How to make an AI game worldbuilding trailer

Brief for AI Create: A 75-second world trailer for a fantasy RPG set on a dry river basin: the river has been gone forty years, a toll-bell hangs on the bridge over nothing, a ferrywoman still keeps her boat on the cracked bed; a narrator, slow, ending on the bell ringing once.
Lore is not a trailer
Lore is what you know; a trailer is what a viewer sees. Turn each lore line into a picture:
| Lore line | What the viewer sees |
|---|---|
| The river has been gone for forty years | A boat on cracked mud, the waterline stained on the bridge pier |
| The Ferrymen tax the dead | A toll-bell on a bridge over nothing, a rope worn smooth |
| Salt is currency | A child pays for bread with a pinch of white from a twist of paper |
| Nobody speaks the old king's name | A statue with the face chipped away, flowers at its base |
Pick three. A trailer that tries to carry the whole lore book carries none of it.
Write a short world bible first
Five headings are enough: places (two or three), factions (one mark each), rules (what is scarce or forbidden), a hero, a threat. A story bible template · A character sheet template.
| Lore element | Where it goes in SceneMixer |
|---|---|
| A place | A scene: drawn once, used by every shot set there |
| A faction | A costume style, plus one mark on each member |
| A creature or machine | A character, human or not (non-human characters) |
| An artefact | A prop with its own reference image |
| History | A narrator's voice-over, a line at a time |
| A rule of the world | Written into a shot's action and ambience |
How a place is drawn once
Before the storyboard is written, each place in the episode gets a scene image and, where the account and the space allow it, a 360° panorama; the room is measured and the cast placed. That is why a shot that says over her shoulder, the toll-bell behind her can be framed from the place instead of guessed, and why the bridge is the same bridge in every shot. A project holds up to 100 scenes and 100 characters. Building the world · Your scene image becomes the set · What a world model is.
A 75-second world tour
| Act | Seconds | Shows |
|---|---|---|
| The rule | 20 | The dry basin; the boat on the cracked bed |
| The place | 20 | The bridge over nothing; the toll-bell |
| The people | 20 | The ferrywoman; the Ferrymen's mark on a cuff |
| The line | 15 | The bell rings once; cut to black for the title |
[Shot 1] 4s: Wide shot, slow push in. A dry river basin at dawn, a wooden boat resting on cracked mud, a waterline stained on a bridge pier. Ambient: wind, a distant bell. No dialogue.
[Shot 2] 4s: Low angle. A stone bridge over nothing; a bronze bell on a rope at its midpoint. @Narrator (voice-over, slow): The river left forty years ago. The toll did not. (voice: Narrator)
Every shot is one move and one place; the title goes on in your edit. Game trailer or cutscene: the three-act shape · Cinematic camera moves.
One world, several films
If your world has regions, make one short per region as episodes of a TV Series project in the same look, or as separate projects that share characters and scenes through the asset library. Reuse a character, scene or voice · A tabletop campaign as a series.
What it will not do
- Gameplay. It makes cinematics from text, not captures from a build.
- Readable maps, names on signs, interface text. Not drawn reliably; add them in your edit.
- Published game characters and franchises. Refused by the IP check; this is for your own world.
- 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 Wasteland, Medieval Castle; Costume Style Fantasy Adventurer; Visual Style Game Engine Realism, Painterly Anime; Target Region; dialogue language; 16:9 Landscape. Then read the script.
- Step 2: Draw the ferrywoman and one Ferryman, the bridge and the basin as places, and the toll-bell as a prop. 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.
| You have | Make | Do not expect |
|---|---|---|
| A lore document | A 60 to 120 second trailer showing three facts | Every fact in the document |
| A place map | Scenes for the two or three places in the trailer | A readable map on screen |
| Faction designs | A costume style and a mark per faction | Logos drawn reliably |
| A finished game | A cinematic or a pitch trailer | Gameplay footage |
FAQ
Can AI make a game world trailer?
Yes. Write three facts of the world as scenes, draw the places and cast once, and make a 60 to 120 second film in a game look.
Can I use my lore document?
Paste it as the script if it reads as scenes, or write a brief; a trailer needs three seeable facts, not the whole document.
Does it make gameplay?
No. It makes cinematics from text, not captures from a build.
Can it show our map or faction logos?
Not reliably: readable text and logos are not drawn well. Add them in your edit.
Which look is closest to a game?
Game Engine Realism for next-generation graphics, Cel-shaded 3D for a stylised game, Painterly Anime for painterly worlds.
Can I use characters from another game?
No. Published characters and franchises are refused; this is for your own world.
How many places can a world have?
A project holds up to 100 scenes; a trailer needs two or three.
What does it cost?
Video is 10 credits a second on the default tier plus 1 credit a second to join, so 75 seconds is 75 seconds of each, before retakes.
Updated November 2, 2026