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REF-1085Source onlineBlueprint rev 01

Ultrapolis city diorama announcement

A music led city game reveal that tours neon districts, exposes a graybox build, then lands on a title and wishlist CTA.

Maker Indie Games HubFor UltrapolisOriginal post ↗
Cut timeline · 7 shots01:04
00:0000:1000:2000:3000:4000:5001:00

Field notes / why it works

The top-down teal city at 0:00.25 establishes scale and mood before any text. Seven long moving shots and 17 internal changes sustain a world tour, while the gray model and contour reveal at 0:40.6–0:44.8 makes the city-making premise visible. The finished city returns at 0:46 before the title and wishlist CTA around 0:52–0:56.

01

Plate 01 / The format in one breath

A silent, cinematic reveal of a dense cyberpunk city diorama: begin inside the finished world, orbit through districts and infrastructure, then reveal its construction logic before returning to the complete city and a title/CTA. It promises a place to explore within the first second; the product name waits until 0:52.4.

Why it works

  • At 0:00.25 the camera looks almost vertically down into a luminous teal urban canyon, giving an immediate scale and mood without explanation.
  • Long moving shots let the environment be the spectacle: just 7 detected shots across 63.9 s, with internal visual changes keeping the view active.
  • The 0:40.6 gray model and 0:44.8 contour/road overlay reveal the making system, then the 0:46 finished-city return provides a visual payoff before the 0:55.6 CTA.
02

Plate 02 / Format card

Reference
Platform · aspect · lengthYouTube · 16:9 · 640×360 source analysis · 63.9 s · 30 fps
Pace7 detected shots, 6 cuts (5.6/min); 17 internal steps; about 21.6 picture changes/min; 9.12 s mean shot, 3.7 s median
ScriptNo credible spoken script. Whisper's 11 low-confidence words appear to be music misheard as speech.
VoiceNone detected as intelligible dialogue or narration; no people on screen
On screenNearly all animated/recorded 3D city views, plus a final designed title and CTA
CaptionsNo dialogue captions; product title and a two to four word action line on the end slate
SoundContinuous tonal, music-like bed, measured about −15.5 LUFS integrated and −1.2 dBFS true peak; fast pulse estimated at 179 BPM (or half time)
StructureWorld hook → district tour → systems/build reveal → finished world → title and wishlist CTA → black stop
03

Plate 03 / The hook, frame by frame (first 3 seconds)

TimePictureTextAudioJob
0:00.00Black startup frameNoneMusic bed begins (inferred)A brief blank before the image
0:00.25High, near top-down view into a tightly packed city canyon; black roofs, teal towers and mistNoneContinuous music-like bedVisual pattern interrupt and immediate world promise
0:00.50–0:02.75The same aerial composition moves subtly; little points of light emerge around 0:01.5NoneMusic continuesGives the eye time to discover depth, lights and roads

Hook formula: visual pattern interrupt / result first: Open inside the most arresting view of {{WORLD}} before naming {{PRODUCT}}.

04

Plate 04 / Structure (beat sheet)

#TimeBeatWhat happensReusable move
10:00–0:03.2World hookTop-down teal city canyon, slow driftShow the finished environment at its most graphic angle
20:03.2–0:07.0Colour shiftRed and violet industrial/downtown districtChange palette and neighborhood before the opening view exhausts itself
30:07.0–0:28.2Explore/expandCity blocks, towers, glowing road/rail path, shoreline and elevated linkMove from density to larger geography; introduce one infrastructure motif
40:28.2–0:31.0Reset viewBird's-eye view of a separate illuminated district and curved roadA short new perspective refreshes scale
50:31.0–0:46.0Reveal the systemCool blue city, then isolated skyscrapers, gray massing model at 0:40.6, white contour and route lines by 0:44.8Reveal what can be made, placed, or controlled through {{SIGNATURE_FEATURE}}
60:46.0–0:48.8PayoffCompleted vertical city island amid cloudsReturn to the richest finished state
70:48.8–1:03.9Identity and CTACity reflection/blur backs product wordmark around 0:52.4; action text appears around 0:55–0:56; black from about 0:59Give the name, one action, and a clean stop

Retention map: fresh views at 0:03.2, 0:07.0, 0:28.2, and 0:31.0; system reveal at 0:40.6–0:45; finished-world payoff at 0:46; CTA by 0:56; hard black ending.

05

Plate 05 / Shot grammar

Mix: About 77% moving finished-world aerials and detail views, 18% abstracted model/system visuals, 5% title/CTA and black (estimates from sheets). The camera is almost always elevated, wide and oblique or top-down; there are no faces or gameplay UI instructions.

Rhythm: Few detected cuts, with continuous camera travel and internal changes. The 21.3 s third shot is broken up by visible shifts around 0:08.4, 0:09.8, 0:11.6, 0:17.4, 0:21.6 and 0:26.6. Use the music to pace the camera and lighting changes; explicit cut impacts are not clearly detected.

Seven-shot edit map

#InDurFraming and subjectTransition
10:00.03.25 sHigh top-down teal street canyon, dark roofsCut to contrasting city colour
20:03.23.7 sWide aerial of warmer red/violet neon districtCut to geography tour
30:07.021.3 sAerial city and coast views; buildings, roads, luminous elevated routeCut to new district
40:28.22.8 sWide curved road and surrounding cityCut to cooler district
50:31.015.0 sBlue city, teal towers, grayscale model and bright plan linesCut to completed view
60:46.02.8 sFinished city island over cloudsCut to end environment
70:48.815.0 sDark city/reflection backdrop, title, action line, then blackHard stop
06

Plate 06 / Visual style guide

  • Look: Dark, near-black navy and charcoal (#071018, #101821), luminous cyan/teal (#15D8D0), occasional magenta/red (#A43652), warm amber windows (#D99A50), mist and deep shadows. Use dense vertical geometry and tiny lit windows so scale reads even in wide views. Approximate colours inferred from the sheets.
  • Text: No recurring captions. The end wordmark is a wide, geometric sci-fi sans with sliced horizontal letterforms; closest free starting points are Michroma or Oxanium SemiBold, customized with horizontal masks. Use cool off-white (#DCEAEC), about 10–12% of frame height, centered across most of the width. CTA uses the same family at roughly 4–5% of frame height.
  • Graphics: Avoid interface clutter. The technical reveal uses white contour and route lines over a neutral gray city model at 0:44.8.
  • Camera and transitions: Slow orbital/tracking aerials, high angles, wide vistas. Mostly direct cuts between areas; internal dissolves or continuous camera moves may be present (inferred from sparse sheets).
  • Branding: Product wordmark around 0:52.4 and a single action, “Wishlist on Steam,” around 0:56.4. The cover instead uses oversized white title text and a bordered OFFICIAL TRAILER label over teal city footage.
07

Plate 07 / Voice and delivery

There is no reliable evidence of spoken narration. The automatic transcript repeats a few low-confidence words over a music-like bed and should not be used as copy or voice direction. Produce this format without a narrator; let the camera, light and edit carry the reveal.

08

Plate 08 / Sound design

  • Music: A continuous tonal bed is measured, with a rough beat estimate of 179 BPM or 89.5 BPM half time. A dark, driving electronic/cinematic cue is a suitable replacement (style inferred from images and tempo). Build intensity toward the model reveal and title.
  • Effects: Sound accents coincide with about one-third of cuts, but the measurement does not establish specific whooshes or hits. Add restrained low impacts on the 0:40 model reveal, 0:46 completed-city return, and 0:52 title if the new cue needs them.
  • Space: Let the last action line settle, then leave black from roughly 0:59 through 1:03.9. Do not add fake dialogue.
  • Mix target: About −15.5 LUFS integrated and true peak no higher than −1.2 dBFS, matching the measured reference approximately.
09

Plate 09 / Packaging

  • Title formula: {{PRODUCT}} — Official Announcement Trailer or {{PRODUCT}} — World Reveal.
  • Thumbnail: One dark but legible high-angle environment view with cyan light shafts; very large white product name across the middle and a compact bordered trailer label near the lower left. Keep the strongest geometry visible behind the type.
  • Description: One sentence identifying the experience and its distinctive aesthetic or mechanic, followed by the platform/store CTA and developer link. The source description does this; no pinned-comment pattern is supplied.
  • Audience signals: 119,146 views, 2,230 likes and 196 comments at capture (18.7 likes and 1.65 comments per 1,000 views). No most-replayed sheet or top-comment contents were provided, so specific audience reactions cannot be established.
10

Plate 10 / Script template

This format has zero spoken-word budget. Use the following as a visual script.

[0:00–0:03 · HOOK] {{MOST_ARRESTING_TOP_DOWN_VIEW_OF_WORLD}}
[0:03–0:07 · CONTRAST] {{SECOND_DISTRICT_OR_COLOUR_SCHEME}}
[0:07–0:28 · EXPLORE] {{THREE_TO_FIVE_LINKED_VISTAS}}; make {{SIGNATURE_STRUCTURE}} visible.
[0:28–0:31 · RESET] {{NEW_GEOGRAPHIC_ANGLE}}
[0:31–0:40 · DENSITY] {{COOLER_OR_LARGER_DISTRICT}}
[0:40–0:46 · SYSTEM] {{MODEL_OR_ASSEMBLY_REVEAL}} then {{PATHS_OR_RULES_OVERLAY}}
[0:46–0:49 · PAYOFF] {{COMPLETE_WORLD_HERO_SHOT}}
[0:49–0:59 · END SLATE] {{PRODUCT}} then {{CTA}} on a subdued world background.
[0:59–1:04 · OUT] Black; music tail.
11

Plate 11 / Production plan

BeatTimeVisual deliverableTextAudio
Hook and contrast0:00–0:07Two aerial hero renders with different light palettesNoneCue starts immediately
Tour0:07–0:31Three to five camera paths across one continuous or modular worldNoneKeep rhythmic motion
System reveal0:31–0:46Blue/cool finished view, clay/gray model, contour/path passNoneBuild toward reveal
Payoff0:46–0:49Best full environment shotNoneMusical peak
Slate0:49–1:04Darkened environment loop then black{{PRODUCT}}, {{CTA}}Let cue resolve
12

Plate 12 / Prompts

Visual brief: “Create a new {{WORLD}} for {{PRODUCT}}. Render wide 16:9 aerial camera paths through the same recognizable environment: one top-down canyon, one contrasting district, connected infrastructure, a separated construction/model pass, and a final complete hero view. Use dense small-scale details, deep shadow and {{ACCENT_COLOUR}} light. Keep architecture and iconography original.”

End slate brief: “Place {{PRODUCT}} in an original wide geometric wordmark over a dark softened environment. Introduce {{CTA}} beneath it after three seconds; fade to black after four more seconds.”

Caption spec: No subtitles or mid-video labels. Set end title in modified Michroma or Oxanium, off-white, wide tracking, centered; CTA smaller below. Use simple fades rather than word-by-word animation.

Music brief: Dark, energetic electronic instrumental, approximately 90 BPM or 180 double time, steady pulse, slow tension increase, restrained impacts and one crest at the completed-world hero shot; no intelligible vocals.

13

Plate 13 / Edit recipe

  1. Select a 60–65 s music cue and mark 0:03, 0:07, 0:28, 0:31, 0:40, 0:46, 0:49, 0:52, 0:56 and 0:59.
  2. Build or capture all world views at one frame rate; render separate finished and neutral model passes from matching geography.
  3. Assemble seven primary segments. Hold the opening top-down view for about three seconds; let the long exploration shot evolve through camera movement and internal visual reveals.
  4. At 0:40 switch to simplified geometry; at 0:44 add paths/contours; at 0:46 restore the finished world.
  5. Darken or soften the final environment; introduce {{PRODUCT}} near 0:52 and {{CTA}} near 0:56; cut to black near 0:59.
  6. Mix cue and restrained accents, export 16:9 at 30 fps, and inspect small-screen readability of city detail and end text.
14

Plate 14 / QA checklist

  • A distinctive world image appears by 0:00.25 and reads without explanatory text.
  • Roughly seven primary shots, six cuts and about 20–22 visible changes per minute; no long segment is visually static.
  • The environment is geographically and stylistically coherent across changing camera angles.
  • A construction/system view around 0:40–0:46 reveals {{SIGNATURE_FEATURE}} visually.
  • The finished world returns before the title, and {{CTA}} is readable by 0:56.
  • No unintentional spoken words; music peaks cleanly below −1 dBFS true peak.
15

Plate 15 / Make it yours

Specific to the reference: The Ultrapolis city, its exact architecture, cyberpunk/anime associations, logo treatment and music belong to this trailer. Transferable: Begin inside a finished world, tour contrasting districts, expose a making/system layer, restore the full result, then close with one name and one action. Use your own world, identity, footage and properly licensed music.


<sub>Source: https://www.youtube.com/watch?v=Ebpq7NyJezY · measurements from dissect 1.1.0 on 2026-10-07 · visual and music-style judgments marked as inferred where appropriate.</sub>

Recipe / REF-1085 / rev 01
1,312 chars
Create a new 64-second, 1920×1080, 30 fps announcement trailer for {{PRODUCT}}, set in {{WORLD}}, using Remotion for assembly and ffmpeg for the final mix. Use original 3D renders or supplied licensed clips in {{ASSET_DIR}}; create no imitation of an existing game city or logo. Build seven main sequences: 0–3.2 s, a near top-down hero view that instantly shows the finished world; 3.2–7 s, a contrasting district or palette; 7–28.2 s, a slow aerial tour with several visible changes and a recurring {{SIGNATURE_STRUCTURE}}; 28.2–31 s, a fresh geography angle; 31–46 s, cool-toned density that becomes a neutral gray model around 40.6 s and adds clean route or contour lines around 44.8 s; 46–48.8 s, a completed-world payoff; 48.8–63.9 s, a darkened environment slate. Reveal {{PRODUCT}} around 52.4 s and {{CTA}} around 55.6 s; fade to black near 59 s. Keep the palette mostly charcoal and deep navy with {{ACCENT_COLOUR}} light and a few warm windows. Use elevated wide camera paths, direct cuts, sparse overlays, and no narration or captions. Set an original wide geometric wordmark using Michroma or Oxanium as a starting font. Add a licensed dark electronic instrumental at roughly 90 BPM with a restrained swell at 46 s. Target about −15 LUFS and a true peak below −1 dBFS. Output MP4 and source project.