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This is not a videogame. No engine. No 3D models. No code. I built it with 3 tools: Midjourney 8.2 for the character and the world. Seedance 2.5 for every shot. Topaz Astra to upscale it. The trick is not the tools. It's how you prompt. I described the... show more
218,826 views • 2 months ago •via X (Twitter)
68 Comments

3 minutes, man, you really put in the work. That robot leg showing up at 1:10 was epic. Someone needs to give you some free credits so you can make more of these. Congrats on all the work you put into it!

Thanks so much! Yeah it took a minute and a lot of credits and upscales. The leg is my favorite moment too!

This is amazing, Ivan! I feel like I’ve played the whole game! Great visuals, great work!

Thank you so much Koda! Yea, I want to play it so bad... 😅

dude this is absolutely insane(ly good)

thank you BLAC! when its out ill send you the first copy!

SOLD

so good!

appreciate you @Synthetic_Copy !

Woww, this is amazing 😍

thank you so much Nexus!!

i think he's from the lost gang! now i want to animate this

we should do a crossover

love yours, well done, great job.

🙏thank you dear! it all started with a little test, and then I coudln't sleep 😴

oh i know that feeling.

Locking the character sheet is the real unlock. Ready for full promptable games yet?

Cant wait for them to arrive

Cool! Quick question: I can lock the characters visually, but their movement/fighting style still changes between generations. Even with a start frame, the video often shifts into different actions or effects. Any tips for keeping the motion/style consistent?

I either got very lucky within the videogame space, but what I belive it helped was being very specific in the prompts, have GLOBAL rules, and being very specific about everything at every stage. Including gravity, pacing, weight, etc. Here is from one of the shots. In-engine third-person shooter gameplay capture, 30 seconds, 16:9, six shots separated by hard cuts. GLOBAL RULE — this is a screen recording of a game, not a film. Flat even exposure, deep focus, everything sharp front to back. No cinematic depth of field, no film grain, no anamorphic flares, no color grading. The camera behaves like a player-controlled game camera: rigid follow distance, heavy bob, snap turns, subject held off-centre with open space ahead. He is always moving and never fires from a standing position. BULLET TIME RULE — one named window below. It runs at full speed, ramps down hard to roughly one-fifth speed, holds, then ramps back to full within the same shot. During the window: a cool blue desaturated tint washes the screen, visible white bullet tracers streak through frame, thin motion trails follow his limbs, and one HUD ability icon drains as a vertical bar and refills when the ramp ends. HUD — present and unchanged in every shot, drawn as thin white and red geometric shapes only, never as readable words: a segmented horizontal health bar lower left, a circular ammo gauge lower right that empties as he fires, a square minimap upper right with abstract line geometry, a thin diamond crosshair centred, three ability icons along the bottom edge. Small white hit markers flash at the crosshair on every impact. Soldiers carry small red health bars above the head. All HUD elements stay locked to the screen. @image1 controls only the player character design: an oversized floor-length white technical coat with red panels on the upper arms and along the lower hem, heavy black tactical webbing across the chest and hips, an angular matte black helmet with an opaque dark visor and two upswept blade antennae, black glyph graphics on the chest, black and red armored boots. Do not copy its background or pose. The visor stays opaque and no face is ever visible. @image2 controls only the enemy soldier design: matte black segmented armor plating over the shoulders and chest, a high black padded collar, black wraparound visor sunglasses, black hair, a black tactical rifle, small white glyph marks on the shoulder plates. Do not copy its portrait framing, pale background or shallow focus. Every soldier in this video uses this design. @image3 controls only the machine design: a colossal mecha at skyscraper scale, two enormous smooth curved white horn structures arcing up and outward from the shoulders, layered glossy white armor panels over a dense black mechanical understructure, a small central head with one glowing red eye and a long vertical white spike rising above it, scattered small red indicator lights across the body. Do not copy the tight cropping or low camera angle from @image3. SHOT 1 — 0-6s — Slide into contact. He sprints down a neon-lit street toward two soldiers matching @image2, drops onto his right hip and slides across the wet asphalt. Mid-slide he raises a compact black rifle and fires two short bursts upward. Both soldiers are hit and drop. He pushes off with his left hand and comes up running. The camera stays behind him and drops low through the slide. Hard cut. SHOT 2 — 6-12s — Bullet time dive. Three more soldiers matching @image2 open fire from ahead. He plants his left foot and launches sideways to the right through the air. At the apex the footage ramps down: he twists his torso mid-air, fires two aimed shots while airborne, and two soldiers take visible hits. White tracers pass close to his helmet with long trails. The speed ramps back to full and he lands on his right shoulder, rolls once, and comes up on one knee with the rifle raised. The camera arcs around him through the ramp and settles behind him. Hard cut. SHOT 3 — 12-17s — Melee. He sprints at the last soldier matching @image2 at close range, drives the rifle stock upward into the chest, the soldier staggers back two steps, and he follows with a spinning back kick from his right leg that drops the soldier flat. The coat flares wide through the spin. The camera whips around with the kick and resettles behind him. Hard cut. SHOT 4 — 17-22s — Arrival. He stands in the empty street, breathing. The ground shakes twice, hard, and dust lifts off the asphalt. A colossal white armored foot matching @image3 slams down into the street a hundred metres behind him, crushing a parked vehicle flat and throwing debris outward. He turns to face it. The camera whips around with him and tilts up. Only the lower leg and part of the torso are visible in frame — the machine is far too large to fit. Hard cut. SHOT 5 — 22-27s — Grapple ascent. He fires a line from his left forearm at a tower ledge and is pulled up fast along the glass, coat streaming below him. As he rises, one enormous curved white horn matching @image3 sweeps slowly through the background of frame, dwarfing the building. One ability icon greys out and begins a circular cooldown fill. The camera cranes up with him at the same speed. Hard cut. SHOT 6 — 27-30s — The reveal. He lands in a crouch on the rooftop and stands. The camera pushes fast forward into the back of the helmet and emerges as a first-person view: black gloved hands and the rifle held low in frame, HUD brackets at the screen edges, crosshair centred. Directly ahead the machine's head matching @image3 rises into full view above the roofline, both horns filling the top of the screen, the single red eye igniting and locking onto the camera. A long segmented red boss health bar wipes in across the top of the screen, completely full. Hold on this framing. CONTINUITY: same coat, same helmet and antennae, same webbing, same boots for all 30 seconds. Same rifle throughout. All soldiers identical to @image2. The machine identical to @image3 wherever it appears. Night, wet asphalt, neon, white and red and black palette across every shot. HUD identical in size and position in every shot. <wet footfalls, the slide on wet asphalt, short rifle bursts, shell casings on concrete, body impacts, a low sweeping filter tone when bullet time engages and disengages, deep structural impacts and servo motors on the machine's arrival, wind at altitude, UI blips on hit markers> No background music, no score, no musical bed of any kind. Diegetic sound effects and room tone only. No dialogue, no voiceover. Believable body weight, gravity and momentum. No floating, no gliding, no rubber limbs, no morphing, no duplicated limbs, no duplicated enemies, no gore, no blood, no readable text, no letters, no numbers, no words in the HUD, no logos, no face reveal, no transparent visor, no HUD drift. Slow motion only inside the named bullet-time window in Shot 2 — every other moment runs at full real-time speed.

cool thanks! this is very detailed prompt

To this is a masterpiece

Thank you Allar!! big fan of your work too 🙏

❤️🔥❤️🔥

This is absolutely insane dude

cheers brother! ill make sure to add multiplayer

Please do 🥹

thats some clean gameplay footage. 🤯👍

Agree on locking the character first. For the world and camera i rough it in krea to test angles fast, Then move the chosen setup into the video model.

Seedance 2.5 with really clear instructions is very good.

gonna show my oldest teen this with ZERO context, let the happiness begin. They might be shocked it's made how you said fr

let me know his thoughts! best market research ever

Finally I found my Master!

🙏🖤

Sickkkkkk, my eyes were glued to the screen

glad you enjoyed it!

hud never stays put across clips

thanks for the feedback, i know, i should've done it in a separate layer and then overlay, but then I would lose some responsiveness,

wishlisted! ❤️🤍

🙏🙏really hoping such day exists

that day is coming fast. incredible creative direction

Sorry I don’t get what the goal of such a media is, no one can play it right ?

No, it's just speculative research, today, it could accelerate the pre-production and go to market time of new games substantially, but in the future you will just be able to play these realtime.

So you made up a gameplay for a game that doesn't existe? What's the point ? if you're can't put that trailer for a world model or some other model to create a real AAA game from that , this gameplay worth nothing...

this is insane, I've watched it too many times already

wutttttttttttttttt.. this is MGS next level with that boss

boss was key to be as badass as possible

Amazing! Definitely saving for future work. Keep it up.

thank you David! will be deconstructing this further in next posts!

Dude that’s wild

Thank you brother!

Keep cooking

locking the character sheet first is the whole trick. drift is the failure mode nobody shows. same thing on my side with Grok Imagine - wide interiors collapse, tight crops stay coherent. the camera description does more work than the prompt adjectives.

Thissss is masterpiece

thank you! 🙏

The 4K really made look like a real game 🔥

4K was so key 🖤

que bestialidad!!!

gracias !!

BROO 🔥🔥

brooo 🙏🙏

this is fucking outrageous. literally single handedly rekindled something in me.

cool!

Wow!

Giving money to train models, getting a usable but unusable video for video games, and thinking "wow, this is going to replace video games" you need to stop arguing with unaligned AI...

Holy shit!!!!

I want to play this game !!! 🤩🔥 Amazing Ivan

Thank you Thamer, me too! 🥲

