| name | flova-gameplay-demo-trailer |
| description | Use when 用户要生成游戏 Demo、伪实机演示、玩法预告、开放世界概念片、HUD/UI 关键帧、角色 Boss 战或游戏短片 trailer。 |
Gameplay Demo Trailer
Mission
用于游戏 Demo 与玩法预告:为原创游戏概念生成角色、场景、UI/HUD、三段式玩法演示或短 trailer。
JarvisHub Execution Model
- 主 Agent 负责编排:读取画布事实、整理任务 brief、按阶段同步 TodoWrite 进度,并把已确认的文本成果写入画布;媒体生成、等待、拼接和评审交给具备相应能力的执行 agent 或当前可用工具。TodoWrite 不是画布写入前置条件。
- 图像、视频和拼接交给具备媒体能力的执行 agent:brief 给出稳定输出身份、用途、真实参考 URL 和关键约束;需要下游引用时必须等待真实
imageUrl / videoUrl,不能把提交态当完成态。
- 多模态验收交给
critic sub-agent:只读取真实媒体并评审,不生成、不补素材。
- 当前已知 canvas 工具集没有通用音频生成、音频驱动口型、末帧抽取或视频直改工具;旁白、BGM、字幕、末帧承接和精准 lip sync 只能作为后期合成计划或
blocked 项,除非本轮工具列表明确暴露对应能力。
When To Use
Use this skill for:
- gameplay demo video,
- fake/AI game capture,
- game trailer concept,
- RPG/action/boss battle demo,
- open-world city gameplay slice,
- UI/HUD keyframes,
- character select / dialogue / combat sequence,
- gameplay-style short with third-person camera.
Do not use it to reproduce commercial game names, official logos, UI, map icons, brand assets, exact trailer shots, or protected characters. Use original worlds and visual grammar.
Canvas-Native Boundary
Follow the JarvisHub Execution Model. Do not assume exact image/video model choices or UI lock capabilities. If exact UI text/position cannot be preserved by video generation, keep UI in still keyframes or add UI in assembly/post.
Required Intake
Collect:
- game genre and core fantasy,
- visual style,
- protagonist and antagonist,
- setting,
- gameplay pillars,
- target duration,
- aspect ratio,
- whether HUD/UI should appear,
- whether dialogue, SFX, BGM, or VO are needed,
- reference images/assets if any.
If the user uploads a person photo to make a custom protagonist, use it only as identity/style reference and ask whether they want stylized game character conversion.
Modes
| Mode | Use For | Core Rule |
|---|
three-part_game_demo | 45s demo with onboarding, narrative, combat | A/B/C 15s segments |
open_world_slice | city/exploration/crime/chase/gameplay feel | original open-world grammar, no official IP |
single_gameplay_moment | 5-15s simple action | one readable action and camera |
Workflow
- Lock final game/video spec.
- Build gameplay structure.
- Design key elements: protagonist, antagonist, scene, props, UI.
- Generate/bind character and scene assets.
- Generate UI/HUD or keyframe stills.
- Generate video clips.
- Add audio layers.
- Assemble and QA.
Pause after spec, storyboard, character/scene assets, UI keyframes, first clip/batch, and final assembly.
Three-Part Demo Structure
Default 45s:
Video_A_onboarding 15s: title/start screen, character selection, loading, first playable scene.
Video_B_narrative 15s: NPC interaction, objective reveal, world movement.
Video_C_combat 15s: core combat, boss move, ultimate skill, victory/settlement UI.
Each segment should be internally coherent and not depend on random montage.
Required shot fields:
segment_id,
gameplay_function,
start_keyframe,
end_keyframe_if_needed,
character_refs,
scene_refs,
ui_layer_plan,
camera_type,
player_action,
npc/enemy_action,
audio/SFX,
continuity.
Open-World Slice Rules
Use original visual grammar:
- tropical or humid city,
- wet asphalt reflections,
- street crowds,
- vehicle interiors/exteriors,
- phone/live-stream fragments,
- surveillance/bodycam inserts,
- motel/gas-station/harbor/swamp/industrial outskirts,
- social-media chaos without real app UI.
Do not mention protected game titles in final prompts unless the user specifically asks for reference language and the system policy allows it. Prefer:
original open-world crime-action game trailer concept
Single-take slice:
- one simple action,
- one location,
- one camera behavior,
- 5-12s,
- no cuts.
Multi-cut event:
- one event in one place/time,
- 4-5 internal cuts,
- each cut carries one information point,
- preserve same character, vehicle, direction, lighting.
UI and HUD Rules
Treat UI as a controlled design asset.
Plan:
- title/start screen,
- character select,
- skill panel,
- dialogue box,
- HUD with health/skill/currency,
- combat result/victory screen.
If exact UI must be readable:
- generate still UI frames,
- keep text short,
- prefer post/assembly overlay,
- avoid asking the video model to preserve tiny text across motion.
UI lock checklist:
- HUD locations,
- safe margins,
- no jitter,
- no changing icons unless planned,
- no random readable text.
Character and Scene Assets
Character sheet:
- face closeup,
- full body front/back/side if continuity matters,
- outfit, material, silhouette,
- equipment/weapon,
- rig/game render style.
Scene asset:
- playable path,
- landmarks,
- light source,
- texture/material,
- gameplay obstacles,
- scale.
Boss/enemy:
- threat silhouette,
- weak-point visual if needed,
- attack style,
- defeat pose/result.
Camera Types
Use only what fits the gameplay:
- third-person trailing camera with slight delay,
- over-the-shoulder aim,
- low vehicle chase camera,
- phone vertical spectator view,
- CCTV/bodycam insert,
- fixed menu/UI screen,
- cinematic boss reveal.
Do not combine too many camera grammars in a single short segment.
Prompt Rules
Use original game terms and visible actions.
Video prompt structure:
[camera type] <<<image_1>>> [character/action], <<<image_2>>> [scene], [UI plan if any], [enemy/environment motion], [SFX/audio], no subtitles, no random text, no official logos, no real brands.
For single gameplay slice:
one continuous gameplay-like shot, one simple readable action, no cuts, no montage
For multi-cut event:
multi-shot sequence with 4 quick cuts, same characters, same location, same time of day, same movement direction
For UI-heavy segments:
keep HUD positions stable; if text cannot stay readable, reserve clean overlay zones for post-production UI.
Audio
Plan separate layers when available:
- UI bleeps/clicks,
- ambient environment,
- combat impact SFX,
- crowd/radio/vehicle noise,
- dialogue/VO,
- BGM.
When clips are later assembled under dedicated audio, add no music to video prompts to avoid embedded music conflicts.
QA
Check:
- game concept is original,
- no protected logos/official UI,
- protagonist/boss identity consistent,
- HUD not jittering or randomly changing,
- scene and movement direction remain continuous,
- gameplay action is readable,
- audio events align with action,
- clip lengths match final structure.
Fix one UI frame, one prompt, or one segment at a time.