Deckwright / Walkthroughs / The Bench

The Bench walkthrough

Video: the-bench.mp4 · 9:28 · recorded from the operating product, July 2026. This page is the textual record of that video for readers and agents that do not process video: what it demonstrates, a timestamped transcript, and what it does not establish.

What this demonstrates

This is the operational Deckwright The Bench, not a concept animation or a design mockup. Synchronized voice and spatial capture on a live canvas: speech, gesture, and timing parsed into structured intent, image and shape generation directed by pointing and talking, live HTML loaded onto the canvas with behavioral and dev-console capture, and attachment of the results to governed work.

Capabilities demonstrated, with timestamps

What this walkthrough does not establish

Timestamped transcript

Machine transcription (Whisper small.en), reviewed; product names normalized (Deckwright, Mapmaker). Otherwise verbatim, including asides.

[00:00] So, this is the bench. This is the surface where we collect and develop gestural, spatial,

[00:08] interactive context for the project. The really important part of this is not, in fact, the

[00:17] chat interface, but the canvas behind it so that we can minimize the size of the chat

[00:24] interface or completely get rid of it so that we have space to work with the agents

[00:30] here. But of course, if we don't have the chat interface, how are we supposed to work

[00:36] with the agents? This is how it works. Okay, so what I'm going to do is click this red

[00:47] button and that's going to start a full screen, full canvas, multimodal capture. Okay, Mapmaker,

[00:55] here we are. We're going to do some work on this canvas. The first thing I want you to do is

[01:00] generate an image of a dog down here, about that size, in a circular mask. And then up here, I want

[01:10] you to give me a shape like this. Normally, I'd call the name out, but we're going to do,

[01:15] we're going to test you. So give me a shape like that and make it dark blue. And then over here,

[01:22] give me a shape like this and make that one dark red. And then right here, I want starting about

[01:32] here and swooping down like that on an arc. I want a series of seven triangles. They can all be green

[01:41] and I want them to be sized larger to smaller. And the largest one can be, let's say, that big

[01:51] and the smallest one can be that big. Okay. Now the system is parsing the users intent streams,

[02:03] all the modalities, temporarily coordinated. So it's gestural content, semantic content,

[02:08] we use hesitation patterns, captured motions, this is a lot more. It's pretty complex. We package it

[02:16] all up into a persistent payload and we deliver it to the officer to execute. So obviously, usually

[02:23] you just draw or, you know, name those shapes that I named on, or sort of gestured on the canvas,

[02:31] but we really do want to kind of stress the system a little bit like that's easy stuff.

[02:39] Excellent. All right. So these are all individual elements that can be dragged and mapmaker can

[02:49] continue to work on them, change the color position, etc. There's animations that can be done,

[02:55] you can create HTML widgets on this page, move them around, do prototyping. It's super powerful.

[03:04] This is just sort of scratching the surface of it. And of course, any of these things from colors

[03:11] to shapes to, you know, gestural, intense easing animations, it can all be attached either individually

[03:22] or as a single kind of recorded MMC, which would be this piece to the board to a card to anything. So

[03:33] if you have a speed of something approaching something else that you get to be just perfect,

[03:40] you throw it over to the board and that becomes a template for building that piece of your

[03:44] interactive masterpiece. But another thing that you can do is you can load an HTML page onto the

[03:54] bench. And if you do, then you get all the benefits of multimodal capture to debug and design and

[04:02] build. So if you're working on something and in in Deckwright, and it's not working, just load it

[04:08] into the bench and start looking around so you can highlight the DOMs and etc. All of it gets

[04:17] recorded if you start a multi modal capture. So semantic const context, and I'm instantly

[04:25] collecting inputs and scrolls and DOM hovers and mutations, all the data from the dev console,

[04:32] errors, network fetches, everything bundled together and time stamped against user behavior.

[04:37] And again, I can attach any of that. So any bugs, any buttons, any interactivity, any scroll

[04:47] positions, any features can be attached to the production pipeline. And they're, at that point,

[04:57] ready to be fixed or changed or implemented. And another thing you can do with MMC is any image

[05:06] generation. So let's get a new page and get this out of the way. Go to Mapmaker. So one of the

[05:18] things that the officers and I have kind of figured out in terms of making a historically bad game is

[05:24] that a really important piece of it would be to have historically unrelatable player characters or

[05:30] groups of player characters. So we went back and forth on a few and we decided on two groups,

[05:37] weasels and leprechauns, because you know, weasels are chaotic, backstabbing, sneaks,

[05:45] nobody likes them. And leprechauns are vindictive, greedy, baby stealing bitches,

[05:50] or at least that's according to my officers research. So now let's develop a box cover image

[05:57] for our new game. Mapmaker has been listening to all of this, but he already knows everything

[06:02] anyway. So Mapmaker, I'm going to tell you what I want. So over here on this side, we're going to

[06:08] have the weasels just in a general sense. And over here on this side, we're going to have the

[06:13] leprechauns, generally speaking. Between the two of them, there is a table. So this is the edge of

[06:20] the table and then it's seen from below a little bit, right? So you maybe see pieces of it going

[06:25] back. There's a bench here for the weasels, a bench here for the leprechauns. The environment itself

[06:32] is a bar vague, maybe up in this area or around behind, you can see elements of the bar. But the

[06:41] main focus is obviously the weasels and the leprechauns. On the top of the table, let's put some

[06:47] beer. And the weasels, let's say they're each about maybe this tall like that. And the thing

[06:57] with the weasels is they're just, it's just a, it's a chaos machine. They can't cooperate. They're

[07:01] just constantly betraying each other. But they do know that they need to get up here to the beer

[07:06] because that's part of the game. And they need to do it before the leprechauns. And the leprechauns,

[07:12] you know, they're a little better at cooperating, but none of them like each other. You know,

[07:16] they're addictive backstabbers. They do cooperate slightly, but they also trick each other and steal

[07:25] each other's babies. It's very confusing. And they're all kind of, you know, getting up on these

[07:30] benches and trying to get up on the table. The weasels are trying to get up on these benches and

[07:35] trying to get up on this table. And then right at the top, we'll put our, the title of our

[07:43] historically bad game, which is Beer Bust, leprechauns versus weasels. All right, let's see what you got.

[07:55] So we're going to take all of that descriptive context, all the time stamped ideas, the coordinates,

[08:04] and bundle it up with some other slightly more subtle data streams and pump it into

[08:13] the LLMs image generating module.

[08:17] Yeah, that's great. One shot at it, as they say, you know, and that's part of the power of this

[08:33] multimodal input system. The, all the gestural stuff, all the semantic stuff plus the model is

[08:42] drawing on the existing context. So all the previous work that we've done describing the game,

[08:48] breaking down the schemes, discussions about the various unrelatable NPCs, it all

[08:58] comes into play here in addition to the instructions that I give it at the moment.

[09:05] Now, obviously, we can attach any of this to the production pipeline. So the whole thing on its own

[09:18] or any, you know, individual pieces of it, etc. So now let's take a look at the production pipeline.

See also: Product evidence ledger · Technical diligence brief · Multi-modal capture · Production pipeline