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REF-2856Source onlineBlueprint rev 01

A Multiplayer Heist Through Nested Worlds

A 38-second gameplay trailer uses portal jumps, changing movement modes, and terse command cards to turn a world tour into a loot-and-escape story.

Maker @jsnnsaFor spawn.coOriginal post ↗
Cut timeline · 12 shots00:38
00:0000:0500:1000:1500:2000:2500:3000:35

Starter prompt / by Refs

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

Plan and build a small multiplayer heist game in three.js with a Node WebSocket server. Players sprint through a chain of worlds nested inside one another, each reached through a glowing portal: first a golden sunset meadow with stone steps and lanterns, then a giant-scale kitchen where they race toy karts across the tabletop. Add patrol bots that hunt players, loot that rivals can snatch, round timers and a leaderboard HUD. Record a 40-second trailer of bot-driven players at 1920×1080 with headless Chrome and ffmpeg.

Field notes / why it works

A continuous 5.75-second opening run gives the portal a clear destination, then world and movement-mode changes at roughly 0:06 and 0:08 show the game's scope. Sparse cards turn a tour into stakes: the core is taken near 0:22, challenged at 0:25, and followed by an escape command at 0:27 before the logo hold around 0:35.

01

Plate 01 / The format in one breath

A player runs toward a glowing portal in a warm fantasy world, crosses into several sharply different environments, reaches the prize, then faces the harder task of escaping with it. The viewer learns the game rules through motion, a live HUD, and six short text cues; the final logo converts the spectacle into a playable-product reveal.

Why it works

  • The opening holds one forward-moving chase view for 5.75 seconds: the player, portal, and destination remain clear while the scenery grows larger.
  • World changes around 0:04, 0:08, and 0:12 make the claim of multiple nested spaces visible; the kart and crystal world change the mode of play, not only the scenery.
  • The text shifts from setup to stakes: “THE JOB” around 0:01, “TAKE IT” around 0:22, “NOW KEEP IT” around 0:25, and “RUN” around 0:27.
02

Plate 02 / Format card

Platform · aspect · lengthX · 16:9, 1280×720 · 38.3 s · 60 fps
Pace12 detected shots; 11 confirmed cuts, 17.3 cuts/min; up to 40.8/min if every uncertain change is a cut. Mean 3.19 s, median 3.03 s; 20.4 confirmed picture changes/min including text steps.
ScriptNo spoken script. Roughly six short command/headline cards plus the product end card.
VoiceNone; the automatic transcript mistakes music for speech.
On screenNearly all third-person game capture: chase camera, kart view, platform traversal, multiplayer encounter; final logo card over game scenery.
CaptionsNo subtitles. Large, thin, white uppercase chapter phrases, usually centred; small in-game HUD stays near the top and bottom edges.
SoundMusic-like bed throughout (inferred); rough measured pulse 80 BPM. No clear cut-synced effects. −14.1 LUFS integrated, −1.9 dBFS true peak.
Structure6 beats: job → world escalation → vault → acquire → escape → logo. Prize turn around 0:20–0:26; brand reveal around 0:35.

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