Scene-by-scene timeline & spoken transcript
The Hook
Recap of GWM Worlds
“Last December, we introduced GWM Worlds. A world model for real time environment simulation. It held a space together across long sequences of movement. Which was the hard part.”
- On screen
- GWM Worlds a world model for real time environment simulation. which was the hard part. runway
- Camera
- Montage of driving, robotics, landscape, and crowd shots with kinetic transitions
- Motion
- Particle dissolve and dynamic canvas expansion on dark field
Product Reveal
Introducing GWM Worlds 2
“Today, we're sharing a look at GWM Worlds 2. Video and audio generation turned into simulation that you play in real time.”
- On screen
- Today, GWM Worlds 2 Generated with GWM Worlds 2:
- Camera
- Framed UI viewport showing interactive third-person and first-person gameplay captures
- Motion
- Interactive directional pad overlay UI fading in over game-like rendering
Feature Teaser
WorldPrompt Architecture
“Rich controls need a way to describe a world. And ours starts from a split. What persists, and what changes. We call this WorldPrompt. The persistent half is the scene, the subjects that can act, and the laws they follow.”
- On screen
- We call this WorldPrompt Scene: Subjects: Laws: Events:
- Camera
- Card split animation transition into side-by-side prompt schema and animated visual output
- Motion
- Structured typography card alignment with synchronized 3D character preview
Feature Teaser
Event Stream & Camera Controls
“The first frame grounds it, and from there, the world is already moving. The other half is an event stream: time-stamped text actions addressed to a subject or to the scene, free to overlap. Camera motion comes as its own input, per frame, and continuous.”
- On screen
- Start to enter this world street sweeper woman in trench coat Camera [compass control]
- Camera
- Click-to-enter interactive prompt, followed by timeline scrub and multi-axis camera control display
- Motion
- Keyframed track sequence UI with active audio-speech triggers and compass widget
Feature Teaser
Model Architecture & Specifications
“To achieve all of this, we take our foundational audio-video model, and fine-tune it on the WorldPrompt format. And it follows the structure. That model is bidirectional, and too slow to play. So we post-train it into an autoregressive one with no fixed duration. GWM Worlds 2 generates 720p video at 24 frames per second, and audio at 48kHz, one step at a time.”
- On screen
- we post train it into an autoregressive one with no fixed duration 720p 24fps 48kHz one step at a time.
- Camera
- Macro object footage transitions to kinetic typography and technical specs
- Motion
- Dot-matrix visualizer wave transforms into noisy analog degradation and crisp vector text
Feature Teaser
Real-Time Interaction, Scene Changes & Agents
“Everything from here was steered live in one continuous session. Actions you use often bind to keys, so play stays fast. An action doesn't have to be aimed at a character. Address the scene, and the room floods, or a dust storm rolls in. Nothing here is a clip. The world continues from each new input for as long as you keep going. You can also start from video instead of an image, and the environment and audio carries across. Agents can take the controls too. Give an agent an objective, and it works towards it. Told to reach the red flag and then the blue, it did both on the first try. And in the same session, two different people can hold different roles.”
- On screen
- in one continuous session [w] forward [a] left [d] right [s] back [c] climb [0] the character [1] the room [2] the music input video real-time
- Camera
- Continuous gameplay perspectives across multiple genres (survival, shooter, platformer, racing)
- Motion
- Live UI binding overlays, dynamic weather state triggers, split-screen multi-agent tracking
Call to Action
Prompt to World & Outro
“With GWM Worlds 2, you don't have to write any of the setup. Describe the world in a line, and the preset comes back ready to play. GWM Worlds 2. Worlds you build, as you play.”
- On screen
- Describe world Create world GWM Worlds 2 Worlds you build, as you play. runway Research
- Camera
- Typing text into a minimal console prompt, then cutting to clean typography with blooming poppy imagery
- Motion
- Smooth layout fade and typography staging on pure white background
Motion design primitives
Synthesizable in Remotion · key components of the interactive-world-model-launch template.
ViewportContainer
Rounded rectangular frame with subtle outer technical coordinate indices and UI badges.
+ Code construction recipe
Wrap video in an absolute container with borderRadius: 24, subtle border stroke, and metadata corner labels.
EventTrackInspector
Horizontal multi-track timeline displaying tagged entity events with synchronized playhead indicator.
+ Code construction recipe
Render track lanes with flexbox; interpolate playhead translation using currentFrame over total duration.
InteractivePadOverlay
Semi-transparent D-pad and key-binding tags floating over active interactive render.
+ Code construction recipe
Use spring-driven scale-in on directional button elements positioned absolute bottom-center.
Style DNA & aesthetic system
Visual aesthetic
Typography
Motion
Special effects
Pacing & rhythm
Conceptual story rhythm
- 1
Historical Proof
Purpose. Establish credibility via v1 recap
Execution. Fast-paced retrospective grid
- 2
Breakthrough Mechanism
Purpose. Explain technical underpinnings (WorldPrompt)
Execution. Split cards and semantic code breakdown
- 3
Live Proof
Purpose. Demonstrate real-time controllability and agent capabilities
Execution. Multi-genre interactive UI viewports
- 4
Climax & Vision
Purpose. Summarize product proposition and research branding
Execution. Single-line prompt execution and poetic final lockup
Remix in Animatiq Studio
Master remix prompt · agent-ready
Sample remix
Objective
Launch of a real-time AI architectural simulator toolHow the recipe adapts
Replace game footage with architectural CAD fly-throughs, swap character controls for sun/material sliders, and retain the event-stream and WorldPrompt UI schema.Remix blueprint · interactive-world-model-launch
Scene durations (5 scenes, 144s)
Key Remotion components
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