croak to finish |

**Total:** 12 shots, 42 s.

**30 s cutdown:** drop shots 2, 4, 9 and 10 (shots 1 > 3 > 5 > 6 > 7 > 8 > 11 > 12). It still has a beginning (field), middle (platformer world, beast, slam) and end (jar, end card).

**Loop clip:** shot 3, generated with the same image as start and end frame, makes a seamless loop of him walking toward camera. Use it for WhatsApp status, story stickers and website headers.

### Which shots also work at 16:9

A center crop of a 9:16 frame is only 1080x608, which is too small. For 16:9, outpaint the same keyframe sideways to 16:9 and run it through image-to-video again with the same motion prompt.

| Shot | 16:9? | Note |
|---|---|---|
| 1 | Yes | Wide landscape. Outpaints easily. |
| 2 | Yes | The action sits low and central. |
| 3 | Yes | Character centered with the field on both sides. |
| 4 | Yes | A slime wipe works at any aspect ratio. |
| 5 | **Best at 16:9** | A side-scroller wants width. Consider making the 16:9 version the master for this shot. |
| 6 | No | The beast towers above him, so it needs height. For 16:9, reframe to a wider, lower shot. |
| 7 | Yes | Close-up. |
| 8 | Yes | The shockwave ring spreads sideways. |
| 9 | Partly | The path recedes upward. Outpaint the void at the sides. |
| 10 | Yes | |
| 11 | Yes | Real 3D render, so render a 16:9 pass. |
| 12 | Re-layout | End card type needs its own 16:9 layout. |

### Reels/Status safe zones (apply to every keyframe)

Keep the top ~15% clear (account name and progress bar) and the bottom ~25% clear (caption and buttons). Also keep the right 12% free of key detail (like, comment and share icons). The character's face and the action sit between 25% and 75% of the frame height.

---

## 3. Shot-by-shot prompts

**Character lock:** every prompt that shows him repeats the same description. Always attach `layouts/toad-venom-wrap-frogfield/wrap_art_center_front_a.png` as the character reference, even when a world reference is also attached. Generate 4 keyframe options per shot and pick the most on-model one before animating. Check these points on every pick:

- bumps on the cap
- drips on the cap rim
- white toad emblem on the chest
- tongue out with a green drip
- stick in his left hand

Paths below are relative to `/home/primemeridianlabs/Development/imperial-exotics/`.

---

### Shot 1: Slime drop (0:00-0:04)

**Attach:** `layouts/toad-venom-wrap-frogfield/wrap_art_center_front_a.png` (world reference)

**Keyframe prompt:**
> Vertical 9:16 cinematic frame in a glossy 3D animated feature film style. A vast field of hundreds of glowing neon-green translucent frogs stretches to the horizon at night, matching the world in the attached reference image. A deep purple galaxy sky fills the upper two thirds of the frame, with a dense violet Milky Way band and sharp white and blue stars. Along the horizon, a thin burning orange-red sunset band glows under dark purple clouds, with low black hills on the skyline. The frogs sit motionless among dark leaves, lit from inside. Their eyes are solid glossy black with no cute highlights, and the foreground frogs are softly out of focus. The mood is eerie and still, like the opening shot of a horror film. In the upper center of the frame, a single glossy black drop of thick symbiote slime hangs in mid-air, falling toward the field, with one sharp specular highlight. Deep shadows; strong saturation only in the frog glow and the horizon. Composition: horizon at about 55% of the frame height, open sky above for a title added later, frogs filling the lower part, nothing important in the bottom quarter. No character in the shot. No text, no lettering, no logos, no watermark.

**Motion prompt (5 s):**
> Slow camera tilt down with a slight push in. The black slime drop falls straight down and splats onto the leaves in the lower center, throwing a few black droplets. Frog glow pulses slowly. Stars twinkle. Nothing else moves.

---

### Shot 2: The footprint (0:04-0:06)

**Attach:** `layouts/toad-venom-wrap-frogfield/wrap_art_center_front_a.png` (character + world)

**Keyframe prompt:**
> Vertical 9:16 frame, glossy 3D animated feature film style. Extreme low-angle close-up with the camera lying on the ground in the glowing neon-green frog field from the attached reference image. In the center of the frame, the short, rounded, glossy jet-black foot of the Toad Venom character from the reference hangs a few centimeters above the dark leaves, about to step down. Thick black symbiote slime drips from the foot in long strings. Behind it and out of focus rise his glossy black leg and the lower end of his gnarled black slime-wrapped stick. Glowing frogs crowd both sides of the frame at lens height. They are lit green from inside, with solid black eyes, and their bodies are angled away from the foot as if afraid. A purple galaxy sky and a thin orange-red horizon glow in the blurred background above. Strong front key light makes crisp white specular highlights on the black gloss. The mood is heavy and threatening, like a monster's first step in a horror trailer. Composition: the foot sits between 35% and 65% of the frame height, the ground line at about 65%, with dark leaves below. No text, no lettering, no logos, no watermark.

**Motion prompt (5 s; use the first 2 s):**
> The black foot stomps down hard onto the leaves. Black slime splashes out and spreads into a glossy dripping footprint. The nearest frogs flinch, and their glow dims in a ring around the print. The camera stays static with a small shake on impact.

---

### Shot 3: Hero walk, loop (0:06-0:10)

**Attach:** `layouts/toad-venom-wrap-frogfield/wrap_art_center_front_a.png` (character + world)

**Keyframe prompt:**
> Vertical 9:16 frame, glossy 3D animated feature film style. Medium-full shot from a low angle: the Toad Venom character from the attached reference image walks straight toward the camera through the glowing neon-green frog field, mid-stride. Keep him exactly on-model. He is a small chibi mushroom-headed figure with a big head and a short stubby body, fully covered in a glossy jet-black symbiote suit. His black mushroom-cap helmet has large round raised bumps and black slime drips hanging from the rim. He has white angular Venom-style eye patches, a wide grin of sharp white fangs, and a long pink tongue hanging out with a neon-green slime drip. A white dripping toad emblem sits on his chest. In his left hand he holds a gnarled black wooden stick wrapped in slime, planted on the ground like a staff. His posture is slow, heavy and confident. Black slime footprints trail behind him, and the frogs near him lean away. Glowing foreground frogs blur across the bottom of the frame and hide his feet. Purple galaxy sky behind him, with the orange-red horizon glowing at his shoulders as a rim light. Strong front key light. Composition: the character is centered, his head between 30% and 45% of the frame height, his body ending at about 75%. No text, no lettering, no logos, no watermark.

**Motion prompt (5 s, loop):**
> He walks slowly toward the camera with heavy, deliberate steps, planting the stick with every second step. The camera dollies backward at the same speed, so he stays the same size in frame. His tongue sways and slime drips fall. Frogs in the foreground slide past. Use this keyframe as both the start and end frame so the clip loops seamlessly.

---

### Shot 4: Slime wipe (0:10-0:12)

**Attach:** `layouts/toad-venom-wrap-frogfield/wrap_art_center_front_a.png` (world glow and colors)

**Keyframe prompt:**
> Vertical 9:16 frame, glossy 3D animated feature film style. A thick sheet of glossy jet-black symbiote slime has just hit the camera lens and covers about 70% of the frame. It spreads from the upper right in heavy tendrils and splatter, with bright white specular highlights and long drips sliding downward. A few tiny neon-green slime droplets are mixed into the black. Through the uncovered gaps in the lower left, a blurred glowing neon-green frog field shows under a purple galaxy sky and an orange-red horizon, all out of focus. The slime is clearly on the glass of the lens, very close and sharply in focus, with realistic viscous thickness and surface tension at the edges. The mood is sudden and aggressive, like a horror-movie jump cut. Composition: the slime mass is weighted to the upper right and center, the gaps are in the lower left, and there is no character. No text, no lettering, no logos, no watermark.

**Motion prompt (5 s; use about 1.5 s):**
> The black slime spreads quickly across the whole lens until the frame is completely black and glossy, then starts sliding down. The camera is static. No other movement.
>
> Edit note: cut to shot 5 at the moment the frame is fully black.

---

### Shot 5: The rotten platformer world (0:12-0:16)

**Attach:** `layouts/toad-venom-wrap-frogfield/wrap_art_center_front_a.png` (character) + `images/round6-2026-10-09-tongue/venom_world_c.png` (world layout and content only, NOT its 2D print style)

**Keyframe prompt:**
> Vertical 9:16 frame, glossy 3D animated feature film style. Render everything as 3D, not as a flat print or halftone poster. Wide side view, like a side-scrolling platform game rebuilt in 3D. The Toad Venom character from the first reference image walks from left to right in profile along a ground of old brown brick blocks oozing black symbiote slime. Keep him on-model: a small chibi figure with a big head in a glossy jet-black symbiote suit, a black mushroom-cap helmet with large round bumps and dripping rim, white Venom eye patches, sharp white fangs, a pink tongue with a neon-green drip, a white toad emblem on his chest, and a gnarled slime-wrapped black stick in his left hand. Around him, using the second reference for layout: green warp pipes strangled by black tendrils and dripping slime; floating brick blocks hanging in the air with slime dripping off them; rotten purple-spotted mushroom houses; a dark stone castle in the distance; and a stormy navy night sky with lightning and rain. The colors are desaturated and dirty, with no bright cheerful primaries and no other game characters. Composition: the ground surface sits at about 68% of the frame height, the character is small at the left third, the dark underground with slime roots fills the frame below the ground, and the sky and floating blocks are above. No text, no lettering, no logos, no watermark.

**Motion prompt (5 s):**
> He walks steadily from left to right in side profile. The camera trucks right at his speed, so the world scrolls past behind him like a side-scroller. Rain falls, and lightning flashes once. Slime drips from the floating blocks and pipes. He does not jump.

---

### Shot 6: The beast rises (0:16-0:20)

**Attach:** `layouts/toad-venom-wrap-frogfield/wrap_art_center_front_a.png` (character)

**Keyframe prompt:**
> Vertical 9:16 frame, glossy 3D animated feature film style. Low-angle shot of a swamp at night: the Toad Venom character from the reference image stands knee-deep in thick, glowing neon-green slime water, facing the camera, calm and unaware. Keep him on-model: a small chibi figure with a big head in a glossy jet-black symbiote suit, a black mushroom-cap helmet with round raised bumps and dripping rim, white angular Venom eye patches, sharp white fangs, a long pink tongue with a neon-green drip, a white dripping toad emblem on his chest, and a gnarled slime-wrapped black stick in his left hand. Directly behind him, a giant swamp beast is starting to rise out of the slime: a towering mass of glossy black symbiote tendrils with a cluster of narrow white slit eyes and a wide jagged mouth of long white teeth, many times his height, streaming slime. Around them are dead black trees, low green fog, and a purple galaxy sky above. The beast's glow lights the fog from behind. The mood is horror-trailer dread. Composition: he stands centered at 50% to 72% of the frame height, the beast's head and eyes fill 15% to 45%, and tendrils reach toward the frame edges. No text, no lettering, no logos, no watermark.

**Motion prompt (5 s):**
> The giant black beast slowly rises higher out of the glowing swamp behind him. Its tendrils unfurl and slime pours off it in sheets. Its white eyes narrow. He stays still except for dripping slime. Slow push in on the camera. Fog rolls.

---

### Shot 7: The grin (0:20-0:22)

**Attach:** `layouts/toad-venom-lid-top/head/lid_head_a.png` (face detail) + `layouts/toad-venom-wrap-frogfield/wrap_art_center_front_a.png` (body)

**Keyframe prompt:**
> Vertical 9:16 frame, glossy 3D animated feature film style. Close-up of the Toad Venom character's head and shoulders, matching the face in the first reference image exactly. He is looking back over his shoulder toward the camera with a sly, menacing grin. Details: a glossy jet-black mushroom-cap helmet with large round raised bumps and thick black slime drips hanging from the rim; white angular Venom-style eye patches narrowed into a predatory squint; a wide mouth of long sharp white fangs; and a long pink tongue just beginning to slide out, with neon-green slime dripping from it. On his shoulder, the white dripping toad emblem is partly visible, and the top of his gnarled slime-wrapped stick shows at the frame edge. Lighting: strong front key light with crisp specular highlights on the black gloss, plus a hard neon-green rim light from the swamp beast behind him. The background is out-of-focus green fog and black tendrils under a purple sky. The mood is cocky and dangerous, a villain's smile in a horror trailer, not cute. Composition: his eyes at about 38% of the frame height, his mouth and tongue at 45% to 60%, his helmet filling the top third below the safe zone. No text, no lettering, no logos, no watermark.

**Motion prompt (5 s; use about 2 s):**
> His grin widens and his tongue whips out to full length, flinging a few drops of neon-green slime toward the camera. The camera makes a quick short push in. Slime drips fall from the helmet rim. No head turn beyond the starting pose.

---

### Shot 8: Venom stick slam (0:22-0:26)

**Attach:** `layouts/toad-venom-wrap-frogfield/wrap_art_center_front_a.png` (character)

**Keyframe prompt (start frame):**
> Vertical 9:16 frame, glossy 3D animated feature film style. Medium-wide low-angle shot: the Toad Venom character from the reference image stands in a glowing neon-green slime swamp, facing the camera. He grips his gnarled black slime-wrapped stick with both hands, raised high above his head and ready to slam down. Keep him on-model: a small chibi figure with a big head in a glossy jet-black symbiote suit, a black mushroom-cap helmet with large round raised bumps and dripping rim, white angular Venom eye patches, sharp white fangs, a long pink tongue with a neon-green drip, and a white dripping toad emblem on his chest. Slime streams down from the raised stick. Behind him, the giant black tendril swamp beast with white slit eyes leans in over him, close and about to strike. Green fog, dead black trees, purple galaxy sky. Strong front key light, hard green rim light. The mood is the final confrontation in an action horror trailer. Composition: he is centered between 35% and 75% of the frame height with the stick tip near 25%, the beast's eyes are at about 18%, and the slime surface sits at 72%. No text, no lettering, no logos, no watermark.

**Optional end frame:**
> The same scene a moment later. The stick is planted in the slime, and a wide ring-shaped shockwave of black slime and neon-green light is bursting outward along the surface. The beast is exploding into a rain of black slime droplets. Same character pose, crouched.

**Motion prompt (5 s):**
> He slams the stick straight down into the swamp. A ring shockwave of black slime and green light bursts outward across the surface, and the giant beast behind him blows apart into a rain of black droplets. The camera shakes on impact, then settles.
>
> Edit note: add a 2-frame white flash on the impact and hold the TOAD VENOM title for 1 bar.

---

### Shot 9: The galaxy road (0:26-0:30)

**Attach:** `layouts/toad-venom-wrap-frogfield/wrap_art_center_front_a.png` (character)

**Keyframe prompt:**
> Vertical 9:16 frame, glossy 3D animated feature film style. Shot from behind and slightly above: the Toad Venom character from the reference image walks away from the camera along a winding path of floating flat stepping stones. Each stone glows neon green from inside, and the path hangs in an endless purple galaxy void full of nebula clouds and sharp stars. He is seen from the back: a small chibi figure with a big head in a glossy jet-black symbiote suit, a black mushroom-cap helmet with large round raised bumps and black drips hanging from the rim, and a gnarled slime-wrapped black stick in his left hand resting on his shoulder. Black slime footprints mark each stone he has crossed. Far ahead at the top of the path, small in the distance, a tall dark gothic palace of black stone with gold trim floats on its own rock. Its highest spire is topped with a large glowing gold crown, and its windows shine violet ultraviolet light. An orange-red glow sits low on the far horizon. The mood is mysterious and epic, the last stretch of a quest. Composition: he is at 55% to 72% of the frame height, the path curves up to the palace at about 22%, and the stones near the lower edge are dark. No text, no lettering, no logos, no watermark.

**Motion prompt (5 s):**
> He walks away from the camera along the glowing stones, stepping from stone to stone. The camera follows behind at the same distance. The stones glow brighter as he steps on them and leave black footprints. The nebula drifts slowly, and the palace windows pulse violet.

---

### Shot 10: The Emporium doors (0:30-0:34)

**Attach:** `layouts/toad-venom-wrap-frogfield/wrap_art_center_front_a.png` (character)

**Keyframe prompt:**
> Vertical 9:16 frame, glossy 3D animated feature film style. Low-angle shot from behind the Toad Venom character from the reference image, who stands small at the foot of a pair of huge closed doors. Seen from behind, he is a chibi figure with a big head in a glossy jet-black symbiote suit, with a black mushroom-cap helmet with round raised bumps and dripping rim, and a gnarled slime-wrapped stick in his left hand planted beside him. The doors are tall, arched and gothic, carved from glossy black stone and edged in polished gold filigree. A thin line of intense violet ultraviolet light shines through the gap between them. Above the doors sits a large plain polished gold plaque with no engraving, left blank. Black symbiote slime drips from the gold trim, and dark stone columns frame the doorway. The purple galaxy sky shows at the top edges, and neon-green stepping stones glow at the threshold. The mood is the arrival at a forbidden place, a luxury vault at night, tense and grand. Composition: the doors fill 15% to 75% of the frame height, the blank plaque sits at about 18% to 24%, and the character is centered at 55% to 75%. No text, no lettering, no logos, no watermark.

**Motion prompt (5 s):**
> The huge doors slowly swing open inward. Intense violet UV light floods out over him, turning his gloss into a violet-rimmed silhouette, and dust and green motes swirl in the light. He does not move. Slow push in.
>
> Edit note: motion-track the EE caduceus logo onto the blank gold plaque in post.

---

### Shot 11: Jar reveal (0:34-0:38)

**Recommended route:** do NOT let an AI model render the jar. Image and video models garble labels. Render a 4 s, 30-45 degree orbit of the real jar from the existing 3D mockup scene (`mockups/jars-2026-10-09/toad_venom_v6/`). If that scene is not available as 3D, do a slow push in on `hero.png` in post. Composite the jar onto the AI plate below, or onto a black-and-violet studio background.

**Attach (plate only):** `mockups/jars-2026-10-09/toad_venom_v6/hero.png` (for scale and lighting reference only; tell the model to leave the pedestal top empty)

**Keyframe prompt (empty pedestal plate):**
> Vertical 9:16 frame, glossy 3D animated feature film style. The dark interior of a gothic luxury vault at night. In the center stands a short round pedestal of glossy black stone with a polished gold rim, draped with thick dripping black symbiote slime that pools on the floor. The top of the pedestal is completely empty and flat, lit by a tight violet ultraviolet spotlight from above, ready for a product to be placed later. The pedestal top sits at about 62% of the frame height, sized to hold a tall cylindrical jar roughly a third of the frame tall. Behind it, deep shadow with faint gold filigree arches and black stone columns, with violet light haze and tiny floating neon-green motes drifting in the air. The floor is reflective black, with a violet glow pooled around the base. Strong rim lighting, rich contrast, premium and dangerous, like a high-end streetwear product drop in a horror palace. No jar, no product, no character, no plants. No text, no lettering, no logos, no watermark.

**Motion prompt for the plate (5 s):**
> Slow orbit to the right around the pedestal, matching the jar render's orbit. Slime drips run down the pedestal sides. Green motes drift. The violet spotlight flickers once.

---

### Shot 12: End card (0:38-0:42)

**Attach:** `layouts/toad-venom-wrap-frogfield/wrap_art_center_front_a.png` (character + world). The jar is composited from the real render, as in shot 11.

**Keyframe prompt:**
> Vertical 9:16 frame, glossy 3D animated feature film style, matching the attached reference image. Low-angle shot in the glowing neon-green frog field at night, under a deep purple galaxy sky with a bright Milky Way band and an orange-red sunset horizon. The Toad Venom character stands right of center, facing the camera with a confident, menacing grin, the gnarled slime-wrapped black stick planted at his side in his left hand. Keep him exactly on-model: a small chibi figure with a big head in a glossy jet-black symbiote suit, a black mushroom-cap helmet with large round raised bumps and black drips hanging from the rim, white angular Venom eye patches, sharp white fangs, a long pink tongue hanging out with a neon-green slime drip, and a white dripping toad emblem on his chest. Left of center, at the same ground level, there is an empty patch of flattened dark leaves lit by a violet glow, left open for a product to be added later. Strong front key light with crisp specular highlights on the gloss, and the horizon glow rim-lighting his helmet. Black slime footprints lead up to him. Composition: the open sky between 12% and 35% of the frame height is kept clear for a title, the character spans 38% to 74%, and the dark foreground frogs are below. No text, no lettering, no logos, no watermark.

**Motion prompt (5 s):**
> Near-still hero hold. Slime drips fall from his helmet rim and the stick. His tongue sways slightly. Frog glow pulses and stars twinkle. A very slow push in of about 5%. He does not walk, wave or change pose.

---

## 4. Title, logos, jar and music

### Where the type and logos go

All type and logos are real artwork added in post, never generated.

| When | What | Placement |
|---|---|---|
| Shot 1 (0:01-0:04) | Gold crown "EXOTIC EMPORIUM" wordmark, small, with "presents" | Upper sky, 18-25% of frame height, fades in and out |
| Shot 8 (0:23-0:25) | **TOAD VENOM** title lockup, flash-slam on the impact (TOAD in multicolor block letters, VENOM in white comic letters with the navy/royal-blue spiky splash) | Center, over the shockwave, 1 bar |
| Shot 10 | EE caduceus monogram, motion-tracked onto the blank gold plaque | Above the doors |
| Shot 11 | The real jar render (its own label carries TOAD VENOM and the EE mark) | Center, 35-75% |
| Shot 12 (end card) | TOAD VENOM lockup at top; real jar composited left of him; EE caduceus + gold crown wordmark below; compliance line | Title 15-32%; jar + character 38-74%; logos 74-80%; legal line 80-84% (small, white, also repeated in the post caption) |

End card legal line (confirm the wording with counsel): licensee name + CA license number, "For use only by adults 21 and older. Keep out of reach of children." The California ad rules require the license number on ads.

For the video end card, give the multicolor TOAD letters a dark, dripping treatment: black slime drips off the letters, a slight grime texture, and a darker overall grade. Flat bright primaries are the most kid-coded element in the whole piece.

### Music and sound

- **Genre:** horror trap / dark phonk. Distorted 808s, a sparse trap hi-hat pattern, a low choir pad, and a detuned, warped music-box lead playing an original 4-note motif. The motif gives a nod to old platform games without being chiptune-happy.
- **No licensed or recognizable themes.** No Mario or Venom music. Commission the track or license a royalty-free one with commercial rights. Instagram business accounts are limited to Meta's commercial sound library, so attach the track to the video file itself.
- **Tempo / key:** 120 BPM (half-time feel), F minor. 1 bar = 2 s, and all 12 cuts sit on bar lines (21 bars total).
- **Key hits:**
  - 0:00: drone + slowed frog chorus
  - 0:04: **drop 1** on the foot stomp
  - 0:10: reverse cymbal into the slime wipe
  - 0:14: thunder crack
  - 0:16: beat cuts out, sub swell under the beast
  - 0:18: choir stab
  - 0:20-0:21: half bar of silence, hiss
  - 0:22: **drop 2**, biggest impact, title slam
  - 0:30: door groan + riser + UV hum
  - 0:34: **drop 3**, glass ting on the jar
  - 0:38: final hit, ring out, one low frog croak at the very end
- **Foley:** wet squelch on every footstep (on the snare), slime drips, thunder, rain, a wet low roar for the beast, a stone-and-slime impact, heavy door groan, electrical hum for the UV light.
- **Loop clip (shot 3):** a 2-bar section of the beat that loops cleanly.

---

## 5. Risks and fallbacks

### Production risks (current video models)

| Shot | Risk | Fallback |
|---|---|---|
| 3, 5, 9 (walks) | **Walk cycles.** Chibi legs are short, so models slide the feet, morph the legs or add extra steps. Shot 5 (side profile) is the hardest. | Feet are already hidden by foreground frogs in shot 3. Shot 9 is a back view, which models handle best. For shot 5, try Kling with start and end frames 1 stride apart. If it still slides, use a static pose (mid-stride) with a subtle body bob, and fake the side-scroll by panning a wider background plate in post (parallax layers). |
| All shots with him | **Character drift.** The number of cap bumps changes, the chest emblem morphs or vanishes, the stick switches hands, the tongue retracts. | Same reference on every keyframe and 4 options per shot, picking the most on-model. Keep clips short (most use 2-4 s of a 5 s generation). Use Kling's reference/element feature where available. Cut on action so small differences hide. Fix chest-emblem drift in post with a tracked overlay. |
| 3 (loop) | Start = end frame can make the model "breathe in place" instead of walking. | Generate without the end frame, then find a matching pair of frames in the clip and cut the loop there, or crossfade the last 8 frames. |
| 7 (tongue) | The tongue melts into the teeth or turns into a second limb. | Start with the tongue already mostly out and only animate the flick and slime drops. Worst case, keep the tongue still and animate only the drips and push in. |
| 8 (slam + explosion) | Two big events at once. The character deforms on impact, or the beast explodes before the slam. | Use the start + end frame pair. If it still fails, split into two clips (slam / explosion) and cut on the impact, hidden by the white flash. Add a stock slime-splash element in post. |
| 6 (beast) | The beast reads like a generic blob, or the model moves him too. | Prompt "the small character does not move". Mask the character out and comp the still keyframe over the animated background. |
| 4 (slime wipe) | Models tend to animate the slime away from the lens instead of over it. | Use a stock or After Effects slime-wipe transition. This shot is optional. |
| 5 (2D look) | The venom_world poster reference pulls the output into flat halftone print style. | Attach it only as a second reference and keep "render everything as 3D" first in the prompt. If it still goes 2D, drop the poster and describe the world in words only. |
| 10, 11 (sign, jar) | AI-made logos and labels come out garbled. | Plaque left blank and tracked in post; jar is a real 3D render. Never generate either. |
| 11/12 (composite) | The jar's lighting doesn't match the plate. | Render the jar with a violet key and a top spot that match the plate. Add a contact shadow and slime reflection in comp. |

### Compliance flags: shots that could read as kid-appealing

The character itself is chibi-proportioned, so the whole piece leans young by default. California bars cannabis advertising that is attractive to people under 21, and cartoons are one of the named factors. These pushes keep it adult:

| Shot | Why it might read young | How to push it older |
|---|---|---|
| 1, 2, 3, 12 (frog field) | Glowing round frogs with big eyes look like toys. | Solid black eyes with no highlights, fewer and smaller frogs in the foreground, frogs that cower and dim (fear, not friendship), a darker grade, horror drone audio. |
| 5 (platformer world) | Platformer pipes, bricks and mushrooms are childhood-game imagery, and bright primaries scream "kids' game". | Storm, rain, rot and desaturated color. No game characters, coins or power-ups. Treat it as a ruined world. |
| 7 (close-up) | A big-eyed chibi face with a tongue out can read as silly. | Narrowed predatory eyes, fangs leading, hard green rim light, a sinister hiss rather than a cartoon sound effect. |
| 3, 9 (walks) | A bouncy walk reads like a cartoon. | Slow, heavy, swaggering steps. Never skipping, hopping, waving, dancing or winking. |
| 12 (end card) | Character + rainbow TOAD letters + jar together. | Darker, dripping TOAD treatment, the legal line on screen, no toy-like props or sparkles. |

General rules:

- No consumption, smoke, flower, rolling or effects shown, and no claims. The jar stays closed.
- No giveaways.
- Post only to an age-restricted 21+ account, and only on platforms where at least 71.6% of the audience is reasonably expected to be 21+ (CA B&P Code 26151).
- Meta does not allow paid cannabis ads, so this is organic posting only.
- Have counsel review the final cut.

**IP note:** the platformer world, the Toad-like proportions, the multicolor TOAD lettering and the "Venom" look all borrow from Nintendo and Marvel/Sony properties. A moving ad gets wider reach than a jar label, so raise this with counsel at the same time as the compliance review.
