فيديو عالي الدقة (MP4)
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@theparuchh
2026-10-0438-second fictional game trailer built entirely in code
#code#characters#photos
Prompt · Textالخزنة & GooglePack 🔒
Create a cinematic trailer for a fictional game, 35–40 seconds long, with the production quality of a reveal at The Game Awards
MAIN RULE
Everything the viewer sees and hears must be created by your code: geometry, materials, animation, lighting, particles, titles, music, and sound
No premade models, textures, HDRIs, images, videos, audio, or logo fonts from the internet
System fonts are allowed
TOOLS
- Blender (headless, Python/bpy): procedural generation using Geometry Nodes and shader nodes, animation using keyframes and drivers
- Rendering: EEVEE Next (bloom, volumetrics, motion blur, depth of field), use Cycles only for 1–2 hero shots if time allows
- Audio: synthesis in Python (numpy/scipy) or SuperCollider for music, ambience, impacts, whooshes, rumble, and a deep BRAAAM at the climax
- Assembly: ffmpeg for editing, color grading, grain, 2.39:1 letterboxing, and audio mixing
STEP 1: CONCEPT
Invent a game: its title, setting, conflict, and one memorable visual hook, such as a world with floating mountains or a gigantic creature beneath the clouds
Write it in CONCEPT.md
STEP 2: STORYBOARD
Plan 8–12 shots with timecodes in STORYBOARD.md
For each shot, describe what is in frame, camera movement (dolly, crane, orbit, FPV flythrough, slow push-in), focal length, lighting, and sound
Structure:
- 0–8 s: quiet and atmosphere, dawn, slow wide shots
- 8–20 s: increasing pace, transition between day and night (time-lapse sky and shadows), first signs of a threat
- 20–32 s: climax, fast cuts on the beat, epic scale, particles, bursts of light, a creature or an event
- 32–35 s: impact, black screen, animated game logo
- 35–40 s: “Coming 2027” and a quiet final sound
STEP 3: WORLD AND ANIMATION IN BLENDER
- Procedural terrain (noise + erosion), procedural vegetation or ruins using instancing, water or volumetric clouds
- At least one complex character or creature animation: a bone rig created through code, procedural walking or wing flapping, secondary animation (tail, cloth, dust particles)
- Dynamic sky: Nishita sky or a custom shader, sun moving along an arc, stars at night
- Atmosphere: fog, god rays, dust in light beams, particles (sparks, ash, leaves)
- Camera: smooth Bézier curves, easing, subtle noise-driven handheld shake in dynamic shots, no linear movements
- Logo: 3D text or a procedural emblem with an assembly animation and an emissive shader
STEP 4: AUDIO
Synchronize the music with the edit: tempo and impacts must align with cut timecodes
Layers: ambient pad, pulsing bass, percussion during the climax, sound design for specific on-screen events
Final mix: stereo, normalized to -14 LUFS
STEP 5: QUALITY CONTROL
- First render a low-resolution preview of each shot and 3 still frames per shot, inspect them yourself and honestly assess composition, lighting, readability, and whether it looks expensive, rework weak shots
- Only then perform the final render
DELIVERABLES
- trailer.mp4: 1920×1080, 24 fps, H.264, AAC
- Source folder: .blend file, all generation scripts, audio script, assembly script
- build.sh / build.ps1: one command that rebuilds everything from scratch
- README.md: concept, storyboard, description of techniques, render time
SUCCESS CRITERION
Someone watching without any context should believe this is a real game trailer rather than a technical demo
Priority: atmosphere, lighting, and rhythm matter more than object count
Choose the technologies yourself within these constraints
Work autonomously until the finished result is ready
هذا البرومبت متاح لمشتركي الخزنة (GooglePack & VIP)
احصل على الوصول الفوري لأمر التوليد الكامل لكافة المشاهد المقفلة، متاح لكافة مشتركي GooglePack وخزينة البرومبتات وبوتكامب دكي برو.
حركات مشابهة قد تلهمك
أعمال أخرى تشترك في نفس الأسلوب والمؤثرات البصرية.



