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.
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.
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.
Plate 02 / Format card
| Platform · aspect · length | X · 16:9, 1280×720 · 38.3 s · 60 fps |
| Pace | 12 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. |
| Script | No spoken script. Roughly six short command/headline cards plus the product end card. |
| Voice | None; the automatic transcript mistakes music for speech. |
| On screen | Nearly all third-person game capture: chase camera, kart view, platform traversal, multiplayer encounter; final logo card over game scenery. |
| Captions | No subtitles. Large, thin, white uppercase chapter phrases, usually centred; small in-game HUD stays near the top and bottom edges. |
| Sound | Music-like bed throughout (inferred); rough measured pulse 80 BPM. No clear cut-synced effects. −14.1 LUFS integrated, −1.9 dBFS true peak. |
| Structure | 6 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- Plate 03 / The hook, frame by frame (first 3 seconds)Pro
- Plate 04 / Structure (beat sheet)Pro
- Plate 05 / Shot grammarPro
- Plate 06 / Visual style guidePro
- Plate 07 / Voice and deliveryPro
- Plate 08 / Sound designPro
- Plate 09 / PackagingPro
- Plate 10 / Script templatePro
- Plate 11 / Production planPro
- Plate 12 / PromptsPro
- Plate 13 / Edit recipePro
- Plate 14 / QA checklistPro
- Plate 15 / Make it yoursPro
- Recipe / runnable promptPro