How to make an AI game trailer or cutscene

Brief for AI Create: A 90-second trailer for a game about a salvage crew on a drowned Earth: the world (flooded towers), the hero (a diver who hears the city's old radio), the threat (a company that wants the signal); three acts, Game Engine Realism, ends on a black frame for the title.
Trailer or cutscene
| You want | Project | Shape | Guide |
|---|---|---|---|
| An announcement or launch trailer | Film type, 16:9, 60–120 s | World, hero, threat; a narrator or none; rising cuts; the title last | AI trailer generator |
| A story cutscene | Film type, 16:9, one scene | Two or three characters, a place, a decision; dialogue performed | Dialogue in the storyboard |
| A pitch for a publisher | A trailer plus one cutscene plus a poster | What the game feels like, before it exists | A pitch trailer |
| A campaign recap | TV Series, episodes | Your tabletop or MMO guild's story as a series | A tabletop campaign as a series |
The look of a game
| Visual Style | What it looks like | Suits |
|---|---|---|
| Game Engine Realism | Next-gen engine graphics: sharp materials, clean edges, no grain | Shooters, RPGs, sci-fi, open worlds |
| Cel-shaded 3D | Anime characters built in 3D, flat colour bands | Stylised action, JRPG-style |
| Realistic 3D | Near-human CG characters | Cinematic story games |
| 3D Toy Cartoon | Rounded, matte, bright | Party and family games |

Visual Style: Game Engine Realism

Visual Style: Cel-shaded 3D

Visual Style: Realistic 3D

Scene Style: Cyber Metropolis

Scene Style: Wasteland

Scene Style: Starship

Scene Style: Dungeon

Costume Style: Cyberpunk Augment
Scene presets set the world (Cyber Metropolis, Wasteland, Starship, Mars Base, Dungeon, Medieval Castle, Magic Academy, Alien World), costume presets the faction (Cyberpunk Augment, Plate Armor, Fantasy Adventurer, Space Explorer, Starship Uniform). Every scene and costume preset.
Your characters, designed once
Describe the hero as a sheet would: build, face, scars, armour, the thing they carry. The sheet is drawn once and every shot is generated from it, so the diver in the first act is the diver in the last. Members can upload concept art as the reference and it is redrawn in the look. Factions get a costume style and a mark; vehicles and weapons are props with their own reference. Character sheet generator · Props and references.
The trailer, shot by shot
| Act | Shot to adapt |
|---|---|
| The world | [Shot 1] 4s: Wide shot, slow push in. Flooded skyscrapers at dawn, water lapping at the twentieth floor. Ambient: wind, a distant radio tone. |
| The hero | [Shot 2] 3s: Medium shot. @Ines, the diver, surfaces beside a rusted sign, pulls off her mask. @Ines (quietly): It's still broadcasting. |
| The threat | [Shot 3] 3s: Low angle. A corporate skiff with a searchlight sweeps the water. Ambient: an engine, a loudspeaker. |
| The turn | [Shot 4] 2s: Close-up on @Ines. She dives. |
| The title | [Shot 5] 3s: Wide shot, black water, a single light descending. Cut to black for the title card in your edit. |
Camera language works when written into the shot: slow push in, low angle, orbit. Keep each shot to one move, and show the fight before and after, not the wound. Cinematic camera moves · Fights and crowds.
What it will not do
- Published characters and franchises. Refused by the IP check. This is for your game.
- HUD, menus, on-screen text. Not drawn reliably; add them in your edit, and put the title on a poster. Movie poster generator.
- Gameplay footage. It generates cinematics from text, not captures from a build.
- Gore. Violence is shown before and after; graphic injury is blocked. Content rules.
Make it in SceneMixer, start to finish
- Script: paste your own on Upload Script, or write the brief above in AI Create and let it draft the episodes.
- Step 1: Type Film; Scene Style Cyber Metropolis, Wasteland; Costume Style Cyberpunk Augment, Near-Future Techwear; Visual Style Game Engine Realism, Cel-shaded 3D; Target Region; dialogue language; 16:9 Landscape. Then read the script.
- Step 2: the hero and the antagonist with one mark each; the flooded city and the skiff as locations; the radio and the diving rig as props. The first 15 setup images on an account are free.
- Storyboard: generate episode 1 first (free on your first drama) and read it before you render anything. One place per segment.
- Video: render on the default tier at 10 credits a second, fix single shots instead of whole episodes, then put the episode together and post. Export the trailer, then add the title card and logo in your editor.
| Act | Seconds | What it does |
|---|---|---|
| World | 15–25 | Where we are and what is wrong with it |
| Hero | 20–30 | Who, what they want, the thing they carry |
| Threat | 20–30 | Who is against them; the stakes |
| Turn and title | 10–15 | The decision; black frame for your title |
FAQ
Can AI make a game trailer?
Yes. Write the trailer as a short script in three acts, choose Game Engine Realism or another game look and a set, and the shots are generated with your own characters kept throughout.
Can it make cutscenes?
Yes. A cutscene is one scene with dialogue performed by your characters in the look you chose.
Can I use my game's characters?
Your own, yes; members can upload concept art as the reference. Published game characters are refused.
Does it show a HUD or health bars?
No. On-screen text is not drawn reliably; add interface elements in your edit.
Which look is closest to a modern game?
Game Engine Realism. Cel-shaded 3D for a stylised game, Realistic 3D for cinematic story games.
How long should a trailer be?
60 to 120 seconds in three acts, ending on a black frame for your title.
Can it generate gameplay?
No. It makes cinematics from text, not captures from a build.
What does a 90-second trailer cost?
About 900 credits of video on the default tier plus the join, before retakes; raise the keepers to 1080P or 2K afterwards.
Updated November 1, 2026