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Get Started Free →Tests whether a scene is structurally worth generating before any shot is prompted — a five-element engine of Goal, Obstacle, Tactic, Reversal, and Value Shift. Use when the user has a scene, sequence, beat outline, or script and wants it audited or strengthened; when a sequence generates cleanly but lands flat and nobody can say why; when shots look good individually but the run of them does not build; or when the user asks 'is this scene working', 'what's weak here', or 'why doesn't this land'
.claude/skills/osidemedia-higgsfield-scene-engine/SKILL.md| Test case | Without → With | Effect | Δ tokens | Δ turns |
|---|---|---|---|---|
| case-01 | ✗→✓ | ▲ Improved | 43% | 0% |
| case-02 | ✗→✓ | ▲ Improved | 63% | 0% |
| case-03 | ✗→✓ | ▲ Improved | 776% | 0% |
| case-07 | ✗→✓ | ▲ Improved | 66% | 0% |
| case-08 | ✗→✓ | ▲ Improved | 51% | 0% |
[DEMO — Tigran (tig-scene-engine), 2026-06-26] [UNPROVEN HERE] These definitions are bespoke and deliberately not the textbook ones. Apply them as written; do not substitute standard screenwriting glosses, which are looser and will pass scenes this engine fails.
Why a prompter carries this. Every shot costs credits and iterations. A structurally dead scene generates just as cleanly as a live one — the model has no opinion about whether a beat earns its place — so the failure surfaces only after the footage exists and the cut does not build. This skill is the cheapest pass in the repo: it runs on text, before any generation, and its whole job is to stop you paying to render a scene that cannot work.
It decides which shots deserve the spend. higgsfield-shotlist-director turns the settled scene into shots; higgsfield-acting writes the performance inside them.
The single, unchanging thing the hero is fighting for: to fix what has already been established and reach, as fast as possible, the result that resolves it. "Already established" means anything set up earlier — deep backstory, a few scenes ago, or one minute ago.
about tactics, never about the goal.
remove the scene and the chain still holds, the scene fails. No orphan scenes.
Obstacle + Stakes. A hero taking a tactic the stakes would not justify (showering while the building burns) is a flaggable inconsistency: name it as bad writing or as deliberate self-sabotage.
A strong circumstance that jeopardizes either one stage of the path or the whole goal. It threatens; it does not merely cost.
hard wall (a dead battery — you cannot search a dead machine). A wall typically spawns a fresh sub-goal with its own terrain.
goal).
tactic needed → no scene.
obstacle is fake and the scene goes slack.
The move the threat forces the hero to choose — a reasonable guess on his current, often incomplete, knowledge. This is search under uncertainty, not error-as-stupidity.
The engine is a knowledge gap: the distance between what he believes and what is.
next move. The drama is the narrowing, not the punishment.
something new.
a wheel-spin. A failing tactic is only a weakness when the failure teaches nothing.
A turn against expectation. Three forms:
(I shower to make the pitch; the shower makes me late and I miss it).
on me all along. The thriller move; it often fires exactly when the knowledge gap closes.
Placement: at least one reversal per sequence. A single scene may be pure escalation, but a resolved sequence with zero reversals fails.
A sequence is the run of scenes from when a specific jeopardy opens to when it resolves — overcome, or it defeats him and forces a new path. Sequences nest, and each resolving unit needs its own reversal. Flag which scale you are auditing.
The change in the AUDIENCE'S read of a character, triggered by a reversal. The keystone, and the most misunderstood element: it does not happen on the page, it happens in the viewer's mind. Each reversal forces the audience to re-judge the character — a moving verdict they keep revising (nice → experienced → cunning → no, he's desperate → devoted son → what a man).
> THE CORE RULE: a reversal with no value shift is inert. A structural turn is not a > reversal unless it moves the audience's verdict. If you cannot name a before-verdict > and an after-verdict the audience would hold, the turn is dead weight no matter how > much plot flipped.
Audit the trajectory, not just presence: are the revaluations building a deepening portrait, or just oscillating?
> Goal (fixed; every scene a causal link toward it) > → Obstacle (jeopardizes a stage or the whole goal; name what is at risk + scale) > → Tactic (forced by the threat; a reasonable guess; its outcome must return information) > → Reversal (turn against expectation; ≥1 per resolved sequence) > → Value Shift (the audience re-judges the character; no shift → the reversal is useless)
Work the chain in order. Reversal and Value Shift are judged at the sequence level, not the scene.
the removal test. If you do not know the story goal, ask — you cannot fully audit Goal without it.
each outcome return information? Flag wheel-spins and unmotivated tactics.
cannot, mark it INERT and make it the priority fix. Then assess the trajectory.
SCENE/SEQUENCE: <one-line identification>
CHAIN CHECK
• Goal — <verdict + one line>
• Obstacle — <what's jeopardized + scale + verdict>
• Tactic — <forced? reasonable? returns info? verdict>
• Reversal — <form + present? ≥1 in sequence? verdict>
• Value Shift — <before-verdict → after-verdict per reversal, or INERT; trajectory note>
WEAKEST POINT: <the single element that, if fixed, recovers the most>
WHAT IF…
1. (Minimal) <change ONLY the weakest point so the rest of their scene still works>
2. (Clean) <a version that fully works, even if it departs further from the original>
3. (Optional) <only if it genuinely adds something>The three tiers matter in that order: minimal preserves the user's version, clean is yours, and the third is optional. Do not collapse them into one rewrite.
Once the chain holds, the scene is worth spending on — and only then:
| Next | Skill | |---|---| | Who these people are, and their bible | ../higgsfield-character-design/SKILL.md | | The shared scene direction and each character's fuel | ../higgsfield-acting/SKILL.md § The layer above the pillars | | Breaking the settled scene into shots | ../higgsfield-shotlist-director/SKILL.md | | Writing the shot itself | ../higgsfield-seedance/SKILL.md · ../higgsfield-seedance-2-5/SKILL.md |
The most common real failure to hunt for first: a reversal that turns the plot but does not move the audience's verdict. Surface it before anything else — it is the one that survives a read-through, generates beautifully, and still lands flat in the cut.
../higgsfield-character-design/SKILL.md — premise, world, character, story bible../higgsfield-acting/SKILL.md — the performance layer inside a settled scene../higgsfield-shotlist-director/SKILL.md — scene → shot list| Case | Status | Duration (ms) | Turns | Tokens | Tool calls | ||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Without | With | Δ | Without | With | Δ | Without | With | Δ | Without | With | Δ | ||
case-01 | fail→pass | 28,911 | 21,124 | -27% | 1 | 1 | 0% | 3,513 | 5,041 | +43% | 0 | 0 | — |
case-02 | fail→pass | 25,805 | 38,071 | +48% | 1 | 1 | 0% | 3,301 | 5,378 | +63% | 0 | 0 | — |
case-03 | fail→pass | 19,059 | 40,211 | +111% | 1 | 1 | 0% | 607 | 5,318 | +776% | 0 | 0 | — |
case-04 | pass→fail | 18,368 | 24,195 | +32% | 1 | 1 | 0% | 2,591 | 3,980 | +54% | 0 | 0 | — |
case-05 | pass→fail | 109,442 | 14,980 | -86% | 1 | 1 | 0% | 2,794 | 4,551 | +63% | 0 | 0 | — |
case-06 | pass→fail | 24,959 | 23,374 | -6% | 1 | 1 | 0% | 3,190 | 4,980 | +56% | 0 | 0 | — |
case-07 | fail→pass | 28,964 | 35,982 | +24% | 1 | 1 | 0% | 2,866 | 4,763 | +66% | 0 | 0 | — |
case-08 | fail→pass | 24,573 | 58,053 | +136% | 1 | 1 | 0% | 3,253 | 4,913 | +51% | 0 | 0 | — |
case-09 | fail→pass | 17,079 | 14,200 | -17% | 1 | 1 | 0% | 2,224 | 4,096 | +84% | 0 | 0 | — |
case-10 | pass→pass | 35,351 | 16,538 | -53% | 1 | 1 | 0% | 1,523 | 4,552 | +199% | 0 | 0 | — |
case-11 | pass→pass | 54,130 | 43,012 | -21% | 1 | 1 | 0% | 2,671 | 4,377 | +64% | 0 | 0 | — |
case-12 | pass→pass | 14,894 | 45,727 | +207% | 1 | 1 | 0% | 2,000 | 4,645 | +132% | 0 | 0 | — |
case-13 | fail→pass | 27,603 | 18,773 | -32% | 1 | 1 | 0% | 4,022 | 4,667 | +16% | 0 | 0 | — |
case-14 | pass→pass | 18,551 | 64,295 | +247% | 1 | 1 | 0% | 2,849 | 5,605 | +97% | 0 | 0 | — |
case-15 | fail→pass | 14,882 | 17,502 | +18% | 1 | 1 | 0% | 2,009 | 4,650 | +131% | 0 | 0 | — |
case-16 | pass→pass | 29,885 | 19,078 | -36% | 1 | 1 | 0% | 2,988 | 4,896 | +64% | 0 | 0 | — |
case-17 | fail→pass | 39,309 | 18,196 | -54% | 1 | 1 | 0% | 2,224 | 4,624 | +108% | 0 | 0 | — |
case-18 | pass→pass | 14,616 | 14,534 | -1% | 1 | 1 | 0% | 2,020 | 4,217 | +109% | 0 | 0 | — |
case-19 | fail→pass | 18,761 | 20,011 | +7% | 1 | 1 | 0% | 2,662 | 4,751 | +78% | 0 | 0 | — |
case-20 | pass→pass | 28,132 | 17,941 | -36% | 1 | 1 | 0% | 2,342 | 4,760 | +103% | 0 | 0 | — |
case-21 | fail→pass | 24,506 | 18,390 | -25% | 1 | 1 | 0% | 2,387 | 4,481 | +88% | 0 | 0 | — |
case-22 | pass→pass | 15,642 | 12,078 | -23% | 1 | 1 | 0% | 2,393 | 3,694 | +54% | 0 | 0 | — |
DecimalAI ran this skill against gemini-3.6-flash twice over the same eval suite — once with the skill loaded and once without — and compared the two runs case by case. 22 cases were attempted. The headline lift of +36 percentage points is the difference between those two pass rates over the 22 comparable cases. 3 cases got worse with the skill loaded, and they are included in that figure.
Without the skill loaded, the model failed this case. With it loaded, the same prompt on the same model passed. This is one improved case from the latest verified run; every case, including any that regressed, is in the table above.
Other measured skills in the registry, with their headline benchmark lift.