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REF-2844Source onlineBlueprint rev 01

A playable dive into an ancient computer

A one-minute capture of a procedural historical game turns underwater exploration into an interactive artifact reveal.

Maker @edwinarbusOriginal post ↗
Cut timeline · 2 shots01:00
00:0000:1000:2000:3000:4000:5001:00

Starter prompt / by Refs

The creator shared no short prompt. This is ours for making a film like it with Claude.

Build a small playable game in one HTML file with three.js, inspired by {HISTORICAL_OBJECT}: dive underwater to find it, with schools of fish, swaying seagrass and floating particles, then inspect the object as a geared model you can turn. Generate every visual and sound in code with no external assets, and keep it smooth in the browser.

Field notes / why it works

The opening 2.65 seconds show a complete playable premise, controls and a boat before the camera plunges underwater. A long continuous game capture lets the viewer discover and handle clues (0:14–0:30), then translates the object into a luminous diagram at 0:31–0:34 and a readable payoff over the returning boat at 0:44–0:55.

01

Plate 01 / The format in one breath

A 60-second recording starts on the title screen of a playable historical world, invites a single action, follows the player into a discovery, and ends by explaining why the discovered object matters. The promise is visible at 0:00 in the title, 1901 setting and “BEGIN THE DIVE” control; the answer is held until about 0:42–0:47.

Why it works

  • The first frame looks playable: a small sailboat, period setting, one clear button and a control legend (0:00–0:02.65).
  • Exploration replaces explanatory cuts. The diver moves from surface to seabed, touches fragments and handles a device across the 0:02.65–0:35.6 continuous game capture.
  • It translates the artifact into a consequence: an orbital diagram at 0:31–0:34, then a large discovery line over the returning boat at 0:44–0:55.
02

Plate 02 / Format card

Platform · aspect · lengthX · 900 × 720, 5:4 · 60.0 s · 60 fps
Pace2 detected shots; 1 hard cut = 1/min; 8 changes within the long shot = 9 picture changes/min. The second detected shot lasts 57.32 s. Game camera and scene motion make the viewing rhythm much faster than that cut count suggests.
ScriptAlmost no spoken copy: one low-confidence three-word phrase at 0:26.1. Title cards, in-game dialogue and controls carry the story. No reliable narration word budget.
VoiceBrief, low-register in-game-sounding utterance, if the transcription is accurate; no sustained narrator.
On screenAbout 3 s title/menu, 33 s third-person underwater interaction, 7 s dark transition/reveal, 17 s boat/end card. All appear to be captured from the same interactive world.
CaptionsNo social-video karaoke captions. Small in-world dialogue/subtitles, serif opening and closing titles, and tiny game HUD.
SoundSound is present per the post. Measured −18.7 LUFS integrated, −1.8 dBFS true peak; a music-like pulse near 150 BPM from 0:29.6 onward is a rough detector result, not confirmed instrumentation.
Structure5 beats: invite → enter world → search/inspect → mechanism reveal → outcome/end screen. Payoff 0:31–0:47; replay invitation from about 0:53.

Pro / 13 plates + recipe

The first plates are open. The full dissection is Pro.

Get the timed shots, type and sound specs, and the runnable recipe.

Open the full blueprint
  1. Plate 03 / The hook, frame by frame (first 3 seconds)Pro
  2. Plate 04 / Structure (beat sheet)Pro
  3. Plate 05 / Shot grammarPro
  4. Plate 06 / Visual style guidePro
  5. Plate 07 / Voice and deliveryPro
  6. Plate 08 / Sound designPro
  7. Plate 09 / PackagingPro
  8. Plate 10 / Script templatePro
  9. Plate 11 / Production planPro
  10. Plate 12 / PromptsPro
  11. Plate 13 / Edit recipePro
  12. Plate 14 / QA checklistPro
  13. Plate 15 / Make it yoursPro
  14. Recipe / runnable promptPro