WildfieldDocs

Wildfield is an AI-native ad creative builder. The north star is simple: an agent receives a brief, connects over MCP, and sets the whole campaign up - design system, scenes, imagery, motion, background video, sound, and a render. This page is the contract that makes that possible: every tool, schema, and motion rule the editor actually ships.

Quickstart MCP Setup MCP Endpoints Design System Schema Project Schema Scene Schema Format Specs Vector Expressions Animate & Guide Physics Editor Feature Map Agent Skills Templates API Fallback Critical Rules

Quickstart

From a brief to a ready campaign. Call the tools in this order; skip a step only when the project already has that piece.

1get_credit_balance - confirm the account can spend before you generate
2list_design_systems then create_design_system or update_design_system - brand first, always
3create_project - one idea per scene (hook, product, proof, offer). Image scenes get overlay gradient. Colours inherit from the design system
4generate_image with format + designSystemId. Attach with patch_scene, not a full update_project
5preview_scene then critique_scene. You are not done until you have looked. Fail means patch_scene and look again
6get_motion_skill then apply_physics_recipe (leaves, rain, emberRise, snowfall, vortex...). Do not invent gsapCode
7Background video is a project-level track (bgVideoTrack), one clip under the whole timeline. Do not put a video on every scene
8get_active_render then render_video. One render at a time. Poll get_render_progress. Stop with cancel_render if needed

MCP Server Setup

Add the Wildfield MCP server to your agent's configuration. You'll need an API key from the Admin panel.

Hosted server (recommended — zero-install)

Nothing to clone, no npm, no npx. Point your agent at the hosted endpoint and pass your API key as a header. This is the easiest way to connect — the server runs on wildfield.io.

claude mcp add --transport http wildfield https://wildfield.io/api/mcp \
  --header "X-API-Key: adk_your_api_key_here"

Or as JSON (Claude Desktop / any MCP client that speaks the Streamable HTTP transport):

{
  "mcpServers": {
    "wildfield": {
      "type": "http",
      "url": "https://wildfield.io/api/mcp",
      "headers": {
        "X-API-Key": "adk_your_api_key_here"
      }
    }
  }
}

Your key authenticates every request and attributes usage/credits to your account — a missing or invalid key returns 401. The hosted server exposes the exact same tools as the local methods below.

Local server (offline / dev only)

Only needed if you're running offline or hacking on the server itself — most people should use the hosted URL above. You'll need the mcp-server/ folder (from the repo or a shared tarball) and Node 18+.

First install its dependencies:

cd mcp-server && npm install

Then point your agent at the server's absolute path and pass your key via the environment. ADFLOW_API_KEY is required; ADFLOW_URL is optional (defaults to https://wildfield.io).

{
  "mcpServers": {
    "wildfield": {
      "command": "node",
      "args": ["/absolute/path/to/mcp-server/index.js"],
      "env": {
        "ADFLOW_API_KEY": "adk_your_api_key_here",
        "ADFLOW_URL": "https://wildfield.io"
      }
    }
  }
}

Replace /absolute/path/to/mcp-server/index.js with the real path on your machine (e.g. /Users/you/wildfield/mcp-server/index.js). A published npx wildfield-mcp package is coming soon — it is not on npm yet, so don't rely on it today.

Authentication reference

Every request is authenticated with your Wildfield API key. Create keys in Admin → API Keys. How you supply the key depends on the method:

X-API-Key headerHosted server (and any direct REST call). The key travels as an HTTP header on each request.
ADFLOW_API_KEY envLocal stdio server — required. The mcp-server/index.js process reads it from the environment.
ADFLOW_URL envLocal stdio server — optional. Overrides the API base URL (defaults to https://wildfield.io).
Authorization: BearerSupabase JWT token for browser sessions.

MCP Endpoints

36 tools available via the MCP server. All return JSON. You call these by tool name (not by HTTP verb) - the coloured badge below each tool indicates the HTTP method of the REST endpoint it wraps, for reference when using the Direct API Fallback.

GET list_design_systems

List all design systems you have access to.

No parameters. Returns an array of full design system objects.

POST create_design_system

Create a new design system. All scenes inherit colours, fonts, logo, and layout from here.
ParamTypeDescription
namestringrequiredDisplay name (e.g. "Acme Corp")
primaryColorhexrequiredPrimary brand colour
secondaryColorhexoptionalSecondary brand colour
darkColorhexoptionalDark colour (default #111111)
lightColorhexoptionalLight colour (default #ffffff)
fontHeadlinestringoptionalHeadline font stack
fontBodystringoptionalBody font stack
fontImportURLoptionalGoogle Fonts import URL
fontH1fontCtastringoptionalPer-element font overrides
h1WeightctaWeightstringoptionalFont weights (e.g. "800")
h1TransformctaTransformstringoptional"none" or "uppercase"
h1LetterSpacingctaLetterSpacingstringoptionalCSS letter-spacing
ctaRadiusstringoptionalCTA border-radius multiplier
logoSvgURLoptionalLogo SVG URL
logoPositionstringoptional9-grid position (e.g. "top-left")
logoScalenumberoptionalLogo size (100 = default)
contentPositionstringoptional"top", "middle", or "bottom"
contentAlignstringoptional"left" or "center"
ctaAlignstringoptional"left" or "center"
disclaimerstringoptionalLegal disclaimer text
globalGenPromptstringoptionalDefault AI prompt prefix

PATCH update_design_system

Update any properties on an existing design system.
ParamTypeDescription
idstringrequiredDesign system slug (e.g. "acme-corp")
dataobjectrequiredKey-value pairs to update (see full schema below)

GET list_projects

List all projects with metadata.

No parameters. Returns id, filename, name, designSystemId, sceneCount, savedAt.

GET get_project

Get full project data including all scenes.
ParamTypeDescription
idstringrequiredProject UUID

POST create_project

Create a new project with scenes. Colours, layout, and logo position are inherited from the design system automatically.
ParamTypeDescription
namestringrequiredProject name (e.g. "June Campaign")
designSystemstringrequiredDesign system slug
formatenumoptionalActive format: square, portrait, vertical, landscape, wide
scenesarrayrequiredArray of scene objects (see below)

Scene object

FieldTypeDescription
h1stringrequiredHeadline. 4-7 words. No fluff, no em dash
roleenumoptionalhook, product, proof, offer, cta
h2stringoptionalSupporting text
h3stringoptionalThird line of text
ctastringoptionalCTA button text
bgTypeenumoptionalcolour, gradient, or image
bgColorhexoptionalBackground colour (default: DS Dark)
bgImageURLoptionalBackground image URL
bgGradientFromhexoptionalGradient start colour
bgGradientTohexoptionalGradient end colour
bgGradientAnglenumberoptionalGradient angle degrees (default 180)
textColorhexoptionalText colour (default: DS Light)
ctaBgColorhexoptionalCTA bg (default: DS Primary)
ctaTextColorhexoptionalCTA text (default: DS Light)
contentPositionenumoptionaltop, middle, bottom
contentAlignenumoptionalleft or center
logoPositionstringoptional9-grid position (e.g. "top-left")
overlayTypeenumoptionalnone, fill, gradient
overlayColourhexoptionalOverlay colour
overlayOpacitynumberoptionalOverlay opacity 0–1
notesstringoptionalDescription / AI image prompt
durationnumberoptionalSeconds (default 3)
audioUrlURLoptionalAudio URL (use upload_audio)
audioFileNamestringoptionalAudio filename for display
audioPlayModeenumoptionalloop, once, fade
audioVolumenumberoptionalVolume 0–100 (default 100)
audioOffsetnumberoptionalStart offset in ms
audioCropStartnumberoptionalTrim start in ms
audioCropEndnumberoptionalTrim end in ms
audioFadeOutnumberoptionalFade out duration in ms

PUT update_project

Update an existing project. Fetch the project first, modify it, then pass the full object back.
ParamTypeDescription
idstringrequiredProject UUID
filenamestringrequiredProject filename
projectobjectrequiredFull project object

DELETE delete_project

Permanently delete a project.
ParamTypeDescription
idstringrequiredProject UUID

POST patch_scene

Patch a few fields on one scene. Prefer this over update_project for copy, overlay, and image attach. Attaching bgImage turns overlay gradient on if overlay was none.
ParamTypeDescription
projectIdstringrequiredProject UUID
sceneIdstringoptionalScene id
sceneIndexnumberoptional0-based index if you do not have the id
fieldsobjectrequiredWhitelist: h1, h2, cta, bgImage, overlayType, colours, layout, duration, role, loop, hold

POST preview_scene

Look at the ad. Returns a PNG at the requested format plus critique fails. You are not done until you have looked at every format you shipped.
ParamTypeDescription
projectIdstringrequiredProject UUID
sceneIdstringoptionalScene id
sceneIndexnumberoptional0-based index
formatenumoptionalsquare, portrait, vertical, landscape, wide

POST critique_scene

Return fails, not new copy. Overlay missing on a photo, H1 too long, fluff words, low contrast, repeated headlines. Fail means patch_scene.
ParamTypeDescription
projectIdstringrequiredProject UUID
sceneIdstringoptionalOmit to critique the whole project
sceneIndexnumberoptional0-based index
formatenumoptionalFormat used to judge type length

POST apply_physics_recipe

Apply a named Animate Physics recipe. Creates a vector layer + glyph if needed. Writes enabled physics without gsapCode. The editor rebakes on load.
ParamTypeDescription
projectIdstringrequiredProject UUID
recipestringrequiredleaves, tornado, orbits, ripple, rain, emberRise, snowfall, vortex, galaxy, heartbeat, starburst, hexGrid, radialBurst, crossfade
sceneIdstringoptionalScene id
sceneIndexnumberoptional0-based index
loopbooloptionalTurn Perfect loop on
glyphstringoptionalCharacter to emit if the scene has no mark

POST generate_image

Generate an AI image for use as a scene background. Pass format so the plate matches the ad. Pass designSystemId so the brand globalGenPrompt is appended.
ParamTypeDescription
promptstringrequiredImage generation prompt
filenamestringoptionalOutput filename
modelenumoptionalAI model (see table below)
formatenumoptionalSets size when width/height are omitted
designSystemIdstringoptionalAppends globalGenPrompt and scopes storage
widthnumberoptionalWidth in px (default: format size, else 2160)
heightnumberoptionalHeight in px (default: format size, else 2160)

Available models

gpt-image-1ChatGPT Image v2 (default, best quality)
flux-devFlux Dev (fast)
flux-proFlux Pro
imagen4Google Imagen 4
imagen4-fastGoogle Imagen 4 Fast
nano-banana-proNano Banana Pro
ideogram-v3Ideogram v3
recraft-v3Recraft V3
recraft-v3-transparentRecraft V3 (transparent background PNG)

GET list_generations

Browse generated images, optionally scoped to a design system (client). Non-admins always see only images they have access to.
ParamTypeDescription
designSystemIdstringrequiredDesign system slug (e.g. "beau-brummell")

POST upload_image

Upload an image from a URL to Blob storage for use as a scene background.
ParamTypeDescription
urlstringrequiredPublic URL of the image
filenamestringoptionalFilename for the stored image

POST outpaint_image

Expand an image's edges using AI outpainting. The source image is downloaded and sent as image data. Default model is fal-ai/bria/expand (fal-ai/flux-2-pro/outpaint also available). At least one expand_* value must be greater than 0.
ParamTypeDescription
image_urlstringrequiredPublic URL of the source image (downloaded and sent as image data)
expand_topnumberoptionalPixels to expand at top
expand_bottomnumberoptionalPixels to expand at bottom
expand_leftnumberoptionalPixels to expand at left
expand_rightnumberoptionalPixels to expand at right
promptstringoptionalHint for what to paint into the expanded area
modelenumoptionalfal-ai/bria/expand (default) or fal-ai/flux-2-pro/outpaint
filenamestringoptionalOutput filename (default: extended.png)
design_system_idstringoptionalDesign system slug to scope storage to a client

POST generate_vector

Generate a clean editable SVG icon/shape via fal.ai (Recraft V4.1).
ParamTypeDescription
promptstringrequiredDescription of the SVG to generate
modelstringoptionalfal.ai model (default: recraft-v4.1)
filenamestringoptionalOutput filename

POST duplicate_project

Duplicate a project (creates a copy with "(Copy)" suffix).
ParamTypeDescription
idstringrequiredProject UUID to duplicate

POST upload_audio

Upload an audio file from a URL for use as scene audio. Returns a Blob URL.
ParamTypeDescription
urlstringrequiredPublic URL of audio file (mp3, wav, ogg, aac, m4a)
filenamestringoptionalFilename for stored audio

DELETE delete_design_system

Delete a design system (cannot delete "default"). Pass reassignTo to move leftover projects first.
ParamTypeDescription
idstringrequiredDesign system slug to delete
reassignTostringMove leftover projects onto this design system (usually default)

POST render_video

Start a server-side MP4 render of a composition. Renders the supplied HTML via AWS and returns a renderId + executionArn - poll get_render_progress with the executionArn until status is SUCCEEDED to get the video URL. One render at a time per account. If a render is already running (this tool, another agent, or the editor) this returns that render instead of starting a second one. Check first with get_active_render. Stop with cancel_render.
ParamTypeDescription
htmlstringrequiredFull composition HTML to render
widthnumberrequiredOutput width in pixels
heightnumberrequiredOutput height in pixels
fpsnumberoptionalFrames per second (default 30)
qualitystringoptionalRender quality (default "high")
formatstringoptionalOutput format (default "mp4")

GET get_render_progress

Poll the progress of a video render started with render_video. When status is SUCCEEDED, videoUrl holds a signed download URL (valid ~1 hour).
ParamTypeDescription
executionArnstringrequiredexecutionArn returned by render_video
filenamestringoptionalDownload filename for the signed URL (default: output.mp4)

GET get_active_render

Check whether this account currently has a video render in flight, wherever it was started (this tool, another agent, or the Wildfield editor). Returns the running render or null. Call this before render_video if you are unsure.

No parameters.

POST cancel_render

Stop a running video render server-side and discard it. Stops the AWS execution, refunds the credits charged at start, and deletes partial output. Safe to call twice, and safe after the render has already finished (it then reports what happened and changes nothing).
ParamTypeDescription
executionArnstringrequiredexecutionArn from render_video or get_active_render

GET get_motion_skill

Load the Wildfield Motion Skill: the authoritative knowledge for Animate Physics, Guide Physics, and layout motion. Returns a training prompt plus structured JSON of every parameter, range, default, and named recipe. Call this before you write any motion onto a layer, then get_project → set layers[].physics / scene.timelineAnimupdate_project.

No parameters. Do not invent force values; use the ranges this tool returns.

GET recall_motion

Recall the most recent exported (confirmed) motion patterns for the signed-in user, optionally scoped to one design system. Replay a recalled pattern when the brief says "like the last one". Returns an empty list unless the MOTION_AGENT flag is on.
ParamTypeDescription
designSystemIdstringoptionalScope to one client
limitnumberoptionalMax patterns (default 8)

GET get_credit_balance

Check YOUR OWN credit balance and recent spend. Use it before a generation, and after a timeout to confirm whether you were charged. A failed or timed-out generation is not charged.
ParamTypeDescription
periodstringoptionalUsage window, e.g. 7d or 30d (1-90 days, default 30d)

POST render_screenshot

Render composition HTML to a PNG and return the image. Max dimension 4096px. To persist it to a public URL, pass a data URI to save_render.
ParamTypeDescription
htmlstringrequiredFull composition HTML to screenshot
widthnumberrequiredOutput width in pixels (max 4096)
heightnumberrequiredOutput height in pixels (max 4096)

POST save_render

Save a rendered image (base64 data URI) to storage and return a public URL. Use to persist a PNG produced by render_screenshot or an in-app export.
ParamTypeDescription
dataUristringrequiredBase64 data URI, e.g. "data:image/png;base64,..."
filenamestringoptionalOutput filename (default: render.png)

POST inpaint_image

AI-fill a masked region of an image from a prompt (generative fill). Provide the source image URL and a mask URL where white marks the area to regenerate.
ParamTypeDescription
image_urlstringrequiredPublic URL of the source image
mask_urlstringrequiredPublic URL of the mask image (white = region to fill)
promptstringoptionalWhat to paint into the masked region
modelstringoptionalInpaint model (default: fal-ai/bria/genfill)
filenamestringoptionalOutput filename (default: retouched.png)
design_system_idstringoptionalDesign system slug to scope storage to a client

POST retouch_image

Retouch an image by erasing/removing content within a masked region (object removal). Use mode "inpaint" to regenerate the region from a prompt instead.
ParamTypeDescription
image_urlstringrequiredPublic URL of the source image
mask_urlstringrequiredPublic URL of the mask image (white = region to retouch)
modeenumoptionalerase removes content (default); inpaint fills from the prompt
promptstringoptionalFill prompt (used when mode is "inpaint")
modelstringoptionalOverride model (default depends on mode)
filenamestringoptionalOutput filename (default: retouched.png)
design_system_idstringoptionalDesign system slug to scope storage to a client

POST edit_image

Edit an image with a natural-language instruction (e.g. "remove the background", "make it night-time"). Some models (e.g. ideogram-rembg) need no prompt.
ParamTypeDescription
image_urlstringrequiredPublic URL of the source image
promptstringoptionalEdit instruction (required for most models)
modelenumoptionalEdit model (see table below)
filenamestringoptionalOutput filename (default: edited.png)
design_system_idstringoptionalDesign system slug to scope storage to a client

Available models

nano-banana-proNano Banana Pro (default)
nano-banana-2Nano Banana 2
nano-bananaNano Banana
flux-kontextFlux Kontext
qwen-editQwen Edit
seedream-editSeedream Edit
ideogram-rembgIdeogram background removal (no prompt needed)

POST enhance_image

Upscale / enhance an image's resolution and detail.
ParamTypeDescription
image_urlstringrequiredPublic URL of the source image
modelenumoptionalaura-sr (default), creative-upscaler, or clarity-upscaler
strengthnumberoptionalCreative strength 0–1 (0 = faithful upscale, higher invents more detail; default 0)
filenamestringoptionalOutput filename (default: enhanced.png)
design_system_idstringoptionalDesign system slug to scope storage to a client

POST crop_image

Crop an image by percentage from each edge. At least one crop value must be greater than 0.
ParamTypeDescription
image_urlstringrequiredPublic URL of the source image
crop_topnumberoptionalPercent to crop from the top (0–100)
crop_bottomnumberoptionalPercent to crop from the bottom (0–100)
crop_leftnumberoptionalPercent to crop from the left (0–100)
crop_rightnumberoptionalPercent to crop from the right (0–100)
filenamestringoptionalOutput filename (default: cropped.png)
design_system_idstringoptionalDesign system slug to scope storage to a client

POST delete_generation

Delete a generated or uploaded image from storage by its Blob URL. Only image-gen/ and uploads/ URLs are deletable, and you must own the generation (or be an admin).
ParamTypeDescription
urlstringrequiredThe Blob URL of the image to delete

POST capture_url

Capture a screenshot of a public web page and return the PNG. Private/local hosts are blocked.
ParamTypeDescription
urlstringrequiredPublic http(s) URL to capture
widthnumberoptionalViewport width in px (1–4096, default 1280)
heightnumberoptionalViewport height in px (1–4096, default 720)
fullPagebooleanoptionalCapture the full scrollable page height (default false)

Design System Schema

The complete field reference for design systems. All fields are required for correct rendering.

FieldTypeDescription
idstringURL-safe slug (e.g. beau-brummell)
namestringDisplay name
clientNamestringClient display name
colorVarsarray4 named colour swatches: [{hex, name}] — Primary, Secondary, Dark, Light
fontHeadlinestringHeadline font stack (e.g. "Montserrat, sans-serif")
fontBodystringBody font stack (e.g. "Inter, sans-serif")
fontImportURLGoogle Fonts import URL
customFontsarrayUploaded fonts: [{name, url, fileName}]
fontH1fontH3stringPer-element font overrides (blank = inherit)
fontCtastringCTA button font (blank = inherit fontBody)
h1WeightctaWeightstringCSS font-weight values
h1TransformctaTransformstringnone or uppercase
h1LetterSpacingctaLetterSpacingstringCSS letter-spacing
ctaRadiusstringButton radius multiplier (e.g. 0.5)
ctaAlignstringleft or center
contentAlignstringleft or center
contentPositionstringtop, middle, or bottom
logoPositionstring9-grid position (e.g. top-left, bottom-center)
logoScalenumberLogo size percentage (100 = default)
logoSvgstringLogo SVG blob URL
logoFileNamestringLogo filename
disclaimerstringLegal disclaimer text (blank if none)
disclaimerAlignstringleft or center
globalGenPromptstringDefault AI image generation prompt prefix
globalLocksobjectLocked fields applied across all scenes

Project Schema

The full project object structure returned by get_project and expected by update_project.

{
  "version": 2,
  "designSystemId": "client-slug",
  "preset": { /* full design system snapshot */ },
  "activeFormat": "square",
  "activeSceneId": "scene-uuid",
  "totalDuration": 12,
  "scenes": [ /* array of scene objects */ ]
}
FieldTypeDescription
versionnumberSchema version (always 2)
designSystemIdstringLinked design system slug
presetobjectFull design system embedded in project
activeFormatenumsquare, portrait, vertical, landscape, wide
activeSceneIdstringCurrently selected scene
totalDurationnumberSum of all scene durations. When a background video track is set, the editor can fit the timeline to the video length
scenesarrayOrdered array of scene objects
bgVideoTrackobject|nullProject-level background video. One clip under the whole timeline (not per scene). { url, ref, fileName, poster, muted, srcW, srcH }. Preview and Lambda export share this single element so scene cuts do not flash black. Do not write scenes[].bgVideo for a campaign bed - set this instead
timelineAudioobject|nullProject-level audio bed (same idea as the video track): one track across the timeline

Scene Schema

A scene may contain any of these fields. Almost all are optional — missing fields fall back to design-system and editor defaults, so a scene only needs the fields it actually sets.

FieldTypeDescription
Content
idstringUnique scene identifier
namestringScene display name
h1stringHeadline text
h2stringSupporting text
h3stringThird line
ctaTextstringCTA button label
disclaimerOverridestringPer-scene disclaimer (blank = use preset)
durationnumberScene duration in seconds
Layout
logoPositionstring9-grid logo placement
logoScalenumberPer-scene logo scale (100 = default)
contentPositionstringtop, middle, bottom
contentAlignstringleft or center
ctaAlignstringleft or center
paddingPerFormatobjectPer-format padding: {square: {left, right}, ...}
layoutPerFormatobjectPer-format layout overrides (position/align/scale), inherited leftward across formats
Layout Template & Grid
layoutTemplatestringApplied layout-template id — one of classic, centered, hero, topLead, bottomBar, footer, logoBottom, cornerMark, minimal, grid, cinematic (Centered logo), none, logoBottomLeft, logoBottomRight. Sets the slot fields above; a template is a starting point, not a constraint.
gridEnabledbooleanOpt-in free-placement mode. When true, slot typography is suppressed and freeEls is rendered instead.
freeElsarrayFreely placed elements: [{id, role, text, cx, cy, w, h, angle, rotated}]cx/cy/w/h are fractions of the frame (frame-fractional poses), so they hold across formats.
gridColsnumberEditor snap-lattice columns for placing/dragging grid elements
gridRowsnumberEditor snap-lattice rows
gridPerFormatobjectPer-aspect-ratio grid: {square: {freeEls, gridCols, gridRows}, vertical: {...}} — swapped in/out on format switch (like bgPerFormat)
Colours
bgColorhexSolid background colour
textColorhexText colour
ctaBgColorhexCTA background
ctaTextColorhexCTA text
themeModestring"", dark, light, brand
colorOverridesobjectPer-element overrides: {logo: "light", h1: "brand"}
textOpacitynumberText layer opacity (0–1)
Scale
h1ScalectaScalenumberElement size percentage (default 100)
disclaimerScalenumberDisclaimer size percentage (default 100)
Background
bgTypeenumcolour, gradient, image. A campaign video bed is project.bgVideoTrack, not a per-scene video
bgImageURLBackground image URL
bgImageFileNamestringBackground image filename
bgVideoURLLegacy per-scene video. Prefer project.bgVideoTrack so one decoder covers the whole ad
bgVideoFileNamestringLegacy per-scene video filename
bgVideoTrimStartnumberLegacy trim start (0-1). The project track uses the video's own in-point / duration
bgVideoTrimEndnumberLegacy trim end (0-1)
bgGradientFromhexGradient start colour
bgGradientTohexGradient end colour
bgGradientAnglenumberGradient angle in degrees
bgScalenumberBackground zoom (100 = default)
bgFlipHbooleanFlip background horizontally
bgFlipVbooleanFlip background vertically
bgCropTopbgCropRightnumberBackground crop pixels per side
focusPinobject{x: 50, y: 50} — image focal point
focusPinsobjectPer-format focus: {square: {x,y}, ...}
bgPerFormatobjectPer-format bg overrides: {square: {bgType, bgColor, ...}}
bgFolderIndexnumberActive index in folder bg mode
Overlay
overlayTypeenumnone, fill, gradient
overlayColourhexOverlay colour
overlayOpacitynumberOverlay opacity (0–1)
overlayGradientDirstringtop, bottom, both, radial
overlayGradientColourhexGradient overlay colour
SVG Layers & Glyphs
svgLayersarray[{id, svg, fileName, scale, offsetX, offsetY, colorOv}]
glyphsarray[{id, char, font, x, y, scale, rotation, colorOv}]
maskLayerIdstringId of the canvas layer used as a mask for the layer stack (layer-as-mask)
layers[].contrastnumberLayer-global contrast (100 = default) - applied to the whole layer, not keyframed
layers[].saturationnumberLayer-global saturation (100 = default) - applied to the whole layer, not keyframed
layers[].positionobject{ x, y, scale, rotation } - the layer's one authored pose. Scale is percent (100 = identity). On a linked pair each scene stores its own pose; playback holds it until kf.t, then morphs
layers[].kfobject{ t } - when that pose lands, 0-1 through the scene. Dragged on the scene bar. There is no Start / Mid / End pose any more
layers[].linkNextbooleanHand this layer to the same-named layer in a later scene
layers[].linkEasestringJunction ease id (e.g. easeOutExpo). Empty = Auto (velocity-matched). Shapes both pose and physics across the cut
layers[].physicsobjectAnimate Physics. { enabled, seed, loop, kf: { start, mid?, end? }, guide }. Call get_motion_skill before writing this
AI Generation
genAiPromptstringAI image prompt for this scene
genAiModelstringAI model key
genAiCamerastringCamera angle (e.g. "eye-level")
genAiLensstringLens type (e.g. "standard")
genAiShotSizestringShot size (e.g. "medium-shot")
genAiLightingstringLighting style
genAiBackgroundstringBackground description
genAiStylestringVisual style (e.g. "photo-realistic")
genAiMoodstringMood/atmosphere
genAiImagesobjectPer-format generated images
bgImageHistoryobjectPer-format image history arrays
bgImageHistoryIndexobjectPer-format history index
Cinematic
cinematicbooleanEnable cinematic mode (hides text)
cinematicShowLogobooleanShow logo in cinematic mode
cinematicLogoScalenumber|nullLogo scale override for cinematic
cinematicLogoPositionstring|nullLogo position override for cinematic
Audio
audioUrlURLAudio file URL
audioFileNamestringAudio filename
audioOffsetnumberAudio offset in ms
audioPlayModestringloop, once, fade
audioVolumenumberVolume 0–100
audioCropStartaudioCropEndnumberAudio trim in ms
audioFadeOutnumberFade out duration in ms
Capture
captureEnabledbooleanEnable capture mode (overrides imaging)
captureUrlURLURL to capture
captureFilterstringCSS filter preset name
captureAnimModestringnone or animate
captureEasingstringEasing function name
captureKeyframesobjectPer-format keyframes
Advanced
htmlOverridestringCustom HTML content
useHtmlOverridebooleanEnable HTML override mode
notesstringInternal notes
animationNotesstringAnimation description
elementAnimationsobjectPer-format element animation data

Format Specifications

Font sizes are calculated by the renderer, not stored. The root unit determines all text sizes via multipliers.

FormatDimensionsRootH1 (3x)H2 (2x)H3 (1.25x)CTA (1x)
Square1080 × 108024px72px48px30px24px
Portrait1080 × 135028px84px56px35px28px
Vertical1080 × 192028px84px56px35px28px
Landscape1920 × 108022px66px44px28px22px
Wide1200 × 62822px66px44px28px22px

Per-scene scale overrides: h1Scale, h2Scale, h3Scale, ctaScale (percentage, default 100).

Vector Expressions

Vector text layers accept inline expression tokens wrapped in curly braces. Each token evaluates live against the scene clock, so a single text string can count a number, cycle through words, type on, or print a stable random digit, with no keyframes. Tokens evaluate identically in preview and in server render, and a token persists across linked scenes (the linked clips share one timeline window, so a {0-100} ramps once across the whole chain rather than restarting at each cut).

Where to type them: Canvas mode → a Vector layer → the text field (placeholder Type text…). Any glyph/string entry in the layer's text stack accepts tokens. There is no MCP parameter: expressions live inside the text content itself.

TokenTypeWhat it does
{A-B}NumberTweens linearly from A to B over the layer's timeline window. {0-100} counts up; {100-3} counts down. A and B may be negative and/or decimal. Flags: |$, |%, |th, |commas, |step:N, |ease:out, |prefix:X, |suffix:X, hold @0.2-0.8.
{w1, w2, …}WordsSplits the window into N equal segments and shows each word in turn. {monkey, cat} = 50 / 50; the last word holds to the end. Weight a line with {Save:2, Shop:1}. {day:Mon,Tue} is the same idea.
{random}RandomA single stable digit 1-9. Seeded once (never flickers) and identical in preview and every render chunk. Per particle when Animate Physics is on.
{rand:A-B}RandomA stable integer in the range, seeded the same way as {random}.
{pick:a, b}RandomA stable word pick. Same seed, same word, every render.
{type:TEXT}RevealTypewriter across the scene. {type:TEXT:2} types in 2 seconds, then holds. Seconds never run past the scene end. Hold is extra time after that.
{scramble:TEXT}RevealDecode from random glyphs into the target by progress.
{time:0:30-0:00}ClockCountdown or count-up as m:ss. Also accepts seconds: {time:90-0}.
{bar:0-10}BarA text bar of / blocks that fill with the tween.
{date:1-31}NumberInteger tween (no decimals).
{…:s0.5}StaggerFade each character on over 0.5 seconds. One word: {WORLD:s0.4}. Restarts when a word cycle changes. Also |s:0.5.
{…:d0.5}DelayWait 0.5 seconds, then start. Combos: {cat:d0.2:s0.2}. Also |d:0.5. Seconds never run past the scene end.

Number animation: decimals and direction

The decimal precision of the output matches the inputs: the result is shown to max(decimals of A, decimals of B) places. Both-integer inputs stay integer (rounded). Descending ranges (B < A) animate backwards.

You typeAt 0%At 50%At 100%
Score: {0-100}Score: 0Score: 50Score: 100
{100-3} left100 left52 left3 left
{0-1.5}x0.0x0.8x1.5x
{-20-20}°-20°20°

Examples

Raised {0-100}% this quarter      → counts 0 → 100 over the scene
Only {50-0} left!                    → counts down 50 → 0
{Save big, Move fast, Win}          → three words, ~33% each, last holds
Gate {random}, Seat {random}          → two independent stable digits
{0-100}% / {loading, almost, done}     → a counter and a word cycle in one line
{0-9999|$} off                              → $0 … $9,999
{dogs,cats,cows:s0.5}                      → words, each character fades on over 0.5s
{type:LIMITED TIME}                         → types on across the scene

Behaviour & gotchas

Multiple tokensEvery {…} in the string is evaluated. Each {random} gets its own stable digit (seeded by its position).
Plain text untouchedAnything outside braces is printed verbatim: $, %, punctuation, spaces all survive.
Unknown tokensA brace group that matches none of the forms (e.g. {hello}) is left as the literal text {hello}. No error, no blank.
Nested bracesNot supported. {{0-100}} won't tween; keep tokens flat.
Number vs wordsA comma inside the braces makes it a word cycle; a single dash between two numbers makes it a tween. {0,1,2} is words; {0-2} is a number.
Start / endValues clamp at the window edges: a number holds its first value before the window and its last value after it; a word cycle holds the final word.

Verified against app.html: the token runtime vexprEvalCore (parse + interpolation) and the live updater __vectorExprRuntime.

Animate & Guide Physics

Animate Physics is a particle engine on a Vector layer. Each glyph or SVG becomes many copies. Eight forces push those copies around the frame. The same numbers drive preview and the cloud MP4, because the runtime is a pure function of time and seed. An untouched panel is a no-op (all forces 0). Flip the Engine switch on, then either dial forces or pick a Recipe.

Call get_motion_skill then apply_physics_recipe. Do not invent ranges or gsapCode.

How a field feels

ForceWhat it doesSliderDefault
windA steady breeze. Every particle is pushed the same way, like leaves crossing the frame0-500
turbulenceChaotic noise. Higher values get jittery and unpredictable0-600
gravityA downward pull. Particles fall and settle. Off in Perfect loop0-500
swirlSpin around the centre, like water down a drain0-1000
orbitCircle the centre at a steady radius instead of spiralling in0-400
waveA rolling ripple across the field, like a flag or water surface0-500
floatGentle upward lift with a soft bob: balloons, embers, bubbles0-600
springElastic pull back to each particle's home. Off in Perfect loop0-500

Layout and globals

Layout is structural. On a linked chain, count is owned by the first scene so particle i stays the same particle across the cut. Forces and globals can ramp from Start to End on that scene; they also lerp across a LINK, the same way Scale does.

GroupControlsSliderType beyondDefault
Layoutcount (how many copies)1-800 (FORMATION_MAX)same cap1
Layoutfill (cluster to frame to overshoot)0-12050060
LayoutfanOut0-100-0
Globalspeed (tempo; 50 = 1x)0-50100 (2x)50
Globalintensity (multiplies every force)0-150-100
Globalrandomness0-100-50
Globalstagger0-100-20

Click a number to type past the slider. The track is the useful band; extremes are opt-in.

Engine, Perfect loop, Trail, Recipes

EngineMaster on/off. Off keeps every force, guide and recipe; keyframe tweens take back the layer
Perfect loopScene-level. Last frame matches the first. Gravity and Spring switch off on particles. Animate gradient wraps too. Periodic forces lock to whole cycles
Trailcopies (0-12), copyTimeOffset, copyFade: a time-offset tail behind each particle
RecipesLive tiles (crosswind dunes, supernova, ticker count…). A tile writes the same physics fields you can set by hand
RandomizeRolls a coherent recipe (breeze, tornado, orbits) and a new seed. Amber padlocks pin a value so Randomize leaves it

Guide Physics and Form Sources

Guide Physics sits on top of the running field. A prompt such as "form a ring" or "rotate 360" bakes a { formation, modifier } spec. Physics still runs underneath. Clear the guide and you are back to pure forces.

Form Sources (on by default) feed that formation from something other than a prompt:

SourceYou supplyHow particles assemblePoints
PromptA sentenceAI returns a shape and/or a motionup to 800
ShapesA generator (phyllotaxis, spiral, sphere…)Deterministic pointsup to 800
ImagePNG / JPG / WebPSilhouette or edge sample12-800 (160)
SVGAn .svgTrace along the path. Optional draw-on12-800 (80)
DataNumbersChart polyline12-800 (64)
DrawA path or mask on the canvasFollow-path or fill-mask. Hide the guide without deleting itup to 800

A to B across a LINK: each linked scene can hold its own formation. Particles melt from shape A to shape B across the cut. Count stays locked so identity holds. Ease on the Keyframes panel (Slow finish, etc.) shapes both the pose and the physics clock.

Gradient FX (animated linear / conic / mesh / aurora) is on by default. Opt out with ?gradientFx=off.

Verified against app.html v1.484.0: PHYSICS_DEFAULTS, slider arrays, FORMATION_MAX 800, FORM_SOURCES / GRADIENT_FX default on, one pose per layer at kf.t.

Editor Feature Map

The editor's user-facing creative surface, beyond the API/MCP layer above. Most features are always visible; a few are flag-gated (enable via URL param or localStorage as shown above). This map reflects the shipping product — see the dedicated sections above for expressions and physics.

AreaWhat's thereStatus
Modes & layers
ModesInput · Layout · Canvas · Output, plus contextual Imaging (Retouch) & Sound.Live
Layer sourcesMedia (image/video), Gradient, Stream (capture), Vector (glyph/SVG). Per-layer visibility, duplicate, reorder, bring-to-top, blend modes, lock.Live
Motion & effects
Vector expressionsInline {A-B} / {w1,w2} / {random} plus format, type, scramble, pick, time, bar, and :s0.5 stagger. → full referenceLive
Animate PhysicsForce-field particle motion, Engine / Trail, Recipes, Randomize, locks, Guide Physics. Hold and Perfect loop live in Finish on every layer mode. → full referenceLive
Form SourcesPrompt, Shapes, Image, SVG, Data, Draw. A→B morph on a LINK. Opt out with ?formSources=off.Live (default on)
Gradient FXAnimated linear / conic / mesh / aurora gradients with Randomize. Perfect loop wraps the field so the last frame matches the first. Opt out with ?gradientFx=off.Live (default on)
KeyframesOne pose per layer. Drag the marker on the scene bar. Physics forces still have Start / End slots. LINK + Ease under Keyframes.Live
Linked scenesLINK hands pose and physics to the next scene. Authored Scale (and other pose sliders) hold until the keyframe, then morph. Count stays locked across the chain.Live (default on)
Background videoOne project-level bgVideoTrack under the whole timeline. Timeline can fit to the video length. Prefer this over per-scene bgVideo.Live
Colour & type
Per-object colourMaster and per-glyph colour overrides with an eyedropper; right-click to reset to inherit; colour is keyframeable.Live
TypographyGoogle Fonts + custom uploads, per-element font / weight / transform / letter-spacing; alignment (H & V).Live
Capture & imaging
Stream captureScreen / camera / tab capture. Snap a still or press-and-hold to record (held duration = scene length).Live
AI imagingRetouch (erase / inpaint), AI Fill (extend), enhance / upscale, background removal, poster-frame edit. (Also via MCP — see endpoints.)Live
Sound
Sound modeDrag a track in → waveform with crop; threshold slider; Detect transients → auto-scenes on the beat; voice-over track + mix; master volume. Per-scene fades preview today.Live (default on)
Formats & output
Formats & safe-zoneSquare, Portrait, Vertical, Landscape, Wide + Custom; safe-zone overlay (Instagram / TikTok / Custom presets); snap-to-guides; apply-to-all-formats.Live
ExportPNG (active scene / all-scenes ZIP), MP4 (server render), self-contained HTML ZIP, HyperFrames scene/timeline for Figma embed, project JSON. Campaign grouping.Live
Systems & account
Design systemsLoad / create / edit / delete; auto-save brand changes; shared asset library & cloud folder; DS-scoped project lists.Live
Billing & creditsCredit balance, top-up now, auto-top-up (threshold + daily cap, min $5), card management via Stripe.Live

Agent Skills

Skills are prompt modules your agent can invoke to get context-aware guidance for specific tasks. Install the wildfield skill in your agent to unlock all MCP tools and workflow knowledge.

Core Skill

wildfield

Primary skill for all Wildfield operations. Covers MCP tool usage, design system creation, project workflows, scene field requirements, and AI image generation. Triggers on wildfield, design system, create a project, build scenes, generate ad creative.

get_motion_skill

Runtime skill, fetched over MCP. Call it before writing layers[].physics. Returns every force, range, default, and named recipe so an agent can turn a brief ("leaves in a breeze across two scenes") into real field values instead of guessing.

JSON Templates

Download these templates, fill in your client's brand details, and import via the API or MCP tools.

design-system.json project.json

Design System Template

{
  "id": "your-client-slug",
  "name": "Your Client Name",
  "uiAccent": "#2563eb",
  "colorVars": [
    { "hex": "#2563eb", "name": "Primary" },
    { "hex": "#1e40af", "name": "Secondary" },
    { "hex": "#0a0a0a", "name": "Dark" },
    { "hex": "#f5f5f5", "name": "Light" }
  ],
  "fontHeadline": "'Inter', sans-serif",
  "fontBody": "'Inter', sans-serif",
  "fontH1": "'Inter', sans-serif",
  "fontH2": "'Inter', sans-serif",
  "fontH3": "'Inter', sans-serif",
  "fontCta": "'Inter', sans-serif",
  "fontImport": "https://fonts.googleapis.com/css2?family=Inter:wght@400;500;600;700;800;900&display=swap",
  "h1Weight": "900",
  "h2Weight": "400",
  "h3Weight": "400",
  "ctaWeight": "700",
  "h1Transform": "none",
  "h2Transform": "none",
  "ctaTransform": "uppercase",
  "h1LetterSpacing": "-0.02em",
  "h2LetterSpacing": "0",
  "ctaLetterSpacing": "0.05em",
  "ctaRadius": "4px",
  "ctaAlign": "center",
  "contentAlign": "left",
  "contentPosition": "middle",
  "logoPosition": "top-left",
  "logoScale": 100,
  "logoSvg": "",
  "logoFileName": "",
  "disclaimer": "",
  "disclaimerAlign": "left"
}

Project Template

{
  "name": "My Campaign Name",
  "designSystem": "your-client-slug",
  "scenes": [
    {
      "h1": "Your Main Headline",
      "h2": "Supporting copy goes here",
      "h3": "",
      "cta": "Call To Action",
      "bgType": "colour",
      "bgColor": "#0a0a0a",
      "notes": "Scene description or AI image prompt",
      "duration": 6
    },
    {
      "h1": "Second Scene",
      "h2": "Another supporting message",
      "h3": "",
      "cta": "Learn More",
      "bgType": "gradient",
      "bgColor": "#1e40af",
      "notes": "",
      "duration": 6
    }
  ]
}

Direct API Fallback

When MCP tools aren't available, use the REST API directly with your API key.

# List design systems
curl -s -H "X-API-Key: YOUR_KEY" "https://wildfield.io/api/design-systems/list"

# Save / update design system
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
  "https://wildfield.io/api/design-systems/save" \
  -d '{"id": "client-slug", "data": { ... }}'

# List projects
curl -s -H "X-API-Key: YOUR_KEY" "https://wildfield.io/api/projects/list"

# Get project by UUID
curl -s -H "X-API-Key: YOUR_KEY" "https://wildfield.io/api/projects/PROJECT_UUID"

# Create new project
# project blob MUST include version, designSystemId, preset.name, activeFormat
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
  "https://wildfield.io/api/projects/save" \
  -d '{"filename": "project-slug", "project": {"version":2, "designSystemId":"client-slug", "preset":{"name":"Client Name"}, "activeFormat":"square", "scenes":[...]}}'

# Update existing project
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
  "https://wildfield.io/api/projects/save" \
  -d '{"filename": "project-slug", "projectId": "UUID", "project": {"version":2, "designSystemId":"client-slug", "preset":{"name":"Client Name"}, "activeFormat":"square", "scenes":[...]}}'

# ─── AI generation (genai/*) — all POST, all return a blob URL ───

# Generate an image from a text prompt
# model: flux-dev (default), flux-pro, imagen4, imagen4-fast, gpt-image-1, nano-banana-pro, ideogram-v3, recraft-v3, recraft-v3-transparent
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
  "https://wildfield.io/api/genai/generate" \
  -d '{"model":"flux-dev", "prompt":"a red sports car at sunset", "width":2160, "height":2160, "filename":"car.png", "design_system_id":"client-slug"}'

# Edit an existing image with an instruction (the editing suite)
# Same shape applies to /api/genai/inpaint, /retouch, and /enhance
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
  "https://wildfield.io/api/genai/edit" \
  -d '{"model":"nano-banana-pro", "prompt":"make the sky stormy", "image_url":"https://.../car.png", "filename":"car-edited.png"}'

# Outpaint / extend an image (fill new pixels around the frame)
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
  "https://wildfield.io/api/genai/outpaint" \
  -d '{"image_data":"data:image/png;base64,...", "expand_top":0, "expand_bottom":256, "expand_left":0, "expand_right":0, "prompt":"more road", "filename":"car-extended.png"}'

# Animate an element / scene into a video clip
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
  "https://wildfield.io/api/genai/animate" \
  -d '{"prompt":"slow pan across the car", "duration":6, "format":"mp4", "width":1080, "height":1080}'

# List your past generations
curl -s -H "X-API-Key: YOUR_KEY" "https://wildfield.io/api/genai/list"

# ─── Renders (renders/*) ───

# Rasterise composition HTML to a PNG screenshot (server-side Puppeteer)
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
  "https://wildfield.io/api/renders/screenshot" \
  -d '{"html":"<!doctype html>...", "width":1080, "height":1080}'

# Render composition HTML to a video on AWS Lambda (returns an executionArn)
curl -s -X POST -H "X-API-Key: YOUR_KEY" -H "Content-Type: application/json" \
  "https://wildfield.io/api/renders/video" \
  -d '{"html":"<!doctype html>...", "width":1080, "height":1080, "fps":30, "quality":"high", "format":"mp4"}'

# Poll render progress (executionArn returned by /renders/video)
curl -s -H "X-API-Key: YOUR_KEY" "https://wildfield.io/api/renders/progress?executionArn=ARN"

Critical Rules

Font names must use SINGLE QUOTES.
Font values are injected into HTML style="" attributes. Double quotes break the attribute, silently dropping all CSS properties after the font declaration. Text renders at 16px with no styling.

WRONG: "Inter", sans-serif
RIGHT: 'Inter', sans-serif
All design system fields are required.
Missing fields cause the renderer to fall back to DEFAULT_PRESET values (system font, black text, white background). Always provide the complete field set.
Scenes inherit from the design system.
The create_project tool automatically inherits textColor, ctaBgColor, ctaTextColor, contentAlign, contentPosition, and logoPosition from the design system. Image backgrounds default to overlay gradient. Later edits go through patch_scene, not a full update_project.
Font sizes are read-only.
Font sizes are calculated by the renderer from format dimensions. Do not attempt to set font sizes in design systems or scenes.
Projects MUST include designSystemId in the project blob.
The /api/projects/save endpoint reads project.designSystemId to populate the design_system_id DB column. Projects are filtered by design system in the UI — if this field is missing or null, the project will not appear in the project list. You must also include version: 2, preset: {name: "..."}, and activeFormat for the project to load correctly.

WRONG: {"project": {"designSystem": "slug", "scenes": [...]}}
RIGHT: {"project": {"version": 2, "designSystemId": "slug", "preset": {"name": "Client"}, "activeFormat": "square", "scenes": [...]}}
Autosave can overwrite API updates.
The frontend autosaves to the server every 2 seconds. If a user has the project open while your agent updates via API, the frontend's next autosave will overwrite your changes. Coordinate with the user to close the project before making API updates.
Background video is a project track.
Set project.bgVideoTrack once. Do not stamp a video onto every scene. One element spans the timeline so cuts stay clean in preview and in the Lambda render.
Call get_motion_skill then apply_physics_recipe.
Pick a named recipe (leaves, rain, emberRise, snowfall, vortex, galaxy, starburst). Do not invent gsapCode. The editor rebakes enabled physics that has no snippet on load.

Wildfield — AI-native ad creative builder — wildfield.io