42 AI motion graphics videos made with Claude, each with the prompt behind it and a link to the person who made it. Watch the video, copy the prompt, and build your own with Claude Code.
32 full prompts, verbatimEvery creator credited and linkedVideos play from the original posts on X
The one-line prompt behind the showreel trend: a 15-second motion graphics reel where the model shows off its own techniques.
Full prompt, verbatim
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.
The same sentence on xhigh effort instead of Max. The creator reports it as a one-shot.
Full prompt, verbatim
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.
Another run of the showreel sentence. In replies the creator says it was pasted into a fresh Claude web chat, and the music was added and synced without being asked for.
Full prompt, verbatim
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
A longer remix of the showreel prompt: 16:9, 90 seconds, with an instruction to use no synth and compose an original piano score.
Full prompt, verbatim
make a dynamic 16:9 aspect ratio 90-second motion graphics video that shows exactly what an incredible motion designer you are and your true creative limits, like it's your showreel for a résumé. use s tier sound design, no synth. go all out. compose your own original and viral piano score. export it as a 1080p mp4 for social media.
The showreel prompt aimed at a real product. The creator says it took under 30 minutes, and that Claude gathered the brand assets from the site without being told how.
Full prompt, verbatim
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.
Make it a video to introduce http://typingmind.com
Use actual product screenshot/logo/assets
Must have music and motion must match the music
Do it like a real professional production video, not like a demo or prototype. Try again, ultracode.
A product reel with a voiced character, made by passing an ElevenLabs key into the prompt. The creator replaced the real key with a joke placeholder before sharing.
Full prompt, verbatim
make a dynamic 15-second motion graphics video about Pocketsflow that shows what an incredible motion designer you are, like it's your showreel for a résumé. go all out.
here is elevenlabs key:
xxxxxx_youthoughtiwouldleakit_xxxxxx
make a video where a character talks about pocketsflow and how people can use it and what can they do with it etc etc etc
LFG
Keep API keys in a .env file rather than pasting them into a prompt.
After a one-prompt attempt came out flat, the creator reverse-engineered viral clips and published the workflow: a reference video, a render framework, real UI components, storyboard variants, stills first, then director-style notes.
Creator's description (full prompt not published)
pick 1-2 videos whose style you want and tell opus to match them. naming a style works way better than describing one
then ask for 3 storyboard variants
ask for one still frame per scene before anything moves
then give notes like a director: "slow every zoom to 0.7x", "hard cut here", "push in on the button"
Excerpted from the creator's six-step thread; the post has the full workflow.
A launch video for an inference startup, which the creator says took about a minute and roughly $2. In a reply he says no video model or extra libraries were used, only JavaScript, Playwright and ffmpeg.
Full prompt, verbatim
make a modern slick and punchy video for a modern startup that works on inference
A 30-second explainer-style motion graphic showing a cocktail recipe from empty glass to finished drink, rendered in HTML from one reference image. The creator says he made it in Claude Code, probably on medium effort.
Full prompt, verbatim
We're going to try a little test. Do you think you could render a recipe motion graphic animation using javascript or html (w/e you think will produce the best) to show the full recipe from start to finish (empty glass to completed cocktail) - Explainer video style - Showing the recipe ingreidents + measurements as they're going into the cup. Should be a 30s video.
The prompt refers to a reference image the creator didn't share.
A 20-second product ad built entirely in code. The creator says Opus picked the music, downloaded the sound effects, built every frame and synced it to the beat by itself.
Full prompt, verbatim
<inputs>
Ask me for: the product name and a one-line promise, 3 to 5 UI moments to show, one accent color, 10 to 20 real vertical clips I own, and a royalty-free song with a clear drop (e.g. Mixkit, free for commercial use).
</inputs>
<direction>
High-end minimal. One idea per shot, lots of empty space, one accent color, one clean sans (Geist or Inter) with tight tracking. Masked type reveals, match cuts, one smooth camera language. Real footage only, never placeholder cards. No full stops in on-screen text.
Banned: shockwave rings, particle bursts, RGB split, camera shake, lens flares, neon glows, grid floors, flashing backgrounds, bouncy easing.
</direction>
<structure>
10 bars at 120 BPM, 2 seconds each.
Bar 1: the hook lands word by word on the beats.
Bar 2: one hook word morphs into the product UI. A cursor types and clicks.
The drop: a circle opens out of the button into a dark scene.
Then one move per bar: a wall of real clips with a scan line and 3 winners, the key output as big type, a 3D carousel of real videos with floor reflections and a motion-blurred whip onto one hero clip, the hero in a phone next to a panel that flips into results, big stats on push cuts, a 3-word ticker, a logo reveal, a fade to black.
</structure>
<build>
1. One HTML file at 1920x1080. Every style is computed from time inside window.seek(t): no CSS animations, no timers, no state between frames.
2. Real video: extract clips to 30fps JPEG sequences with ffmpeg and swap img sources per frame. seek awaits the image decodes.
3. Analyze the song with numpy: tempo, beat grid, energy per bar, the drop. Calibrate the grid to the real kick hits. Every cut sits on a downbeat, every UI hit on a beat.
4. Render with Playwright: 3 subframes per frame at t minus, at, and plus 1/240s, then blend with ffmpeg tmix for real motion blur at 60fps.
5. Place each sound effect so its measured peak, not its file start, lands on the event. Keep the effects quiet under the music. Loudnorm to -14 LUFS.
6. Probe 20 or more frames before the full render. Fix anything cluttered, overlapping or hard to read.
</build>
<gotchas>
Never set opacity or filter on a preserve-3d element, because it flattens and both faces show. Fade its wrapper instead. Measure element positions at runtime for match cuts. Only use music and sound effects whose license allows commercial use.
</gotchas>
<start>
Ask me for the inputs, then show me a storyboard with every timing on the beat grid before you write any code.
</start>
X turned window.seek(t) in the original post into a link; it's shown here as the creator typed it.
A 9:16 short story animation with sound effects, made from new redesign assets for the creator's app and ending in an app teaser. He says it was one shot with no edits and exported to MP4 by Claude.
Full prompt, verbatim
can you help me use the pig assets on new branch of lovelee to make a 9:16 short story animation with sound effects about the pig sending his partner love notes in the mailbox and make it fun and good tease app at end?
A single UI element morphs from button to loader to music player to chart, driven by a cursor on a 120 BPM grid. The creator open-sourced this XML-style prompt template.
Full prompt, verbatim
<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>
The same one-shape structure applied to a real product, with real data. The creator showed Opus one viral motion post and asked it to “explain MakerMap, but make it insane”.
Full prompt, verbatim
<inputs>
Ask me for:
• my product + URL
• 8–12 UI states that tell its story
• the real data shown in each state
• brand colors + fonts + accent color
• required formats (1:1, 16:9, 9:16)
</inputs>
<rules>
One HTML file. One canvas
One draw(t) function
No CSS transitions
No timers
No state carried between frames
One shape, never cut
Every state is the same element changing size, radius and color while the content swaps
A cursor drives the sequence with real clicks, typing and one drag
Real UI. Real data. No placeholders.
</rules>
<structure>
120 BPM grid
Something happens on every bea
logo → button → handle field → “is this you?” → loader → pin → globe filling with users → matches → tabs → RSVP → search → logo
</structure>
<motion>
Closed-form springs everywhere with only a tiny overshoot.
If a value changes target multiple times, sum one spring per change
Content enters after its container starts morphing and leaves before the next morph so text never overlaps
Use a short blur on transitions
Never fade black directly into the accent color. Move an accent element between states instead
Make tab indicators stretch by putting each edge on a different spring
Zoom the camera so every state fills the frame
Make the last frame equal the first so the whole thing loops
</motion>
<export>
First render one frame per beat as a contact sheet
Fix anything cramped or broken
Then render every frame in headless Chrome at 60fps, averaging 6 subframes for motion blur
Pipe into ffmpeg:
H.264 + yuv420p
Export all aspect ratios in parallel
</export>
A re-run of the UI morph template with a request for more color. The creator says Opus put all the code in one index.html, captured it frame by frame with Playwright and encoded it with ffmpeg, and published that code.
Creator's description (full prompt not published)
tried using the same prompt and asked to make the video more colorful
A 2 min 38 s line-art animation recapping five thousand years of Chinese history. The creator says it used 3% of a 5-hour quota and 1% of the weekly quota on a Max (5x) plan, with no voiceover.
English translation by Pelcro (original in Chinese)
Make an animation that quickly recaps 5,000 years of Chinese history. Keep the style light and fun, make it line art, add suitable music, and make sure it's captivating.
A roughly 12-minute explainer on Transformers aimed at high-school students, made with Claude Code and Opus 5.5. In replies the creator says it found Microsoft Edge TTS on its own and used Remotion plus KaTeX for formulas.
English translation by Pelcro (original in Chinese)
Help me make a video with JS. The topic is: What is a Transformer?
Explain it simply but in depth, so that high school students can understand it. Make the high-level picture clear, but include the details too: the attention mechanism, and even some of the math concepts.
You can use any tools or install tools, and you can search the web.
Surprise me.
A JavaScript animation explaining how an LLM composes user questions and generated answers in its context window, then exported to MP4.
Full prompt, verbatim
Faça uma animação javascript de como um LLM vai compondo na janela de contexto as perguntas do usuário e as respostas geradas. É importante diferenciar a janela de contexto de entrada da de saída, que normalmente possuem tamanhos diferentes, e deve-se mostrar também que a resposta que foi gerada na janela de contexto de saída é transferida e concatenada ào contexto da janela de entrada. Deve ser claro e didático e pode ter labels em português
PROMPT2:
gere a animação no formato MP4 para download
A 30-second animated explainer built as a single HTML page with five scenes. The creator suggests screen-recording what Claude plays in chat, then giving notes one at a time.
Full prompt, verbatim
Adopt the role of an expert motion designer. Build a 30-second animated explainer for my business as a single HTML page. 5 scenes. The customer's problem, what I do, how it works in 3 steps, one proof point, and my name at the end. Bold text, smooth transitions, my brand colours. My business [DESCRIBE WHAT YOU SELL, WHO IT'S FOR AND YOUR COLOURS]
The showreel prompt pointed at a story: eight presidents across 81 years, a dot-matrix map and a gamelan score, per the creator's post.
Full prompt, verbatim
make a dynamic motion graphics video that shows what an incredible motion designer you are, like it's your showreel for a résumé. go all out.
generate reel but for impressive story, the history of Indonesia, first president until now , surprise me with interesting storyboard
A vertical, pure-code animation. The creator suggested p5.js, but Opus wrote its own paper-style renderer, starting from a single frame of another viral animation.
Creator's description (full prompt not published)
I asked Opus 5.5 to make an animation of what its TikTok feed looked like
I suggested p5.js but it decided to just write it's own "paper code". Caveat is that I did feed a frame from one of those other viral animations
A two-minute biography with a jointed character rig, 23 custom transitions and a soundtrack synthesized in Node, with cuts locked to 120 BPM, per the creator's post.
Creator's description (full prompt not published)
asked it to tell the story of steve jobs as an animation.
Opus wrote the story, drew every frame and made the music. The creator says it synthesized the music in Python, then went back over the render second by second.
Creator's description (full prompt not published)
the story is called "small print": claude gets a pile of requests every day. it circles the human part hidden inside them, like "one hand. baby's asleep", and drops it into a jar. at night, those words turn into stars and join up into a constellation.
A 45-second watercolor short where every brushstroke and sound effect is generated in code. The creator is upfront that it was not one-shot: about 6¾ hours and 163 model calls.
Creator's description (full prompt not published)
Every brushstroke, watercolour wash and sound effect is generated in code.
Does Opus 5.5 absolutely cook in one shot, not really ? It's good but still needs a good supporting project.
The creator says the key was writing dense guidelines for character and animation into the prompt.
A fake editing app drawn entirely in code (timeline, waveform, export button) with a Claude character editing a clip inside it. Original post is in Chinese.
Creator's description (full prompt not published)
Opus 5.5 wrote its own cartoon editing software, then got inside it and finished the edit. No video model, pure code: code2video.
Translated from the creator's Chinese post by Pelcro.
Posted on Opus 5.5 launch day. In replies the creator says it took a previous video as a reference and quite a bit of tinkering, not one prompt.
Creator's description (full prompt not published)
Used a previous video as reference!
Quite a bit of tinkering not really just one prompt haha
Yeah Opus had 3/4 attempts at the soundtrack, just told it to iterate and use real instrument sounds
A five-minute cinematic film about the Battle of Austerlitz, all built in code. The creator says it wrote the engine, soldiers, score and voice, used real terrain from satellite data, and took 90 minutes to build and 4 hours to render.
Full prompt, verbatim
Create a 4–5 minute cinematic video about the Battle of Austerlitz (1805), built entirely in code.
Research the battle thoroughly and decide for yourself how to tell the story, structure the pacing, explain the strategy, and visualize the events. I want it to be historically accurate, dramatic, easy to understand, and visually exceptional.
Use the attached paintings as visual inspiration, not a strict style requirement. I love their scale, atmosphere, smoke, dramatic skies, cavalry, massed formations, landscape, and sense of chaos. Find a way to translate that feeling into code — but if you can invent a stronger visual language, do it.
Don't make it feel like a generic infographic or strategy game. It should feel like a cinematic historical film that happens to be rendered with code.
You have complete creative control. Surprise me.
The prompt refers to attached paintings the creator didn't share.
An animation about Anthropic's philosophy and history, made from one sentence. The creator says every part, including the music and sound effects, was generated by code.
English translation by Pelcro (original in Chinese)
Help me make an animation depicting Anthropic's philosophy and the story of its rise. Include sound effects and music. You can use any tools and techniques you think are right to make the best, most stunning result. Don't use existing skills, and don't reference videos or scripts made before.
A two-minute sand-animation telling 250 years of U.S. history. The creator says it was one prompt with no edits, no Blender or Three.js, and that it used 30% of a Pro 5-hour quota.
Full prompt, verbatim
Make a 2-minute sand animation that tells the story of 250 years of U.S. history. Keep it lively, engaging, and tasteful. Add appropriate background music and sound design.
An animated short about a small robot who realises his world is being prompted, moving through 12 visual styles from 8-bit to claymation. The creator says no video model was used and it took around 4-5 hours.
Full prompt, verbatim
ou are the director, animator, rigger, compositor, sound designer and render engineer for a 45–50 second animated short made entirely in code. The bar is "this looks like a real studio short and goes viral on X." Treat this as a multi-session production. Do not rush to a final render. Work in milestones, render stills constantly, look at them, criticize them honestly, and fix them.
0. The film in one line
Pip, a tiny, curious scrap-built robot, is happily rolling through his world when it starts regenerating around him. He slowly realizes someone is prompting his reality. The prompts get more absurd, he finally climbs onto the floating prompt box and types "let me out", and the camera pulls back to reveal his whole universe is a video playing on a phone propped up on a cluttered workbench, being watched by another Pip, who is about to get prompted too. Perfect loop.
The joke must land with zero dialogue. Pip communicates only through his eyes, antenna, body language and little robot chirps. Every 3–5 seconds there must be a new visual payoff.
1. The character (non-negotiable)
Study ./reference/pip_sheet.png carefully before writing any code. Open it, describe it back to yourself in detail, and write your findings into docs/character_bible.md:
Size: about 28 cm tall. He is small. The whole film should feel his scale.
Head: a wide, rounded-rectangle helmet in cream with a soft-yellow rim band framing a black glossy visor screen. His eyes live on that screen: two large glowing warm-cream eyes with dark pupils and a bright highlight. Small graphite ear-caps on each side. Wear, scratches and dusty-brown dirt around the edges.
Antenna: a thin graphite stalk on the top-right of the head with a small muted-orange signal flag. It is his "tail": it perks, droops, wiggles and vibrates with emotion.
Body: a boxy cream torso with yellow trim, warning-triangle decals, rivets and grime. A small chest compartment with a hatch that opens to show a tiny green sprout glowing softly. Back: panels, a vent grille, an orange panel, a small leaf decal.
Side decal: "PIP" lettering with orange diagonal stripes.
Arms: thin segmented graphite arms with yellow joint sleeves and three-finger claw grips. Very expressive.
Wheels: four chunky rubber wheels with yellow hubs and independent suspension, rugged and compact.
Personality: curious, kind, scrappy, expressive, always exploring. "Small bot, big feelings." He is never mean, even when furious; his anger is cute and determined.
Extract the exact palette from the sheet's swatches (sample the image with Python/PIL) into src/theme/palette.ts: Cream (body), Soft Yellow (primary), Muted Orange (accents), Graphite (metal/tech), Dusty Brown (wear & dirt), Mint Blue (lights/UI).
Identity lock rule: in every world, his helmet-and-visor silhouette, antenna flag, yellow trim, claw arms and four wheels must stay instantly recognizable. Worlds change his rendering style, never his design. The only intentional design change is the "more adorable" gag in Act 3, and even there his helmet shape, antenna and wheels stay.
2. Technical stack
Remotion (React + TypeScript) for frame-accurate, deterministic rendering. Output 1920×1080, 30 fps, H.264, high bitrate (CRF ~14). Landscape.
SVG for the character rig and most artwork. Canvas/WebGL (via @remotion/three or raw canvas) only where needed for particles, water, explosions, glow and noise effects.
SVG filters (feTurbulence, feDisplacementMap, feMorphology, feGaussianBlur) and custom canvas shaders for style "materials," scratches and grime.
@remotion/motion-blur (or your own sub-frame accumulation) for motion blur on fast action.
Python (numpy/scipy/PIL) for palette extraction, procedural audio synthesis and QA contact sheets. ffmpeg for muxing, loop checks and contact sheets.
Everything seeded and deterministic. No Math.random() without a seed.
No external copyrighted assets, no real brand logos or product names anywhere. The prompt box UI must be a generic, original design. Fonts only from Google Fonts (e.g., Inter for UI text, a rounded hand-lettered font for any handwritten notes).
Target hardware: MacBook Pro M4, 24 GB RAM. Keep render concurrency sensible.
3. The character rig (build this first, it's the whole film)
Build src/character/ as a proper 2D cutout rig:
Hierarchy: root → chassis (with suspension) → torso → neck joint → head (helmet + visor + ear-caps) → antenna → flag. Torso → shoulder → upper arm → forearm → claw (with swappable claw poses: open, closed, pinch-holding, pointing, poking/typing, gripping an edge, waving). Chassis → four wheels, each with its own suspension spring and rotation driven by distance travelled.
The visor face system (most important part): the eyes are shapes drawn on the black screen, so treat them as a fully procedural face. Parameters for eye size, roundness, top-lid cut, bottom-lid cut, pupil size and position, highlight position, glow intensity, squash/stretch, and special shapes (sparkle stars, happy arcs ^ ^, flat unimpressed lines, spirals, tiny hearts). Add a faint scanline and screen reflection over the eyes so it reads as a screen. Blink by squashing eyes vertically in 3–4 frames.
Expression targets: match the six on the sheet exactly: curious (with the "?" pop), shy (eyes low, looking away, blush marks), excited (happy arcs with little burst lines), worried (small eyes, sweat droplet), determined (angled top-lid cut), delighted (star sparkles with a heart pop). Also add: deadpan-to-camera (flat half-lidded eyes, antenna limp), horrified (tiny shaking pupils, eyes wide), furious-but-cute (determined + screen glow flickers orange), and three "glow-up" stages (see Act 3).
Secondary motion: antenna and flag on damped springs (this is his main expressive tool, use it constantly), suspension bounce on every stop and bump, arm sway, a tiny head lag when the body accelerates or brakes, dust puffs from wheels.
Turnaround: front, 3/4, side, back views matching the sheet, with clean view switching for turns.
Cycles: rolling forward (with speed lines and dust puffs as on the sheet), idle hum (gentle suspension breathing + occasional antenna twitch + blinks), recoil-in-fear, looking-up-in-wonder, holding a tiny object, reaching up, climbing, poke-typing.
Chest hatch: animatable open/close, with the sprout's soft green glow spilling out.
Style skin interface: the rig takes a style prop that changes line weight, fill treatment, texture, grime, outline boil, shading model and filters without changing geometry. This is how he stays himself across worlds.
Milestone 1 gate: render a "lineup" still: Pip in all four turnaround views + all six expressions, placed next to the reference sheet. Compare side by side. Iterate until someone who saw the sheet would say "that's Pip." Do not move on until this passes.
4. The worlds (style materials)
Each world is a full environment component with foreground, midground, background parallax layers and its own style skin for Pip. Build a shared WorldLayer system so all worlds share camera and depth logic.
Scale rule: the camera lives low, near Pip's eye level (about 20 cm off the ground). Everything is huge. People appear as giant legs and shoes, a curb is a cliff, a puddle is a lake. This is what makes a small robot cinematic.
Base world: golden-hour overgrown city. Match the header illustration of the sheet: warm sunset light, weathered stone and brick, moss and little plants, hazy tall buildings in the distance. Painterly, cozy, lived-in. This is "real life." Also used for the reveal.
Anime Tokyo. Crisp cel shading, bold outlines, glowing signs with invented (non-brand) shop names, speed lines, cherry petals drifting past him like giant pink snowflakes. His visor gets anime sparkle highlights.
Clay village. Soft rounded shapes, fingerprint/smudge noise texture, stop-motion stepping (render him "on twos"), warm tungsten lighting. He looks sculpted in plasticine.
Medieval battlefield. Muddy field, banners, distant catapults, smoke. Armored boots thunder past him. He rolls calmly between them, antenna ducking.
Toy-brick city. Everything built from generic stud-topped plastic bricks (no real brand styling or logos), glossy plastic highlights. Pip rendered with plastic sheen and slightly blockier wheels.
Underwater. Seabed street with coral lampposts, fish swimming past his visor, caustic light patterns, bubbles from his vents, his antenna flag waving slowly like seaweed.
Pencil sketch. Paper texture, graphite hatching, construction lines, eraser smudges, his lines boiling as if being redrawn every frame (match the sketch vignettes at the bottom of the sheet).
Running gag: the sprout. Pip starts the film carefully holding his tiny green sprout in one claw (the "holding a tiny object" pose). It survives every world and transforms with it: cel-shaded anime sprout with sparkles, clay sprout, sprout in a tiny battered helmet-pot, brick-built sprout, sprout releasing a bubble underwater, sketched sprout. He protects it every time the world changes. It is the emotional anchor of the film.
5. The signature transition: "regeneration"
World changes must look like an AI image re-generating, not like normal wipes. Build RegenTransition:
The frame breaks into drifting diffusion-style noise from the edges inward (not over his body at first), holds a few frames of structured noise, then the new world denoises in from coarse blobs to fine detail.
Pip's body lags one beat behind the world, briefly showing half-old / half-new style, then snaps to the new style skin. His visor glitches for 2 frames (scanline tear) during the snap. This half-state is the visual proof that he persists.
Subtle audio "whoosh-crackle" per regen, plus a tiny startled chirp from Pip on some of them.
Duration 8–12 frames each. Vary the direction and noise seed so it never feels repetitive.
6. Beat sheet (≈48 seconds at 30 fps)
Timing is a guide; adjust if a beat reads better slightly longer. The first 2 seconds must hook.
ACT 1: A GOOD MORNING (0:00–0:03)
Low tracking shot, base world. Pip rolls left-to-right along a mossy ledge, holding his sprout, eyes curious, antenna bobbing. Start mid-roll (needed for the loop).
At 0:02 the first regen hits without warning.
ACT 2: THE CASCADE (0:03–0:14)
Rapid world changes, about 1.4 s each: Anime Tokyo → Clay village → Medieval battlefield → Toy-brick city → Underwater → Pencil sketch.
Emotional progression: delighted at first (star eyes, he thinks it's wonderful), then curious ("?" pops), then worried (sweat drop, antenna droops), then he brakes hard in the sketch world with a suspension bounce and a skid mark.
Camera stays on a locked tracking framing so the only thing changing is the world, which makes the joke readable.
ACT 3: THE PROMPTS (0:14–0:30)
Base world returns. Pip looks up in wonder (pose from the sheet). In the sky, a giant floating prompt box fades in, glowing mint blue, glassy and rounded, with a soft original UI. Text types itself with a blinking cursor: "make it more cinematic" → enter key click sound.Letterbox bars slam in, the sun becomes absurd: enormous anamorphic lens flares, god rays, orange-and-teal grade, slow-motion dust, a single dramatic leaf drifting past his visor. His eyes squint into the flare. His antenna flag flaps heroically in wind he didn't ask for.
"add explosions"Huge cartoon-orange explosions bloom behind him in sequence with debris chunks. He does not turn around. His eyes go flat and half-lidded. He slowly rotates his head to look straight into the camera. Deadpan. Hold 1 full second. Then an explosion lands close and he snaps into the "recoiling in fear" pose from the sheet, the "!!" popping above him, shielding the sprout with his body.
"make the protagonist more adorable"Glow-up stage 1: his eyes grow bigger and shinier, blush marks appear, a tiny bow sprouts on his antenna. He sees his reflection in a puddle and his eyes turn horrified.
"more.": Stage 2: pastel repaint, eyes take over the whole visor with triple highlights, floating hearts and sparkles, his wheels become fluffy.
"MORE." (bigger font, screen shake): Stage 3: comically maximum cute. Plushie fur texture over his whole body, giant anime eyes, rainbow halo, a choir "aah" sting, heart confetti. His helmet shape, antenna and wheels stay so he's still clearly Pip. His eyes are still tiny and horrified inside the giant cute eyes, which is the joke.
ACT 4: HE SNAPS (0:30–0:38)
Pip vibrates, then the cute stages shatter off him like glass. He's back to normal, scuffed and furious (determined expression, screen flickering orange).
He opens his chest hatch and gently tucks the sprout inside for safety. Hatch closes with a click. This is the one quiet, kind beat in the chaos and it matters.
He races forward, launches off a rock, grabs the edge of the floating prompt box with both claws and hauls himself up, wheels spinning against the edge (match the "reaching toward a floating prompt box" pose). The camera tilts up with him.
On top of the box he holds backspace with one claw; the old prompt deletes letter by letter with fast clicks, and his visor reflects the vanishing text.
He poke-types with one claw, slowly and deliberately: "let me out". Winds up and smashes enter.
ACT 5: FREEZE AND REVEAL (0:38–0:47)
Everything freezes: debris mid-air, confetti mid-fall, dust suspended, Pip mid-pose on the box. All audio cuts to total silence for about 1 second.
Camera begins a smooth pull-back. The frame's edges reveal a rounded rectangle: his universe is a video on a phone screen. Keep pulling back: the phone is propped against a chipped mug on a cluttered workbench full of spare parts, wires, screws and scraps ("built from tomorrow's leftovers"). Sitting in front of it, tiny next to the giant phone, is another Pip, same scuffs, same antenna, watching.
The second Pip's eyes blink slowly. His antenna droops a little. A small quiet chirp.
ACT 6: THE LOOP (0:47–0:50)
Above the second Pip's head, the same mint-blue prompt box fades in and types: "make it more cinematic."
His eyes slowly slide upward toward it. His antenna flag goes stiff. On the enter key sound, hard cut to frame 1 of the film.
Loop engineering: the final shot's framing, lighting, and the start of a regen flicker must make the cut back to frame 1 feel intentional. The music must loop seamlessly across the cut. Verify by concatenating the video with itself (ffmpeg) and watching the seam.
7. Camera and cinematography
Virtual camera system: position, zoom, rotation, handheld micro-shake (seeded noise), shake impulses for explosions, tilt for the climb, dolly pull-back for the reveal.
Low camera height by default to sell his scale. Shallow depth-of-field feel: blurred foreground grass/pebbles and soft background, like a macro lens.
Depth: minimum 4 parallax layers per world. Atmospheric perspective (haze, desaturation with distance).
Motion blur on fast moves, debris, the jump and the climb.
Lighting per world: key/fill/rim implemented as gradient overlays and multiplied shadow layers on the rig. The visor glow should cast a faint warm light on nearby surfaces and on his own claws. Rim light on his helmet in every world.
Film finish pass on the whole frame: subtle grain, gentle vignette, very slight chromatic aberration only in the "cinematic" beat.
Composition: keep him on a clear third. His eyes must be readable at phone size, since most people will watch this on a phone.
8. Text and typography
Sky prompts: clean UI font, lowercase, typed at a natural human rhythm (not constant speed; tiny pauses, one small typo-and-backspace somewhere for realism).
The text must be readable in under a second on a phone. Test at 360 px wide.
No subtitles, no titles. The film opens cold.
9. Sound (procedural, original)
Create all audio in code (Python synthesis or offline Web Audio) and mix with ffmpeg:
Pip's voice: original synthesized chirps, boops and warbles built from sine/FM tones with pitch bends. Design a small emotional vocabulary: curious rising chirp, happy trill, worried wobble, startled squeak, grumpy low buzz, tiny sigh. He never speaks words.
Pip's body: servo whirs matched to arm and head moves, wheel crunch on gravel/stone, suspension creaks, hatch click, soft electrical hum on idle.
Score: a light, loopable, warm score whose instrumentation changes per world (koto/synth for anime, wooden marimba for clay, drums/horn for medieval, plastic clicks for bricks, muffled underwater filter, pencil scratch rhythm for sketch).
SFX: regen whoosh-crackle, keyboard typing clicks, enter "thunk", explosions with low-end, choir "aah" sting, glass shatter, total silence at the freeze, then quiet workshop ambience (a ticking clock, distant hum) in the reveal.
Loudness normalized to about −14 LUFS. Put stems in audio/stems/ so they can be swapped for a licensed track later.
10. Production workflow and self-improvement loop
Work in this order and don't skip gates:
Plan: write docs/character_bible.md, docs/shotlist.md (every shot with frame ranges, camera, expression, antenna state, world, SFX) and docs/style_guide.md. Show me the shot list before building.
Rig: build Pip, pass the lineup gate (section 3).
Worlds: build each world as a standalone still with Pip in it. Render all 7 as a single contact sheet. Check the identity lock and the scale feel.
Transitions: build RegenTransition, render a 5-second test.
Animatic: assemble the whole film at 960×540 with rough motion and placeholder audio. Watch it. Fix pacing first.
Full animation pass, then polish pass (secondary motion, easing, timing, antenna acting), then finish pass (lighting, grain, blur, grime).
Audio pass and mix.
Final render.
For every shot, run this critique loop at least 3 times:
Render 3–5 stills at key frames with npx remotion still, open them and look at them properly.
Score each 1–10 on: Pip matches the reference, emotion reads instantly from eyes + antenna, joke is clear without sound, composition, sense of scale, depth, lighting, polish, readability at phone size.
Write the scores and the three biggest problems into docs/review_log.md, fix them, re-render, re-score. Continue until every category is at least 8, then move on.
After each full preview render, make an ffmpeg contact sheet (one frame every 0.5 s) and review the whole film's flow in one image.
Be honest in reviews. If something looks cheap, say it and fix it. Usual failures to hunt for: stiff or dead antenna, wheels sliding instead of rolling, eyes that feel like stickers instead of a glowing screen, missing suspension weight, identical-looking transitions, muddy text, and off-model proportions.
11. Deliverables
out/pip_final_1080p.mp4: the film.
out/pip_loop_check.mp4: the film played twice back to back, to prove the loop.
out/poster_frame.png: the best single frame for the X post thumbnail (probably Pip deadpanning at camera with explosions behind him).
out/lineup.png: Pip across all worlds.
Clean, commented source with a README explaining how to re-render.
Start with step 1. Ask me anything essential before building, otherwise make strong creative decisions yourself.
Shown exactly as published, including the missing first letter. It refers to a reference image the creator didn't share.
A nearly 4-minute Three.js cartoon from a story Claude invented. The creator lists Max effort, $173.23 and 7h 58m, and says in a reply that writing '90s' led to a 1990s-style cartoon.
Full prompt, verbatim
I want you to imagine a story. And then using threejs I want you to create full animation, Pixar-level quality 90s cartoon out of the story you imagine.
A 142-second music video. The creator dictated the brief for five minutes and Claude worked for about 12 hours. The brief asks for video-model base shots redrawn as JavaScript animation on top.
Full prompt, verbatim
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/PDoomVideo
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.
The brief refers to the creator's own project folder, skills and API keys, so it won't run as-is anywhere else.
The “Claude Pop” brief re-run with small changes and a different image library as the reference. The creator says some bugs were left in to keep it a single pass.
Creator's description (full prompt not published)
Basically the same prompt he used with some minor modifications and pointing Opus to my pc-98 image gallery
“The same prompt” is the “Claude Pop” brief above.
A rap single and music video in which everything seen and heard is powered by JavaScript written by Opus. The creator says it took about two hours and two prompts (one for the song, one for the video) in one Claude Code session, building on his earlier songs.
Creator's description (full prompt not published)
the original prompt was just a few sentences around use anything you need in the JavaScript ecosystem to write original music
A looping pixel-art wizard casting a spell, drawn in pure code. The creator says it took about 30 minutes.
Full prompt, verbatim
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.
A pixel-art animation of an orange character running across a rainbow floor in space and dodging meteors and beams. The creator says it came back in under five minutes.
A seamless pixel-art loop of rainy Paris at night, meant as a background for long lofi YouTube videos. The creator says in a reply he used Remotion for the sound.
Full prompt, verbatim
Fais-moi un diorama pixel-art animé de Paris la nuit, pour servir de fond en boucle à une vidéo lofi de 10 heures sur YouTube. Tout dans un seul fichier HTML (canvas + JavaScript, sans librairie).
AMBIANCE ET COULEURS
Joue à fond sur le contraste chaud / froid : une nuit pluvieuse bleu nuit et violette, avec des coins de lumière chaude. La tour Eiffel dorée, les fenêtres éclairées, les réverbères, un café.
LA SCÈNE (de l'arrière vers l'avant)
- Un ciel en dégradé tramé (dithering façon pixel art), une lune avec un halo, et plusieurs couches de nuages qui défilent lentement, éclairées par la lune au-dessus et par la ville en dessous.
- La tour Eiffel au centre, dorée, avec sa structure en treillis, ses 3 plateformes et son antenne. Son phare tourne et balaie le ciel. Elle scintille régulièrement (des points blancs qui clignotent partout), et une lumière rouge clignote tout en haut.
- Au fond, une ligne de toits parisiens avec des fenêtres qui s'allument et s'éteignent, le dôme doré des Invalides et le Sacré-Cœur blanc sur sa colline.
- Un quai avec des platanes et des réverbères.
- La Seine, avec les reflets de la tour et des lampadaires qui ondulent, de longues traînées de lumière dorée, des ronds de pluie sur l'eau, et un bateau-mouche éclairé qui traverse de temps en temps.
- À gauche, au premier plan, un immeuble haussmannien : toit en zinc mouillé, cheminée qui fume et crache des étincelles, un chat dans une lucarne qui bouge la queue, une fenêtre à la bougie qui vacille, une télé qui clignote en bleu, un balcon en fer forgé, un café avec un store rayé rouge et un néon « CAFÉ » qui grésille de temps en temps.
- À droite, un réverbère parisien avec un halo chaud, qui vacille parfois.
- Tout en bas, une balustrade en fer forgé avec des jardinières.
EFFETS
- De la pluie sur 3 profondeurs. Les gouttes deviennent orange quand elles passent dans une lumière, et elles éclaboussent sur les rebords, le store et la balustrade.
- DES BILLETS QUI TOMBENT DU CIEL : des billets de 100 €, 50 € et 20 €, sur plusieurs profondeurs. Ils virevoltent comme des feuilles (ils se balancent, pivotent, se retournent et brillent quand ils font face).
- De la fumée qui dérive avec le vent, des étincelles, des lumières qui vacillent, et 2 éclairs discrets dans les nuages par boucle.
TECHNIQUE (important)
- Le rendu interne est en 480×270, agrandi ×4 sans lissage (plus proche voisin), pour obtenir un 1920×1080 parfaitement net en plein écran.
- La boucle est PARFAITE et dure 4 minutes : chaque animation est une fonction du temps modulo 240 s (fréquences entières, particules déterministes), donc aucun saut au moment où ça reboucle.
- Touche R : enregistre exactement une boucle en 1920×1080, 60 fps, et télécharge le fichier vidéo (mp4 si possible, sinon webm).
- Touche S : capture PNG en 1080p. Touche F ou double-clic : plein écran. Le curseur se cache quand on ne bouge pas la souris.
- Optimise pour tenir 60 fps : sprites pré-rendus, halos en cache, et un canvas avec l'option willReadFrequently.
A raw talking-head clip edited into a fun cut with subtitles, graphics and music using OpenEdit. The creator lists about 1 h 51 min, ~$23 in tokens and ~$49 of fal usage (image, video, music and sound-effect generation).
Full prompt, verbatim
Cut a raw talking-head clip into a punchy, fun edit with subtitles, graphics and music
An 83-second talking-head video turned into a line-art animated explainer, with the speaker shrunk into a corner picture-in-picture. The creator says it ran in clean Claude Code with no skills or outside assets, cut about 30 shots and took 28 min 53 s with no human intervention.
English translation by Pelcro (original in Chinese)
Turn short-1.mp4 into a new vertical short, short-1-v5.mp4:
1. Shrink me into a circular picture-in-picture in the bottom-right corner, so you can still see me talking, without covering the subtitles.
2. Replace the main frame with animated B-roll that follows what I'm saying: whatever concept I'm talking about, draw that concept. Keep the style light and fun; line-art animation is fine, nothing realistic.
3. Keep the original audio, subtitles and length unchanged.
Claude doesn't output video files. It writes code that renders into video, so you need an agent that can run that code. This is the setup the creators above describe.
1
Use Claude Code, not the chat window
A chat can write an animation, but only an agent with a terminal can render it, check the frames and fix them. Run Claude Code in an empty project folder.
2
Give it a way to render
The simplest route is one HTML file drawn as a function of time, captured frame by frame in a headless browser (Playwright) and encoded with ffmpeg. If you prefer a framework, install Remotion (React) or HyperFrames (HTML) and name it in your prompt.
3
Start from a prompt that worked
Copy a prompt from this page, then swap in your own product, URL, brand colors and assets. Add a reference frame or video if you have one, so it doesn't fall back to a generic look.
4
Review stills before the full render
Ask for one frame per scene or a contact sheet first, fix what's off, then render. Give notes like a director: “hard cut here”, “slow this zoom”.
5
Export the MP4
Ask for the formats you need (16:9, 1:1, 9:16) from the same timeline rather than cropping one render.
What the best AI video prompts have in common
Read the 42 prompts side by side and the same moves keep showing up. None of them needs a long prompt on its own, but the strongest videos combine several.
Name a genre
“Like it's your showreel for a résumé” gives the model a format it already knows: fast cuts, a new technique in every shot.
Not as a video file. Claude outputs text and code, so every video here is a program Claude wrote that something else turned into frames. Creators ran Claude Code with a headless browser to capture each frame and ffmpeg to encode the MP4, or used a video framework such as Remotion or HyperFrames.
Were these AI videos really made with one prompt?
Some were. The showreel entries used a single sentence of about 30 words, and their creators report one-shot results. Others came from long briefs and many rounds of work: the “Claude Pop” brief runs about 9,600 characters and Claude worked on it for roughly 12 hours, and the watercolor short took 163 model calls over about 6¾ hours. Each entry says whether the creator published the full prompt or only described what they asked for.
Are these videos hosted on this page?
The videos play in X's own embedded player, straight from the creator's post. Nothing is re-hosted on this page. Each player loads as you scroll toward it, which keeps the page fast.
Can I reuse these prompts?
The creators shared them publicly, and several explicitly invited reuse (“steal it”, “feel free to remix it”). If you publish something made from one, credit the creator and link their post. Some prompts refer to the creator's own files, skills or API keys, so you'll need to swap in your own.
What do I need to turn a prompt into an MP4?
A chat window can write the animation code, but rendering it to video needs an agent that can run commands, such as Claude Code, plus a headless browser and ffmpeg. Several creators also used a video framework such as Remotion or HyperFrames.
Can I use these prompts with Remotion?
Yes. Remotion publishes agent skills for Claude Code (remotion-dev/skills), and the Steve Jobs film on this page was built with Remotion, React and SVG. When a prompt doesn't name a framework, say which one you want; creators found Opus otherwise writes its own renderer from scratch.
Where did this list of AI videos come from?
It starts from a guide by Movez (@0xMovez) on X, which collected the posts that defined the trend after Claude Opus 5.5 launched on September 22, 2026. We added the prompts creators posted in replies under their videos, then more videos whose creators published their prompts on X. Every prompt is checked against the creator's own post.