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REF-2835Source onlineBlueprint rev 01

A Playable Ink Arena Match Built with Claude

A near-continuous browser-game capture turns live controls, territory change, setbacks and a timed result into proof of a playable AI-built prototype.

Maker @JaydenDavisNCOriginal post ↗
Cut timeline · 36 shots02:28
00:0000:3001:0001:3002:00

Starter prompt / by Refs

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

Code a third-person ink turf-war game for the browser in three.js. Two squads of four, lime against magenta, get three minutes to paint as much of a plaza arena as they can: players fire ink, dive into their own color to swim fast and reload, and lob splat bombs, with bots filling empty slots. Add a pause menu that lists controls and the roster, a coverage tally at the end, chunky toon shading and splashy synthesized sound, then record two minutes of play at 3840×2160.

Field notes / why it works

At 0:00, the pause menu exposes the clock, teams and controls; the player resumes by about 0:01, immediately proving interactivity. The arena visibly changes color through a 2:07 countdown, with splats around 0:37 and 1:14 adding stakes before the time-up at 2:10. A 16.6-second celebration holds the outcome long enough to register.

01

Plate 01 / The format in one breath

A nearly continuous 16:9 recording starts on a pause menu with readable controls, enters a bright third-person arena, demonstrates movement and combat across a timed match, then shows the result. The promise is visible in the first second: this is a playable game with a timer, roster, controls, HUD and a real end state.

Why it works

  • At 0:00 the pause screen shows the map, four-player teams, key bindings and a 2:07 clock. The viewer can understand the system before action begins.
  • From 0:13 to 2:09, the floor visibly changes from magenta to lime as the player advances, is defeated, respawns and fights through the countdown. Progress and stakes stay on screen.
  • At 2:10 the timer resolves with a large “TIME'S UP!” overlay; 2:11–2:27 holds on a team celebration. The long payoff verifies a complete match rather than a disconnected visual demo.
02

Plate 02 / Format card

Platform · aspect · lengthX · 1280×720, 16:9 · 147.7 s · 60 fps
Pace36 detected segments, 35 detected changes, 14.2 nominal cuts/min; mean 4.1 s, median 2.65 s. Many changes are gameplay motion, so this is largely a continuous capture.
ScriptNo spoken script or voiceover; on-screen HUD and game events carry the story.
VoiceNone. The measured pitch figures are not usable because no speech was detected.
On screenAlmost entirely third-person browser gameplay; short pause-menu passages at the start, 0:41 and 1:21; splat/respawn views; end celebration.
CaptionsNo editorial subtitles. Game-native labels, counters, roster and large event messages only.
SoundNear-silent recorded track: −51.2 LUFS integrated, −28.7 dBFS true peak. No reliable evidence of a music bed; 96 BPM estimate has low confidence.
StructureMenu/context → play and movement → setbacks/respawns → faster final countdown → time-up → held result. No spoken CTA.

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