Lost Objects, Right Owners
A 72-second game announcement that turns an ordinary lost-and-found job into a character-driven mystery through a delayed title reveal and evidence-choice montage.
Field notes / why it works
The black date card gives way to a sunlit world at 1.83 seconds, while six short neighborhood shots delay the job premise until about 0:16. The central rule is held in a 7.5-second scene from 0:32 to 0:39.5, containing the top replay peak at 0:37.2–0:38.0; a faster three-case evidence montage then makes the choice mechanic concrete before the logo and wishlist card hold for 6.5 seconds.
Plate 01 / The format in one breath
A quiet date card opens a vivid, lived-in world. The trailer establishes a humble job, shows the viewer the choice at its center, then reveals that the objects carry personal histories. It saves the product name and wishlist action for the last seven seconds.
Why it works
- The opening withholds the product name: “SUMMER OF 2007” appears by 0:00.5, then six neighborhood glimpses run through 0:14.7. The premise arrives through a handwritten job card at 0:16.3.
- The rules become visible in layers: return lost items at 0:23.4, return them to the right owner at 0:33–0:39.5, then inspect evidence and choose “give” or “don't give” at 0:42.7–0:53.1.
- The longest scene, 0:32–0:39.5, contains the most-replayed peak at 0:37.2–0:38.0. A held scene lets the central moral choice register before the faster object and UI montage.
Plate 02 / Format card
| Reference | |
|---|---|
| Platform · aspect · length | YouTube · 16:9 · 72.0 s · source measured at 640×360 and 30 fps |
| Pace | 33 shots · 32 cuts · 26.7 cuts/min · 33.3 picture changes/min including 8 changes inside shots · mean shot 2.18 s, median 1.83 s |
| Script | Sparse title cards and game dialogue UI. No reliable spoken word count: the automatic Korean transcript has only 13 words, 9 low-confidence, and language probability 0.283. |
| Voice | No established narrator. Treat any brief character utterances as unverified; the format works through music, environmental action, and readable screen text. |
| On screen | Approximately 25% world and character establishing footage, 25% handwritten premise/rule cards, 40% item-claim and evidence scenes, 10% logo/end card (estimated from sheets). All are animated game-world or designed graphics. |
| Captions | No running subtitles. Sparse cream condensed labels in scene; chalk-yellow handwritten statements on textured boards; white uppercase in dark dialogue boxes. |
| Sound | Continuous tonal music-like bed in the measurement; exact instruments and tempo cannot be verified from sheets. No consistent loudness accent on cuts. −18.5 LUFS integrated; +0.1 dBFS measured true peak. |
| Structure | 6 beats · premise at ~0:16 · governing rule at 0:33 · deeper story turn at 0:54 · logo and wishlist action from 1:05.5 |
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