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Profiles

Nine specializations, one shared visual model.

Select by artifact, not by technology

A profile identifies the kind of visual work a document describes. The v1 proposal defines ui, image, illustration, document, presentation, video, motion-graphics, 3d and game. Profile schemas apply constraints over the shared core.

Profile Primary concern
UI Components, responsive scenes, semantics and interaction
Image Subject identity, composition, lighting and appearance
Illustration Shape language, vector/raster representation and graphic style
Document Page structure, typography, reading order and pagination
Presentation Slide sequence, masters, visual hierarchy and transitions
Video Shots, camera, timelines, grading and audio-visual synchronization
Motion graphics Animated graphics, typography and temporal composition
3D Spatial entities, geometry, materials, lights and cameras
Game World and entity state visualization, HUDs, VFX and cutscenes

Combine without duplicating

Select more than one profile when the artifact genuinely crosses media. A shared entity or asset should keep one ID. Profile combination does not create independent namespaces or permit contradictory requirements.

A UI plus 3D document can describe a configurator's semantic controls and product scene. A presentation plus video document can describe the slide order and a timed sequence. The adapter still needs to advertise both capabilities.

The game boundary

The game profile describes how external state appears: an animation for a damaged character, a camera response, a material flash or a HUD update. It does not determine damage, inventory, networking, economy or win conditions. Those systems emit state and events into the visual layer.

Browse the profile catalog and complete examples. A schema-valid profile example demonstrates the data model. It does not claim that every target renderer exists.