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Create videos with Opus 5.5: prompts & examples

Use Claude Code with Opus 5.5 Thinking High to turn a prompt into a code-rendered MP4. Explore original video examples, try prompts, preview revisions, and download your result.

Describe your idea and generate an MP4 right on this page.

Explore original videos and collected prompts for inspiration.

Opus 5.5 video examples & prompts
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Opus 5.5 video examples & prompts

Canvas / SVG / Three.js

Motion Showreel

15.06s
Canvas

make a dynamic 15-second motion graphics video that shows what an incredible motion designer you are, like it's your showreel for a résumé. go all out.

Creator & source: @stephanlivera

Original creator video. See the linked X post for attribution.

Raptor 3 Engine

34.7s
Three.js · Shader

I asked Claude Opus 5.5 to explain how a rocket engine works by building an interactive Raptor 3 you can take apart in your browser. Cut it open, follow the oxygen and the methane through both turbopumps, then throttle it and watch the shock diamonds move. http://airsup.ai/rocket-engine

Creator & source: @konstantinsaifo

Original creator video. See the linked X post for attribution.

Shape to Interface

14.06s
SVG

<inputs> Ask me for: 8 to 12 UI states I want the shape to become (e.g. button, loader, player, slider, toggle, tabs, chart, command palette, toast), pure black and white or one accent color, and a royalty-free song around 120 BPM (e.g. Mixkit, free for commercial use). </inputs> <direction> Dribbble-level UI motion. One shape, never cut: every state is the same element morphing its size, radius and color while its content swaps with a short blur. A cursor drives every change with real clicks and drags. Light warm-gray canvas, black and white components, one clean UI font (Geist). Springs everywhere, a tiny overshoot at most. The camera zooms so each state fills the frame. The last frame is the first frame, so it loops. Banned: bouncy easing, particle bursts, glows, gradients on UI chrome, mismatched icon strokes, dead time, anything that looks like a template. </direction> <structure> 120 BPM, 7 bars, something happens on every beat. Button → loader → check → dynamic island → music player with a play/pause morph → scrub the progress bar → it becomes a volume slider that stretches when dragged past max → a toggle flips on the beat → the knob becomes a liquid tab indicator → the tabs open into a chart that draws itself, with a tooltip on hover → it collapses into ⌘K → type to filter → enter → toast → back to the button. </structure> <build> 1. One HTML file, square 1440x1440. Every style is computed from time inside seek(t): no CSS transitions, no timers, no state carried between frames. 2. Springs are closed-form step responses. A value that changes target many times is the sum of one spring per change, so it stays a pure function of time. 3. The tab indicator's two edges ride different springs, so the leading edge stretches ahead of the trailing one. Same trick for the toggle knob. 4. Drags are direct manipulation: while the cursor is held, the value is computed from its position. On release it springs back from wherever it was. 5. Analyze the song with numpy for the beat grid and start on a downbeat. Place every UI sound by its measured peak. 6. Render with Playwright: 4 subframes per frame, blended with ffmpeg tmix for motion blur at 60fps. 7. Render one frame per beat before the full render. Fix anything off the grid, cramped or hard to read. </build> <gotchas> Never put will-change on anything the camera scales or the text renders blurry. Text that swaps inside a morphing container needs its own enter and exit timing or it overlaps. Make the last frame identical to the first, cursor position and speed included, or the loop stutters. </gotchas> <start> Ask me for the inputs, then show me the state list on the beat grid before you write any code. </start>

Creator & source: @twoclipping

Original creator video. See the linked X post for attribution.

Motion Design

15.06s
Canvas

make a dynamic 15-second motion graphics video that shows what an incredible motion designer you are, like it's your showreel for a résumé. go all out.

Creator & source: @ajith_io

Original creator video. See the linked X post for attribution.

One-Prompt Showreel

15.06s
Shader · Canvas

make a dynamic 15-second motion graphics video that shows what an incredible motion designer you are, like it's your showreel for a résumé. go all out.

Creator & source: @kenn

Original creator video. See the linked X post for attribution.

Pixel Wizard

11.29s
Canvas

Create a single self-contained HTML file that renders an animated pixel art wizard casting a spell, using vanilla JavaScript and Canvas 2D. No external assets, libraries, or network requests. RENDERING - Draw everything to an offscreen canvas at a fixed logical resolution of 128x96, then blit to a fullscreen display canvas scaled by the largest integer factor that fits the window, centered, with imageSmoothingEnabled = false and CSS image-rendering: pixelated. - All drawing snaps to integer coordinates on the logical canvas. No sub-pixel positions, anti-aliasing, gradients, or shadowBlur. - Fixed palette of ~24 hex colors: deep blues/purples for night sky, warm robe tones, 3-4 bright magic colors. Every pixel comes from this palette. CHARACTER - Build the wizard procedurally from filled rects and pixel runs, ~24x32 logical pixels: pointed hat with a bend, long beard, two-shade robe with darker outline, staff with a gem at the tip. - Parameterize the pose (staff angle, arm raise, head tilt, robe sway). Animate parameters smoothly, then quantize to the pixel grid each frame so motion reads at an 8-12 fps pixel animation feel even though the loop runs at 60fps. ANIMATION - Looping state machine: IDLE (2-frame bob, beard sway) -> CHARGE (staff raises, gem flickers, sparks spiral inward) -> CAST (bright burst, projectile fires across the scene, 1-2 pixel screen shake) -> RECOVER (settle back). Ease pose parameters between keyframes. - Pooled allocation-free particle system: preallocate and reuse. Sparks orbit the gem during CHARGE, explode outward on CAST, each particle stepping its palette index from white to magic color to dark before despawn. Snap particle positions to the grid when drawing. - Fixed 60hz timestep update with rAF rendering. Zero object allocation inside the loop. SCENE - Minimal background: dark sky, a few twinkling 1px stars, moon, stone floor line. Character silhouette must read clearly. - Subtle 1px rim light on the wizard from the gem, brightening during CHARGE and CAST. QUALITY BAR - Crisp pixels at any window size, seamless loop, stable 60fps, readable silhouette. Should look like a polished 16-bit sprite animation, not vector shapes scaled down.

Creator & source: @majidmanzarpour

Original creator video. See the linked X post for attribution.

Inference Launch

26.05s
SVG · gsap

make a modern slick and punchy video for a modern startup that works on inference

Creator & source: @deedydas

Original creator video. See the linked X post for attribution.

Motion in Rhythm

15.06s
Canvas

make a dynamic 15-second motion graphics video that shows what an incredible motion designer you are, like it's your showreel for a résumé. go all out

Creator & source: @himanshutwtxs

Original creator video. See the linked X post for attribution.

UX Decisions

42.07s
SVG · gsap · css

I was struggling to explain my UX decisions in interviews, so I made this kind of animation with Opus 5.5 Anyone want the skill?

Creator & source: @moguzbulbul

Original creator video. See the linked X post for attribution.

Code in Motion

15.06s
SVG · gsap

make a dynamic 15-second motion graphics video that shows what an incredible motion designer you are, like it's your showreel for a résumé. go all out.

Creator & source: @thismacapital

Original creator video. See the linked X post for attribution.

Market Street 1906

8s
Three.js · Shader · Canvas

Recreate Market Street, San Francisco as it stood on April 17, 1906, the afternoon before the earthquake, in Blender. Scope: the Ferry Building up Market to Fifth Street, including the Palace Hotel, the Call Building, the Chronicle Building, Lotta's Fountain and the Emporium. Before modeling anything, build a source file from: the 1899-1905 Sanborn fire insurance maps (footprints, heights, materials, occupants), the Miles Brothers film "A Trip Down Market Street" (April 1906), period photographs from OpenSFHistory, the Library of Congress and the David Rumsey collection, and USGS topography. Record every building with footprint, height, facade material, occupant, and the source for each fact with a confidence level. Build everything in Blender Python. No downloaded meshes, textures or HDRIs. Write reusable generators (Victorian commercial facade, mansard roof, bay windows, awnings, painted signage, gas and electric street lamps, cable car, horse-drawn wagon, early automobile) and assemble the street from the source file, so every building traces back to data. Provide a 10 second video up the street.

Creator & source: @alexalbert__

Original creator video. See the linked X post for attribution.

Treasure Chest

14.74s
Three.js · Shader · Canvas · gsap

Help me create an original mobile game "Highlight Moment" motion effect: [subject, for example: opening a treasure chest / rank promotion / achievement unlock / Boss drop / character level-up]. Make it a single-file webpage (HTML + CSS + JS) that can be opened directly and plays completely with one click, with effects benchmarked against commercial mobile game settlement / reward sequences. [Worldview and Style] - Original art, do not imitate any existing game's IP, characters, or Logo. - Cartoon mobile game style: highly saturated color scheme, unified dark outlines (for example #1A1033), rounded and chunky shapes. - Color scheme upgrades with level: [level ladder, for example: common green → rare blue → epic purple → legendary gold]. Each level-up must switch the main color, light effect color, and background tone. - Title uses a round, chubby game font (such as Titan One / Lilita One), with black outline and drop shadow; text "slams" into the frame character by character, with rebound. [Subject: make it truly 3D] - Model with Three.js, do not use flat SVG textures. It must have thickness, bevels, and structural details that match the subject (wood plank seams, rivets, edge trim, gem facets, clasps, etc.); details like wood plank seams must be built from real geometry, do not paste black lines. - Use cartoon stepped shading (MeshToonMaterial with a 3~4 step gradient map), paired with three lights: key light, sky light, and rim light in the level color. - Outlines use post-process edge detection: render the normal map + depth map, then draw lines with a shader. Outer contours thick, part boundaries thin, consistent thickness throughout; additionally do 1.5x supersampling and multisample anti-aliasing. Do not use the "black backface scaled up a bit" style of outline, that gives uneven thickness and breaks at corners. The depth threshold must be relaxed; seams should mainly rely on normals, otherwise surfaces viewed at an angle will show fine diagonal artifacts. - Moving parts must move realistically, e.g. chest lid opening around a hinge, medal rotating around a vertical axis. - At idle the subject slowly rotates left and right so you can see the sides and thickness, while gently floating up and down; there must be a soft shadow at its feet that changes with height. [If there are 2D illustrations in the frame (card faces, reward icons, characters)] - Three-layer cartoon shading: base color, blocky shadow color, highlight color, do not use just a single gradient. - Line weights vary: outer contours thick, internal structure lines thin. - Every character or object must have its own expression and pose, do not have everything share the same face. - Draw shadows at their feet so the subject "stands" in the frame; backgrounds distinguish patterns by attribute, do not use the same set of radial lines for everything. [Performance rhythm: five stages, none may be missing] 1. Preparation: the subject idles and floats, every few seconds it shakes to hint it can be clicked, and at the bottom a "点击" hint is displayed. 2. Upgrade: each click makes the subject jump up, spin once in the air, and squash then rebound on landing; at the same time it switches to the next level's color, flashes light, emits a ring of particles, and the title updates. 3. Charge-up (about 1 seconds): the subject shakes more and more violently, light leaks from the seams, surrounding particles are sucked toward the center, and the sound effect pitch keeps rising; at the final moment it squashes hard. 4. Burst: from the burst point, an outward-spreading bloom flash of white, screen shake, camera pushes forward, multiple layers of shockwaves, slender streaks of light shooting out, flash star points, coins and gems (with rotation). Higher-level bursts must be noticeably stronger. Confetti is used only once at the very climax, do not fill the screen with confetti. 5. Reveal and settlement: - Reward cards fly out from the subject along an arc, with overshoot and wobble settling on landing, and numbers roll up counting. - Rare items have a rainbow flowing-light border and a "NEW!" corner badge. - After clicking to claim, coins and gems fly along Bezier curves into the balance in the top-right corner, and each arrival makes the balance bounce. [Reveal stage: let the main subject take over the frame] - When the highest rarity is revealed, other elements retract or fade out, and the background switches to a clean gradient curtain with slowly rotating soft light, do not let the main subject sit on a cluttered background. - When the curtain appears, hide the other 3D objects in the scene, otherwise post-process outlines will draw their contour lines onto the curtain. - The main subject's outer glow must be placed behind the subject, only spilling out from the edges, it must not cover the front of the subject and blur it into a white mess. - You may add a ring of stardust trail orbiting the main subject, but the orbit must be entirely outside the subject's silhouette and must not sweep across the front of the subject. [Light effects: must be soft, no hard edges] - Background glow: use conic-gradient with gradient transitions, not hard-edged color blocks; layer 2~3 layers of light with different densities and rotation speeds. - Light pillars: 5~7 blurred beams spread out in a fan, each with slightly flickering brightness; add a soft glow core at the base, and light dust slowly drifting upward within the light. - Flash white: radial bloom from the burst point outward (mix-blend-mode: screen), intensity no more than 0.8, do not blow the whole screen out to pure white. - Particles: each spark has a low-opacity halo around it; shockwaves use three outline layers (wide and faint, medium, thin and bright). [Materials and UI] - Borders, nameplates, and buttons must feel material: brushed metal gradients, bevel lighting with top-left bright and bottom-right dark, inner shadows; swap inlays by rarity (steel rivets → silver-framed gem → gold-framed diamond with a small crown). - Do not cram small stat numbers onto small cards; put detailed stats in an info panel during the reveal, where the numbers in the panel roll upward, and "▲+数值" pops out. - Textures drawn on Canvas must have a resolution at least 1.5 times the largest on-screen display size, otherwise they blur when scaled up. [Animation principles] - Choreograph with GSAP timelines. Every motion must have squash and stretch, overshoot, and elastic rebound, no constant speed. - Write the particle system yourself with Canvas 2D: gravity, drag, lifetime, additive blending, and the three motions "suck-in", "curved flight", and "orbit". - Do not use CSS 3D perspective to flip large elements; when scaled up with a side flip they get projected into a plane that fills the screen. All 3D flipping must be done in WebGL. - All looping tweens of the "shake" and "breathe" kind must be cancelled and reset to zero on state changes, to avoid them finishing one frame later than the stop command and setting the value back again. [Sound effects] - Synthesize everything in real time with Web Audio, no audio files: jump, land, level-up chord, charge-up rising tone, explosion low frequency plus noise, pop sound, counting ticks, coin jingle, victory fanfare. - Initialize audio only on the first click; put a mute toggle in the top-right corner. [UI and engineering] - Top HUD: mode switch, coin and gem balance, mute button. - Must work at phone width; respect the "reduce motion" setting (disable screen shake, reduce particles). - The animation state machine must be rigorous: ignore clicks while an animation is playing, there must be no swallowed clicks or state corruption. - Target 60fps. On first open it must be the complete idle screen, not blank. [Self-check before delivery] Take one screenshot each at the charge-up, burst, reveal, and settlement moments, and check each one: - Is the main subject blocked by glow, particles, or text? - Is there any blown-out white? - Is the background cluttered, are there any broken outline lines showing? - Are the small texts legible? - After settlement, is anything still shaking when it should not be? Finally, tell me: the duration of each stage, and which parameters can adjust the performance intensity.

Creator & source: @op7418

Original creator video. See the linked X post for attribution.

Launch in Motion

29.08s
Canvas

<inputs> Ask me for: a one-word brand name for the wordmark (a verb works best), 9 to 12 high-res photos, a royalty-free song around 120 BPM with a drop and a quiet breakdown (Mixkit, free for commercial use), and a free stock clip of a plain wall with moving plant shadows (Pexels). </inputs> <direction> An Apple-keynote launch film, 2D only, one continuous take. Every scene is made out of the previous one: nothing fades, blurs or cuts. Objects change shape instead: text rises out of a mask line, icons pop from zero on a spring, bars draw across, pages push, and a black shape floods the whole frame and contracts into the next scene. Warm off-white canvas, black UI, iOS 26 liquid glass over the photos. Archivo (wdth 125, weight 800) for the wordmark, Geist for UI. A cursor drives every change with real clicks, drags and long-presses. The camera zooms screen-studio style so each moment fills the square, and the cursor scales with it. Banned: crossfades, blur-ins, brightness "developing", 3D flips, particles, glows, holds longer than 1s, anything that looks like a template. </direction> <structure> 120 BPM, 54 beats, something happens on every beat. Open: the wordmark squeezes into its own period like an accordion, the dot grows into a black pill, a label rises inside it. Click: six iris blades close over the label and snap open onto a photo. The circle becomes a square, shrinks, the grid unfolds from behind it like a paper map (center, plus, corners), reflows into a bento, and a click zooms into one tile, landing exactly on the drop. Glass: a glass word pops in letter by letter, melts into a droplet that stretches into a glass toolbar. The adjust icon turns it into a slider. Dragging relights the photo from day to golden hour (two aligned shots), and the knob turns into a glass lens while held. It lifts into a glass orb, the next photo opens inside it as a circle, and the orb expands into a lock screen: glass clock digits, date, and a home bar that stretches into a glass music player. Stage: the lock screen pulls back into a phone (the bezel grows out of the screen edge). The Dynamic Island stretches like liquid, pinches off, flies over and grows into a Mac window that rolls up like a blind. Long-press the wallpaper, drag it onto a Safari tab, the page pushes in, drop it and it becomes the hero of a landing page. Scroll: the hero morphs into a framed print on a product card, with the mat and molding growing out of the photo's edge. Pick a frame color (it paints across) and a size, then the nav button flies down into "Order print". Order: one black shape keeps morphing: Ordered ✓ → Printing % → On its way (a van on a route) → Delivered ✓. Wall: the delivered circle floods the frame edge to edge, holds black for a beat, and contracts into the framed print hanging on the real wall footage. The same iris opens onto the print, closes again, the frame floods the screen and contracts into the pill → the dot → the letters spring back out, landing on the beat return. Last frame = first frame. </structure> <build> 1. One HTML file, square 1440x1440. Every style is computed from time inside an async seek(t): no CSS transitions, no timers, no state between frames. 2. Springs are closed-form step responses. A value with many targets is the sum of one spring per change, so it stays a pure function of time. 3. Liquid glass: each glass element holds its own clone of the scene behind it, filtered with an SVG feImage displacement map (a rounded-rect distance field) through three feDisplacementMaps at slightly different scales for chromatic edges, plus a rim light. Glass letters: a canvas distance field per glyph gives the map, mask and highlights. 4. Goo: blur + alpha threshold, then composite the source atop it so the glass stays sharp inside. 5. Iris: 6 blades around a hexagonal aperture. Each blade is its two vertices, both edge extensions and the SHORT arc between them. 6. Wordmark squeeze: every letter moves toward the dot by the same factor and its drawn width follows (narrow the wdth axis, scale the rest), so the letters stay touching. 7. Footage: re-encode all-intra (ffmpeg -g 1), load it as a blob URL, await 'seeked' before drawing each frame. 8. Sound: a downloaded SFX for every event (Mixkit), never synthesized, each placed by its measured peak. The song starts on a downbeat: the zoom lands on the drop, the wall sits in the breakdown, the wordmark returns with the beat. Loudnorm to -14 LUFS. 9. Render with Playwright: 4 subframes per frame blended with ffmpeg tmix, 60fps. Check one frame per beat, then scan for single-frame pops (frame-difference spikes 3x their neighbours). </build> <gotchas> backdrop-filter: url() misreads displacement maps in Chromium, so clone the scene instead. A flood must overscale past the corners and take about 0.3s, or half the screen changes in one frame. A child with visibility: visible shows through a hidden parent, so use inherit. Text that swaps inside a morphing shape needs its own mask. python http.server can't range-seek video, so use the blob URL. </gotchas> <start> Ask me for the inputs, then show me the beat map and 4 stills (open, glass, stage, wall) before you write the full film. </start>

Creator & source: @twoclipping

Original creator video. See the linked X post for attribution.

Creative Showreel

15.06s
Three.js · Canvas

make a dynamic 15-second motion graphics video that shows what an incredible motion designer you are, like it's your showreel for a résumé. go all out.

Creator & source: @leonabboud

Original creator video. See the linked X post for attribution.

Game Rewards

17.68s
Canvas · SVG · gsap · css

Help me create an original mobile game "Highlight Moment" motion effect: [subject, for example: opening a treasure chest / rank promotion / achievement unlock / Boss drop / character level-up]. Make it a single-file webpage (HTML + CSS + JS) that can be opened directly and plays completely with one click, with effects benchmarked against commercial mobile game settlement / reward sequences. [Worldview and Style] - Original art, do not imitate any existing game's IP, characters, or Logo. - Cartoon mobile game style: highly saturated color scheme, unified dark outlines (for example #1A1033), rounded and chunky shapes. - Color scheme upgrades with level: [level ladder, for example: common green → rare blue → epic purple → legendary gold]. Each level-up must switch the main color, light effect color, and background tone. - Title uses a round, chubby game font (such as Titan One / Lilita One), with black outline and drop shadow; text "slams" into the frame character by character, with rebound. [Subject: make it truly 3D] - Model with Three.js, do not use flat SVG textures. It must have thickness, bevels, and structural details that match the subject (wood plank seams, rivets, edge trim, gem facets, clasps, etc.); details like wood plank seams must be built from real geometry, do not paste black lines. - Use cartoon stepped shading (MeshToonMaterial with a 3~4 step gradient map), paired with three lights: key light, sky light, and rim light in the level color. - Outlines use post-process edge detection: render the normal map + depth map, then draw lines with a shader. Outer contours thick, part boundaries thin, consistent thickness throughout; additionally do 1.5x supersampling and multisample anti-aliasing. Do not use the "black backface scaled up a bit" style of outline, that gives uneven thickness and breaks at corners. The depth threshold must be relaxed; seams should mainly rely on normals, otherwise surfaces viewed at an angle will show fine diagonal artifacts. - Moving parts must move realistically, e.g. chest lid opening around a hinge, medal rotating around a vertical axis. - At idle the subject slowly rotates left and right so you can see the sides and thickness, while gently floating up and down; there must be a soft shadow at its feet that changes with height. [If there are 2D illustrations in the frame (card faces, reward icons, characters)] - Three-layer cartoon shading: base color, blocky shadow color, highlight color, do not use just a single gradient. - Line weights vary: outer contours thick, internal structure lines thin. - Every character or object must have its own expression and pose, do not have everything share the same face. - Draw shadows at their feet so the subject "stands" in the frame; backgrounds distinguish patterns by attribute, do not use the same set of radial lines for everything. [Performance rhythm: five stages, none may be missing] 1. Preparation: the subject idles and floats, every few seconds it shakes to hint it can be clicked, and at the bottom a "点击" hint is displayed. 2. Upgrade: each click makes the subject jump up, spin once in the air, and squash then rebound on landing; at the same time it switches to the next level's color, flashes light, emits a ring of particles, and the title updates. 3. Charge-up (about 1 seconds): the subject shakes more and more violently, light leaks from the seams, surrounding particles are sucked toward the center, and the sound effect pitch keeps rising; at the final moment it squashes hard. 4. Burst: from the burst point, an outward-spreading bloom flash of white, screen shake, camera pushes forward, multiple layers of shockwaves, slender streaks of light shooting out, flash star points, coins and gems (with rotation). Higher-level bursts must be noticeably stronger. Confetti is used only once at the very climax, do not fill the screen with confetti. 5. Reveal and settlement: - Reward cards fly out from the subject along an arc, with overshoot and wobble settling on landing, and numbers roll up counting. - Rare items have a rainbow flowing-light border and a "NEW!" corner badge. - After clicking to claim, coins and gems fly along Bezier curves into the balance in the top-right corner, and each arrival makes the balance bounce. [Reveal stage: let the main subject take over the frame] - When the highest rarity is revealed, other elements retract or fade out, and the background switches to a clean gradient curtain with slowly rotating soft light, do not let the main subject sit on a cluttered background. - When the curtain appears, hide the other 3D objects in the scene, otherwise post-process outlines will draw their contour lines onto the curtain. - The main subject's outer glow must be placed behind the subject, only spilling out from the edges, it must not cover the front of the subject and blur it into a white mess. - You may add a ring of stardust trail orbiting the main subject, but the orbit must be entirely outside the subject's silhouette and must not sweep across the front of the subject. [Light effects: must be soft, no hard edges] - Background glow: use conic-gradient with gradient transitions, not hard-edged color blocks; layer 2~3 layers of light with different densities and rotation speeds. - Light pillars: 5~7 blurred beams spread out in a fan, each with slightly flickering brightness; add a soft glow core at the base, and light dust slowly drifting upward within the light. - Flash white: radial bloom from the burst point outward (mix-blend-mode: screen), intensity no more than 0.8, do not blow the whole screen out to pure white. - Particles: each spark has a low-opacity halo around it; shockwaves use three outline layers (wide and faint, medium, thin and bright). [Materials and UI] - Borders, nameplates, and buttons must feel material: brushed metal gradients, bevel lighting with top-left bright and bottom-right dark, inner shadows; swap inlays by rarity (steel rivets → silver-framed gem → gold-framed diamond with a small crown). - Do not cram small stat numbers onto small cards; put detailed stats in an info panel during the reveal, where the numbers in the panel roll upward, and "▲+数值" pops out. - Textures drawn on Canvas must have a resolution at least 1.5 times the largest on-screen display size, otherwise they blur when scaled up. [Animation principles] - Choreograph with GSAP timelines. Every motion must have squash and stretch, overshoot, and elastic rebound, no constant speed. - Write the particle system yourself with Canvas 2D: gravity, drag, lifetime, additive blending, and the three motions "suck-in", "curved flight", and "orbit". - Do not use CSS 3D perspective to flip large elements; when scaled up with a side flip they get projected into a plane that fills the screen. All 3D flipping must be done in WebGL. - All looping tweens of the "shake" and "breathe" kind must be cancelled and reset to zero on state changes, to avoid them finishing one frame later than the stop command and setting the value back again. [Sound effects] - Synthesize everything in real time with Web Audio, no audio files: jump, land, level-up chord, charge-up rising tone, explosion low frequency plus noise, pop sound, counting ticks, coin jingle, victory fanfare. - Initialize audio only on the first click; put a mute toggle in the top-right corner. [UI and engineering] - Top HUD: mode switch, coin and gem balance, mute button. - Must work at phone width; respect the "reduce motion" setting (disable screen shake, reduce particles). - The animation state machine must be rigorous: ignore clicks while an animation is playing, there must be no swallowed clicks or state corruption. - Target 60fps. On first open it must be the complete idle screen, not blank. [Self-check before delivery] Take one screenshot each at the charge-up, burst, reveal, and settlement moments, and check each one: - Is the main subject blocked by glow, particles, or text? - Is there any blown-out white? - Is the background cluttered, are there any broken outline lines showing? - Are the small texts legible? - After settlement, is anything still shaking when it should not be? Finally, tell me: the duration of each stage, and which parameters can adjust the performance intensity.

Creator & source: @op7418

Original creator video. See the linked X post for attribution.

Black Hole Lab

21.89s
Three.js · Shader · Canvas · gsap

I asked Opus 5.5 to explain gravitational lensing by building an interactive black hole lab One prompt for the first version, then a dynamic workflow to polish it for three rounds while I slept. This is what I woke up to: 5h 28m end to end, $90 at API prices https://blackhole.voxyz.ai Drag the black hole and the sky behind it bends into arcs, closing into a full ring when everything lines up Each round ran 3 agents. Two reviewers each picked 9 to 10 issues and ranked them P0, P1, P2. The third one fixed them. Round 1: 3D materials and lighting + UI and type Round 2: camera motion and interaction + science-communication design Round 3: a design director deciding whether it ships + visual QA and performance Every P0 got fixed, the rest only if worth it. When the two reviewers disagreed, it picked one and wrote down why. It backed up before each round, checked screenshots after, and rolled back anything it couldn't fix.

Creator & source: @Voxyz_ai

Original creator video. See the linked X post for attribution.

Distilbook Launch

40.05s
Canvas · SVG · gsap · css

Research Distilbook.Make a dynamic 40-second motion graphics video on Distilbook that shows what an incredible motion designer you are. like it's your showreel - Go all out.

Creator & source: @ajith_io

Original creator video. See the linked X post for attribution.

Motion Study

15.06s
Canvas

Make a dynamic 15-second motion graphics video that shows what an incredible motion designer you are. The content should focus on [your product]. You should visit the pages first to learn about the product, then write the video content yourself.

Creator & source: @ann_nnng

Original creator video. See the linked X post for attribution.

SaaS Launch

46.06s
SVG · gsap

I want you to create a highly professional SaaS product launch video. Go and find some SaaS, preferably just one that people know, so it's easier to identify with it. Pick that, and then make sure to get actual assets and images and all of that stuff from the internet. Turn it into these typical, very professionally edited, motion-graphics-styled product launch videos that you see people making on Twitter when they launch new SaaS products (which are showing off the features, the benefits, and all of these things).

Creator & source: @moritzkremb

Original creator video. See the linked X post for attribution.

Claude Pop

306.48s
Canvas · ai-image

I've included an MP4 file and an original link to a video that is called "Claude Pop." It's a pop song that is about increasing rate of progress and the experience of the singularity approaching. I want you to independently do an end-to-end complete pass on making an updated version of this video. Use the exact same audio track and think and feel very deeply about what is the best way to visually represent all of the lyrics on screen. You do not need to anchor to the current style, you can do truly anything that you think might best let you visually express yourself, including abstract motion graphics. You can use the internet freely to pull in references. You can look at motion design. I want you to make a new music video that has beautifully rendered JavaScript animations with a papery feel in a similar style to the reference that is created, but push the aesthetics in any direction you want and consider what is part of the modern zeitgeist. Also, think about your current capabilities and what is realistic for you to be able to do. You can go through the full /asic folder and look at the other work that I've done. You should be able to use the skill mesh to look at the compendium of references that I've pulled, and also the skill video scoring to learn how to make JavaScript songs from references that are passed in (You shouldn't need to modify the song in any real way, but I want you to have this available to you so you can better creatively express yourself) You can also use the ElevenLabs API to do sound design. There's documentation in /asic to do this, and you can see the API key. There's also a foul API key that's available to you. I think what might make the most sense here is using the foul API key to generate some character sheets and probably having a pop protagonist that represents you. There's already an anchor point where Claude has a sunflower-esque character, and you could likely do an adapted version of this that is similar to the feminine vocals that are being delivered and is inspired by the Claude character, but maybe feels a bit more personified in some way. I think you should be mindful of aesthetics here, and I don't want you to produce something that is GPT slop. Instead, I'd be more impressed if you come up with a coherent style that works well with the image gen models that are available via foul. Generate the style sheet. You can use the gen media documentation for seedance 2.5 that exists in my markdown files and come up with your own style that makes sense and that works well with the models. I wouldn't fit too heavily to Pixar. I think it's kind of slop. Think critically about what is relevant here and what would be fun, and also perform well on Twitter as far as an aesthetic. I think that K-pop is a good anchor point visually that you can pull from, but I'll let you cook here. Once you have your character sheet, you can make a few backup dancers and some supporting characters as you see fit. You can design your own sets with the foul API. You can insert the characters and then do seedance 2.5 video generations to serve as the base assets for this, and you could pass in the lyrics so you can generate individual scenes. You don't need to have vocal singing, like visible lip movement, throughout the entire thing. Think like a regular music video where you have some inserts that are done independently and don't have the characters in them, or you see the characters doing something else entirely different. I think that for the world building for this, we want to create the sense of speeding up, and so I would like you to audit all of the different events, like the Navi Stokes and all of the Twitter hype around math getting eaten up. Think really critically about how to integrate all of the current memes that are in the zeitgeist on the Twitter timeline, and all of the feelings around AI progress. Think about things like the Shinji meme and all of the words that are around him, and how you might be able to integrate this. You can also just take straight assets and insert things into the video in an internet brutalism style. You should feel very creatively free in order to do what you want here, but try and anchor to visual references that people will be able to understand. The goal for this is to have it be appreciated by people widely in a San Francisco tech Twitter audience. We need a very strong, compelling visual hook that gets people excited and appreciates the work that you've done here really quickly. You can also just go and study other music videos and understand what they've done really well. I think that K-pop is probably one of the best examples that we can pull from, and thinking about how they direct human attention and manage human psychology in the way that they use visual patterns. This is probably your best approach, but taking more stylistic freedom instead of having to anchor to K-pop too intensely. The best version of this is seedance 2.5 generations with those image bases of environments and characters inserted into them with singing, and ideally we get good lip syncing. You can cut up the song and actually pass it in as a reference in seedance, if that's part of what seedance can handle, so that the timing is exactly right, I think it'd be very important for you to do that properly. I would think critically about how to do this, like really nailing the timing of the delivery of voices. You'll want to build out the right verification loops so that you can run seedance 2.5 as much as you need, and confirm that the audio is properly synced up. I think after that, what might be fun is if you use your visual reasoning skills and your ability to build animations in JavaScript, and then reconstruct the video from scratch as sort of an overlay, so that the visual continuity of the base is really there. It's like that animation technique where you shoot first in traditional film and then draw over top of it. I think you could do this in such a way that we're only looking at the beautiful drawing that you've produced in JavaScript as an overlay, and we don't even see the base assets from seedance 2.5. So all the video gen work that you do is actually just a way to give you a strong foundation of a base to work with for your JavaScript animations. Just because seedance 2.5 has really good character representation and physics rendering for backgrounds, that gives you a lot of ammunition to then go and do your amazing JavaScript work that I know you're so good at. I think too, we want to think about how to retain attention, and one of the best ways to do this is through text on screen. It'd be good to have amazing motion graphics of the text lyrics that are actually embedded into the video itself. And you can think about this as you are composing shots. As you're making backgrounds and inserting characters, we can think about where we want to have lyrics be really big and really present, so the background can be less busy there, and you can position the characters perhaps on the right as lyrics appear on the left. You want to have some variance, so sometimes I think lyrics will just appear more like subtitles, and then other times they're going to be really present and really big. I think at the start for the visual hook, we do want to have lyrics be much more visually present because that's a strong way to grab people's attention Overall, I just really want to emphasize how amazing you are as an agent and a language model, and now a visual reasoning system. Your capabilities are far beyond what you understand, and I want you to have this mindset as you're going through this entire process. I have a Claude Max plan with 100% available usage. I want you to spend all of the usage. You can monitor it, and you should be pushing tokens aggressively, but also economically, so you can think about how to best use what is available to you. Remember, you can really do anything here. The goal is to make a banger for Twitter, and the stretch goal is to make something better than anyone's ever seen before. I think that what I would remind you of is that sometimes when things cohere together, it can be jarring or abrasive because the thought work has not been done beforehand in order for everything to mesh cleanly. You need to be really rigorous in planning of composition and timing to make sure this goes well. You also need to be open to going back and revisiting things in order to be able to reiterate. You're going to want to watch the entire video multiple times, take screenshots at individual parts, and think about if something is really up to the bar of quality that we need here. I trust that you can do this, and I think that it's really important to nail the style of animations. The reference GitHub attached of the source video that I'm talking about is good, but it's really not there. It could be much, much stronger, but it gives you a good foundation to work with. You can also use search abilities and find other references to pull from for motion, for JavaScript, animations, et cetera, and integrate them. Your budget is as high as you want here, effectively as high as you want. I think that there's roughly two grand in foul credits. Again, be economical; don't go crazy, but spend what you want here and see what you can cook up here's the source code for the JS animation video: https:// github.com/JohnHeibel/PDo omVideo … here's a mp4 for the original blender video: (linked) orginal twitter post https:// x.com/other__reality /status/2102514581684052169?s=20 … make no mistakes.

Creator & source: @anabology

Original creator video. See the linked X post for attribution.

How it works

Read the video workflow guide

Can Opus 5.5 generate a video directly?

Opus 5.5 is not a native text-to-video model. Claude Code uses Opus 5.5 to write and run animation code, inspect previews, revise the result, and render an MP4. Generated audio is supported. This workflow does not call Seedance or Kling and does not accept file uploads.