Make a video game teaser with AI

Your key arts go into two Wan 3.0 nodes that animate them, the title card is drawn by an image model, and the Montage cuts twelve seconds with the bed underneath. Workflow visible here, no account needed.

The two key arts of the game, dropped into the Media nodesInteractive demo

Real workflow, real results. Pan and zoom freely.

Use this workflow

Real workflow: two key arts of an invented game, animated by Wan 3.0, a title card drawn by GPT Image 2.5 Sunburst and an ElevenLabs bed. The cut comes from the demo.

At a glance

You provide
2 photos · a text or a brief
What the workflow produces
1 image in 16:9 · 2 videos of 10s in 720p, 16:9 · 1 audio track, 30 s in total
Canvas structure
12 nodes wired by 10 connections
Models wired in
Wan 3.0, GPT Image 2.5 Sunburst, ElevenLabs Music
Cost of one full run
about 213 credits, roughly $2.56
Account
The demo is visible without an account; generating requires a free account, trial credits included

An indie studio almost always has its visuals: key art, screenshots, a logo. What it lacks is the video, because a teaser takes an editor, a composer and two days. This workflow starts from your images and returns twelve seconds cut together.

The first rule is that ONE THING MOVES per shot. A slow push in and nothing else: the prompt forbids adding, removing or redrawing anything, otherwise the model repaints your world its own way and the teaser no longer shows your game.

The second is that the title card is an IMAGE. A video model writes letters that shift from frame to frame; an image model writes a clean title. A full run costs two hundred and thirteen credits, because your key arts are not billed: they already exist.

Actual renders from the demo

These are the files of the workflow above, exactly as the models produced them, unretouched. The starting point is shown when there is one.

Starting point

Your key art
Your second visual

Render

The animated world shot: a push in towards the drowned citadel, the storm advancing, rain fallingGenerated with Wan 3.0
The animated rider shot: a slow push in on his face in the rain, the mist drifting behind himGenerated with Wan 3.0
The title card: HOLLOW TIDE in spaced capitals on near-black, 2027 underneath, nothing elseGenerated with GPT Image 2.5 Sunburst
The thirty second bed: low strings, a slow drum that builds, a brass swell at the endGenerated with ElevenLabs Music
The finished teaser: both shots, the card for two seconds, the bed underneath, twelve seconds in all

Who it is for

Indie studios and solo developers who already have their visuals and must announce a game without an editor or a composer.

Which files to provide

Two high resolution visuals with no interface, one world shot and one character shot: the shot begins exactly on your image.

How it works

  1. 1

    Give your two best visuals

    One world shot and one character shot, high resolution and free of interface. The shot begins exactly on your image: what you provide is what the player will see.

  2. 2

    Write one move per shot

    A slow push in, drifting mist, a blink. Two moves in the same shot give a lurching image and a warping set.

  3. 3

    Forbid any change to the world

    Add nothing, remove nothing, keep the painted look. That sentence is what stops the model reinventing your art direction.

  4. 4

    Lay the title in as an image

    The title card is drawn by an image model, with the game name between quotes and a ban on writing anything else. The Montage holds it for two seconds at the end.

Variations and use cases

The same canvas, tuned for different needs: each variation is two or three lines of prompt away.

Announcing a game in preproduction

Showing a world before the engine runs: two animated key arts say the mood better than a long text, and it is often what makes a publisher read the rest of the pitch.

The header of a store page

A game page with no video loses visitors. Twelve well cut seconds beat a slideshow of screenshots, and they get redone at every update.

The crowdfunding campaign

A project asking for money has to be seen. The teaser opens the campaign video, before the explanations and the tiers.

Announcing an update

An expansion, a season, a new character: the same workflow with the update visuals, and the title card carries the version name.

A board game or a gamebook

Nothing forces a video game: a box illustration and a board shot animate the same way, and the book trailer does the same for a text.

The teaser of a pixel art game

If your visuals are pixel art, beware: a video model smooths the grid as it moves. Better to animate in engine, and keep this workflow for painted visuals, as photo to pixel art shows.

Common mistakes

Letting the model repaint the world

This is the mistake that makes the teaser useless: with no explicit ban the model adds a tower, changes a colour, warps a silhouette, and it is no longer your game being announced.

Asking the video for the title

The letters shift from frame to frame and the game name becomes unreadable. The title card is an image, and that is the only way to get a clean word.

Starting from a capture with the interface

Health bars, minimap, buttons: the model warps them and the shot smells of amateur editing. An image with no interface, or a cleaned capture, changes everything.

Stacking moves

A push in plus a pan plus a zoom give a lurching image. One move per shot, slow, is also the rule of a real teaser.

Frequently asked questions

Does the game have to exist already?

No. The demo starts from two key arts generated for the occasion, which is exactly the case of a game in preproduction. If your game exists, give your real visuals: the result will only be truer.

Can I animate a gameplay capture?

A capture works as a start image, but the model animates it like an illustration, not like a game: no moving interface, no character responding. For gameplay, record the game.

Is twelve seconds enough?

For a social announcement or the header of a store page, yes. For a full trailer, duplicate the nodes for as many visuals as you have, and the montage follows.

How much does a teaser cost?

Two hundred and thirteen credits for the demo cut: sixty credits per animated shot, nine for the title card and eighty-four for thirty seconds of music. Your key arts cost nothing, you provide them, and neither does the montage.

Why Wan 3.0?

Because it takes your image as a START IMAGE and keeps the painted look for five seconds. The shot therefore begins exactly on your key art, which is the only way to announce your game and not another one.

Is the music cleared?

It is generated by ElevenLabs Music and is yours under the terms of the service, which avoids the stock bed every other teaser already uses.

Can I use my real logo?

Yes, and better than through the model: drop your logo file into the Montage over the last shot. A logo redrawn by an AI is never exactly yours.

What about a vertical version?

The Montage exports in 9:16, but a shot composed for 16:9 loses half its set when cropped. For vertical networks, provide vertical key arts from the start.

Make a video game teaser with AI

Use this workflow

Free account, no card required. The workflow opens pre-filled in your canvas.