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.