
A history of video games, made by asking Claude in Cursor to make the video.
The Hook
“(No spoken dialogue — Soft, ambient synth pad and arpeggiated synth melody, gradually building intensity.)”
Problem Agitation
“(No spoken dialogue — High-energy transition with sub-bass drop and driving EDM beat, prominent synth lead, four-on-the-floor kick drum.)”
Product Reveal
“(No spoken dialogue — Dramatic riser and powerful sub-bass impact, leading into an orchestral synth section with a driving rhythm.)”
Call to Action
“(No spoken dialogue — Track continues to build with layered synths and strong percussive elements, culminating in a final high-energy sweep and sub-bass impact, followed by a sustained synth pad outro.)”
Synthesizable in Remotion · key components of the history-of-gaming-data-viz template.
Simulates the visual characteristics of an old Cathode Ray Tube monitor, including scanlines, screen curvature, and subtle color fringing, often with a green monochrome or low-resolution pixel aesthetic.
Use a Remotion `Shader` component with a GLSL fragment shader to apply scanline patterns, barrel distortion, and chromatic aberration. Animate `opacity` and `scale` for screen transitions. Implement `spring` for subtle screen wobbles.
Transitions seamlessly from a 2D pixel art representation to a 3D voxel or low-poly model, maintaining the blocky aesthetic while adding depth and perspective.
Utilize `Canvas` or `Three.js` integration within Remotion. Create a 2D pixel grid and a corresponding 3D voxel model. Animate `scale` and `rotation` properties, interpolating between 2D and 3D states. Use `interpolate` for smooth color and position transitions.
A dynamic grid plane extends into a vanishing point, often with a retro-futuristic aesthetic, where the grid lines can warp, glow, and shift perspective.
Implement a `Canvas` component to draw the grid using `Path2D` or `WebGL`. Animate `perspective` and `rotation` properties of the camera. Apply `SVG filters` for glow effects on grid lines. Use `interpolate` with `ease-in-out` for smooth warping animations.
Purpose. Establish the humble beginnings of video games, evoking nostalgia and setting the historical context.
Execution. Rapid cuts of early monochrome and pixelated games (Tennis for Two, Spacewar, Pong, Space Invaders) with CRT effects and historical text overlays.
Purpose. Showcase the progression of gaming technology and experiences, from 2D to 3D, and the rise of online connectivity.
Execution. Transitions from 8-bit platformers to 16-bit racers, early 3D shooters, voxel landscapes, and global network visualizations, maintaining a retro-futuristic aesthetic.
Purpose. Connect the historical journey to the personal experience of players, highlighting the emotional impact and shared memories.
Execution. A scene of a child playing a retro game in a dimly lit room, followed by a cinematic reveal of a character overlooking a vast, evolving landscape, symbolizing growth and potential.
Purpose. Position the product as the next step in this grand history, inviting viewers to participate in the future.
Execution. Grand, sweeping shots of an expansive, stylized world, culminating in a powerful call to action ('PRESS START') with glowing text and a sense of infinite possibilities.
Objective
Launch a new data visualization platform called 'QuantumFlow'.How the recipe adapts
The video would start with monochrome data points on a simulated CRT screen, representing early data storage. It would then transition through pixelated bar charts and line graphs, evolving into low-poly 3D data models and eventually into a sleek, glowing grid horizon filled with interactive, real-time data streams. The 'PixelToVoxelMorph' primitive would adapt to 'DataPointTo3DModelMorph', showing how raw numbers transform into insightful visualizations. The 'GridHorizonWarp' would become 'InteractiveDataGrid', showcasing the platform's immersive capabilities. The final scene would feature 'VISUALIZE THE FUTURE' in a glowing Grotesque Sans-serif font, against a backdrop of a dynamic, interconnected data network.Scene durations (4 scenes, 120s)
Key Remotion components

An overnight film made by giving Opus 5.5 Donald's prompt, Midjourney, and a moodboard. The piece is titled Look 00.

Dreamina Seedance 2.5, 30-second generations with up to 50 references.
The new Grok Bot icon animated entirely in code — every state, shape and expression morphs smoothly into the next. Made with Grok Build.