Two layout philosophies, both rendered in Dragonflight "Reel" tokens (cinema blacks, amber accent as tally, broadcast red = recording only, mono for all technical values, hairline separation, 10.5px eyebrows). Structure is macOS-native: NavigationSplitView three-pane, real toolbar. Same skin — different center of gravity.
The preview + node stack IS the app. Cameras left, shots accumulate right as a passive log. Optimized for the 95% moment: DP behind you, trackball in hand, grade now. Library is glanceable, not navigable.
Trackball focus always lands on the selected node of the active slot. Slot switch = one keystroke / panel button. Shot log rows are read-only here — clicking one recalls its grade as a new version, never edits history.
The shot table IS the app. Days/bins tree left, big sortable clip table center, inspector right with grade + metadata for selection. Live grading is a mode the inspector enters when a camera is selected. Optimized for data management, review, exports — the DIT-cart-as-workstation story.
Grading here happens in the inspector (or a summonable grade drawer) — one step removed from the image. Stronger for offload/verify/report days; weaker for the "roll sound, grade now" moment.
Layout A as the main window, with B's table one ⌘-key away (Library tab/window). Forge's differentiator is in-camera live grading — the app should open into the moment it wins. The library table (B) is genuinely better for end-of-day work, so ship it as a second surface using the same panes, not a compromise hybrid of both.
Shared skin either way: bg-0 chrome, amber tally accent, #FF3B30 strictly for REC, SF Mono for TC/CDL/clip names, hairline dividers, 10.5px eyebrows — family resemblance to dragonflight without pretending to be a web app.