BlockHaven Voxel Game Launch Trailer
A wordless, in-game launch trailer turns a voxel world into a rapid tour of landscapes, mechanics, danger, and a play-now end card.
Starter prompt / by Refs
The creator shared no short prompt. This is ours for making a film like it with Claude.
Build a Minecraft-style voxel sandbox in one HTML file with three.js, with procedurally generated terrain: snow-capped stone peaks, pine forests, rivers and caves. Draw every block texture as 16×16 pixel art in code and synthesize all sounds (footsteps, block breaking, wind, a soft ambient score) with Web Audio. Then shoot a 60-second launch trailer inside the game for {GAME_NAME}: scripted fly-overs, a player mining and building, quick title cards and a logo ending. Capture at 1920×1080 with headless Chrome and encode with ffmpeg.Field notes / why it works
The first 3 seconds turn a serene snow flyover into a flash, fire, and oversized title reveal. The 54-shot, 60-second tour keeps renewing the promise with world scale at 0:06, destinations at 0:17, crafting at 0:24, weather and threats at 0:33–0:41, then a clear play-now card at 0:58.
Plate 01 / The format in one breath
A music-driven, widescreen launch trailer starts with an unlabelled scenic flyover, detonates into a branded reveal, then tours a game world through short feature chapters. Each chapter uses a large pixel headline or small counter over actual gameplay, and the final card converts the tour into a play invitation.
Why it works
- The first 1.25 seconds withhold the title while a camera flies toward icy peaks; fire and the product name arrive by 2.25 seconds.
- The tour gives a new visual claim every few seconds: a land count at 0:06–0:11, destinations at 0:17–0:23, crafting at 0:24–0:29, weather and creatures at 0:30–0:38, and combat at 0:39–0:49.
- The trailer resolves its tour with an explicit end card at 0:58.3 after 54 shots in 60 seconds.
Plate 02 / Format card
| Platform · aspect · length | X · 16:9 · 1280×720 · 60 fps · 60.0 s |
| Pace | 54 shots; 53 definite cuts/min, up to 76 if uncertain flashes/camera changes count; mean 1.11 s/shot, median 0.83 s; 54 measured picture changes/min |
| Script | No spoken words; message carried by short on-screen feature labels and gameplay |
| Voice | None |
| On screen | Almost entirely in-game capture: scenic flyovers, first-person play, UI close-ups, environmental details, and title cards |
| Captions | No speech subtitles; pixel-font feature headlines, small boxed numbers, and a branded end card |
| Sound | Continuous music-led trailer, rough 144 BPM estimate; cut accents are likely (inferred); −14.1 LUFS integrated, −0.7 dBFS true peak |
| Structure | Scenic hook → title → world scale → exploration → mechanics → danger/reward → final vista → play-now card |
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