/watch
Hand it a video and you get back a buildable design spec, not a summary.
Give it a URL and it fetches the video, samples frames at a rate matched to how fast the content moves, pulls the transcript from captions — or transcribes it directly when there are none — and hands the whole thing over as one readable object.
The first version was useless
It produced summaries. A summary tells you what happened. For someone watching in order to build something, that is worth nothing.
The fix was to ask what the video demands. Not “what is this about” but “what would I have to build to produce this behaviour” — mechanisms, state transitions, failure cases, the parts the presenter skipped. The output changed from a description into an input.
That one line determines the whole design. If you’re producing a description, a transcript alone would do. Producing a spec means you have to see the screen — and the moment you look at the screen, the cost problem starts.
Three problems
| The problem | |
|---|---|
| Frame budget | Almost all the cost is frames, and video length grows without limit |
| Transcript | Having captions and not having them are entirely different paths |
| Boundary and failure | What a tool handling other people’s videos sends outside |
Where it goes
Sixteen so far, flowing to two places: this site’s analysis archive, and the game project — a spec pulled out of somebody else’s talk gets implemented and tested there.
The loop is the point. Watch, extract, build, break.