
404 introduces a 3JS game generator: point an agent at the repo, describe a game, and it produces a playable scene with generated assets.
The Hook
“(No spoken dialogue — Driving electronic beat with 808s, sub-bass, pizzicato synth, high-energy riser at 0:02, percussive drop, and sub-bass impact at 0:04.)”
Problem Agitation
“You can't eat money, oh no.”
Product Reveal
“You can't eat money, oh no.”
Feature Teaser
“You can't eat money, oh no.”
Call to Action
“(No spoken dialogue — Final impactful sub-bass hit at 0:40, followed by a sustained synth pad and a subtle, ethereal outro.)”
Synthesizable in Remotion · key components of the fps-combat-fast-cut-generator template.
Simulates first-person shooter gameplay with rapid cuts, weapon movements, enemy encounters, and on-screen HUD elements like health, ammo, and score pop-ups. Includes screen shake and damage indicators.
Utilize `Sequence` for rapid scene cuts. Implement `spring` animations for weapon recoil and screen shake. Overlay `AbsoluteFill` with `LinearGradient` for damage vignettes. Use `interpolate` for HUD element opacity and position changes.
Displays a 3D environment being constructed piece by piece, with assets appearing and assembling dynamically. This includes terrain, structures, and interactive elements, often accompanied by code or UI overlays.
Leverage `ThreeCanvas` for 3D rendering. Use `Sequence` and `delay` to animate individual 3D models appearing and scaling into place. Implement `Shader` components for procedural textures or effects during generation. Animate camera paths with `interpolate`.
Text appears with a digital glitch effect, often involving color shifts, pixelation, or rapid character displacement, before settling into a clean, legible state. Can be used for titles or key information.
Apply `Text` component with custom `CSS` filters for glitch effects (e.g., `filter: hue-rotate()`, `transform: translateX()`). Use `interpolate` with `steps()` or `easeOutCubic` for abrupt, digital-like transitions. Combine with `delay` for staggered character reveals.
Purpose. Immediately pulls the viewer into the product's core experience (gameplay) to demonstrate its output.
Execution. Opens with a quick text intro, then plunges directly into intense, first-person shooter gameplay footage with dynamic camera work and sound design.
Purpose. Highlights the difficulty or complexity of the problem the product solves (creating games).
Execution. Continues with high-stakes combat, showing 'low vitals' and multiple enemies, implying the effort involved in game creation, even if automated.
Purpose. Introduces the product (404) as the innovative answer to the challenge.
Execution. A sudden cut from gameplay to the '404' logo, followed by abstract UI and code snippets, then a visual demonstration of a 3D game scene being procedurally generated.
Purpose. Showcases the ease and power of the product, enabling users to achieve complex results simply.
Execution. The generated 3D scene is fully realized, demonstrating the product's capability to produce playable environments and assets, ending with a sustained, atmospheric shot.
Objective
A new AI-powered architectural design tool that generates building blueprints and 3D models from natural language descriptions.How the recipe adapts
The FPSCombatMontage would be adapted to a 'BlueprintGenerationMontage,' showing rapid cuts of architectural elements snapping into place, floor plans being drawn, and 3D models assembling. The GlitchTextReveal would introduce design parameters like 'Sustainable Materials' or 'High-Rise Residential.' The ProceduralSceneBuild would demonstrate a full building exterior and interior being generated from a text prompt, with the camera smoothly orbiting the evolving structure. The dark, industrial aesthetic would translate to a sleek, modern architectural visualization, with technical UI overlays.Scene durations (5 scenes, 43.8s)
Key Remotion components

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