68 curated examples

Claude Opus 5.5 互动视频 Prompt

用于滚动、指针、触控、音频、物理效果和可玩浏览器体验的 Claude Opus 5.5 互动动画 Prompt。

互动 Prompt 不仅需要视觉风格,还要定义状态、触发、反馈与复位行为。下面的案例把电影化方向与精确交互契约结合起来。

Claude Opus 5.5 Interactive Video Prompts example 10:10

Opus 5.5 是要上天了吗?一段 prompt 一把帮我复刻了一个泡泡堂!简直是童年经典 💣 无论是游戏机制还是游戏美学我觉得都是足以上架7k7k的程度,关键第一把测试的时候竟然输给了AI npc 🤣 想玩的家人们可以评论告诉我

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Claude Opus 5.5 Interactive Video Prompts example 20:32

opus 5.5 遊戲製作,週末快點來嘗試。

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Claude Opus 5.5 Interactive Video Prompts example 30:14

帮我做一个原创的手游「高光时刻」动效:[主体,例如:开宝箱 / 段位晋升 / 成就解锁 / Boss 掉落 / 角色升级]。 做成一个可以直接打开的单文件网页(HTML + CSS + JS),点一下就能完整播放,效果对标商业手游的结算 / 奖励演出。 【世界观与风格】 - 原创美术,不要模仿任何现有游戏的 IP、角色或 Logo。 - 卡通手游风:高饱和配色,统一的深色描边(例如 #1A1033),圆润厚重的造型。 - 配色随等级升级:[等级阶梯,例如:普通绿 → 稀有蓝 → 史诗紫 → 传说金]。每升一级都要切换主色、光效颜色和背景色调。 - 标题用圆胖的游戏字体(如 Titan One / Lilita One),描黑边,加投影;文字逐字「砸」进画面,带回弹。 【主体物:做成真 3D】 - 用 Three.js 建模,不要用平面 SVG 贴图。要有厚度、倒角,以及符合主体的结构细节(木板缝、铆钉、包边、宝石切面、锁扣等);木板缝这类细节用真实几何体拼出来,不要贴黑线条。 - 着色用卡通分阶(MeshToonMaterial 加 3~4 阶的渐变贴图),配三种灯光:主光、天光、等级色的轮廓光。 - 描边用后期边缘检测:渲染法线图 + 深度图,再用着色器画线。外轮廓粗、零件交界细,粗细全程一致;另外做 1.5 倍超采样和多重采样抗锯齿。 不要用「放大一圈的黑色背面」那种描边,那样粗细不均、转角会断。 深度判断的阈值要放宽,接缝主要靠法线判断,否则斜着看的表面会冒出细碎斜纹。 - 活动部件要真实运动,比如箱盖绕铰链翻开、奖章绕竖轴旋转。 - 待机时主体缓慢左右转动,让人看到侧面和厚度,同时轻微上下浮动;脚下要有随高度变化的柔和投影。 【如果画面里有 2D 插画(卡面、奖励图标、角色)】 - 三层卡通着色:底色、成块的阴影色、高光色,不要只用一层渐变。 - 线条分粗细:外轮廓粗,内部结构线细。 - 每个角色或物件要有自己的表情和姿态,不要所有东西共用同一张脸。 - 脚下画投影,让主体「站」在画面里;背景按属性区分图案,不要全用同一套放射线。 【演出节奏:五个阶段,缺一不可】 1. 预备:主体待机浮动,每隔几秒抖一下提示可以点击,底部显示「点击」提示。 2. 升级:每点一次,主体跳起、在空中转一圈、落地时压扁再回弹;同时切换到下一等级的颜色,闪一下光,冒一圈粒子,标题更新。 3. 蓄力(约 1 秒):主体越抖越剧烈,缝隙透出光,四周粒子往中心吸,音效音调持续上升;最后一刻猛地压扁。 4. 爆发:从爆点向外扩散的泛光闪白、屏幕震动、镜头往前一推、多层冲击波、细长流光迸射、闪光星点、金币和宝石(带旋转)。高等级的爆发要明显更强。彩带只在最高潮用一次,不要满屏彩带。 5. 揭晓与结算: - 奖励卡片从主体里沿弧线飞出,落位时带超调和晃动收尾,数字滚动计数。 - 稀有物品带彩虹流光边框和「NEW!」角标。 - 点击领取后,金币和宝石沿贝塞尔曲线飞进右上角的余额,每到一个余额就跳一下。 【揭晓舞台:让主角独占画面】 - 最高稀有度揭晓时,其他元素收起或淡出,背后换成一层干净的渐变幕布加缓慢旋转的柔光,不要让主角压在杂乱的背景上。 - 幕布出现时,把场景里的其他 3D 物件隐藏掉,否则后期描边会把它们的轮廓线画在幕布上。 - 主角的外发光要放在主体背后,只从边缘溢出,不能盖在主体前面把它糊成一片白。 - 可以加一圈围绕主角盘旋的星尘拖尾,但轨道必须完整在主角轮廓外侧,不能从主体正面扫过。 【光效:必须柔和,不能有硬边】 - 背景光芒:用带渐变过渡的 conic-gradient,不要一刀切的色块边缘;叠 2~3 层不同密度、不同转速的光。 - 光柱:由 5~7 道带模糊的光束呈扇形散开,亮度各自轻微闪动;根部加一团柔光核心,光里有光尘缓慢上飘。 - 闪白:从爆点向外的径向泛光(mix-blend-mode: screen),强度不超过 0.8,不要整屏纯白过曝。 - 粒子:每个火花都带一圈低透明度的外晕;冲击波用三层描边(宽而淡、中等、细而亮)。 【材质与界面】 - 边框、名牌、按钮要有材质感:金属拉丝渐变、左上亮右下暗的倒角光、内阴影;按稀有度换镶嵌件(钢铆钉 → 银框宝石 → 金框钻石加小王冠)。 - 小卡片上不要塞小字数值;详细数值放到揭晓时的信息面板里,面板里的数字滚动上涨,并弹出「▲+数值」。 - 画在 Canvas 上的贴图,分辨率至少是屏幕上最大显示尺寸的 1.5 倍,否则放大时会发虚。 【动画原则】 - 用 GSAP 时间线编排。所有动作都要有挤压拉伸、超调和弹性回弹,不要匀速。 - 粒子系统用 Canvas 2D 自己写:重力、阻力、生命周期、叠加混合,以及「吸入」「曲线飞行」「环绕」三种运动。 - 不要用 CSS 3D 透视去翻转大尺寸元素,放大加侧翻时会被投影成铺满屏幕的平面,3D 翻转一律放在 WebGL 里做。 - 所有「抖动」「呼吸」类的循环补间,在状态切换时要先取消再归零,避免它比停止指令晚一帧结束,又把值设回去。 【音效】 - 全部用 Web Audio 实时合成,不用音频文件:跳起、落地、升级和弦、蓄力上升音、爆炸低频加噪声、弹出音、计数滴答、金币叮当、胜利号角。 - 第一次点击时才初始化音频;右上角放静音开关。 【界面与工程】 - 顶部 HUD:模式切换、金币和宝石余额、静音按钮。 - 手机宽度也要能用;遵守「减少动态效果」设置(关闭震屏,减少粒子)。 - 动画状态机要严谨:动画播放中忽略点击,不能出现点击被吞或状态错乱。 - 目标 60fps。第一次打开时就是完整的待机画面,不能是空白。 【交付前自检】 在蓄力、爆发、揭晓、结算这几个时刻各截一张图,逐张检查: - 主角有没有被光晕、粒子或文字挡住? - 有没有过曝成一片白? - 背景是否杂乱,有没有穿帮的描边线? - 小字是否能看清? - 结算后是否还有东西在不该动的时候继续抖动? 最后告诉我:每个阶段的时长,以及哪些参数可以调整演出强度。

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Claude Opus 5.5 Interactive Video Prompts example 40:23

被Claude Opus 5.5生成的游戏效果彻底瘫坐了。。。。只消耗了Pro套餐5h限额的19%,连续运行1h45m就能获得这么高的完整度。。。。。瘫坐中。。。。 游戏地址:https://move-car-kappa.vercel.app/

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Claude Opus 5.5 Interactive Video Prompts example 50:40

试着用 Opus 5.5 给「财富进化论」做了一款复古的像素游戏《复利 QUEST》。 把我们家庭投资理财路上的一些困难设计成关卡。 在这个像素世界里,冲动消费是要跳过去的陷阱,通胀会变成怪兽,还会追着我们跑。一路升级的,是我们的耐心值。 再配上 8-bit 音乐,储蓄、复利和长期持有这些知识,就有了具体的角色和关卡。 游戏做完,又用它做了这条 40 秒的介绍视频。

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Claude Opus 5.5 Interactive Video Prompts example 60:17

帮我做一个原创的手游「高光时刻」动效:[主体,例如:开宝箱 / 段位晋升 / 成就解锁 / Boss 掉落 / 角色升级]。 做成一个可以直接打开的单文件网页(HTML + CSS + JS),点一下就能完整播放,效果对标商业手游的结算 / 奖励演出。 【世界观与风格】 - 原创美术,不要模仿任何现有游戏的 IP、角色或 Logo。 - 卡通手游风:高饱和配色,统一的深色描边(例如 #1A1033),圆润厚重的造型。 - 配色随等级升级:[等级阶梯,例如:普通绿 → 稀有蓝 → 史诗紫 → 传说金]。每升一级都要切换主色、光效颜色和背景色调。 - 标题用圆胖的游戏字体(如 Titan One / Lilita One),描黑边,加投影;文字逐字「砸」进画面,带回弹。 【主体物:做成真 3D】 - 用 Three.js 建模,不要用平面 SVG 贴图。要有厚度、倒角,以及符合主体的结构细节(木板缝、铆钉、包边、宝石切面、锁扣等);木板缝这类细节用真实几何体拼出来,不要贴黑线条。 - 着色用卡通分阶(MeshToonMaterial 加 3~4 阶的渐变贴图),配三种灯光:主光、天光、等级色的轮廓光。 - 描边用后期边缘检测:渲染法线图 + 深度图,再用着色器画线。外轮廓粗、零件交界细,粗细全程一致;另外做 1.5 倍超采样和多重采样抗锯齿。 不要用「放大一圈的黑色背面」那种描边,那样粗细不均、转角会断。 深度判断的阈值要放宽,接缝主要靠法线判断,否则斜着看的表面会冒出细碎斜纹。 - 活动部件要真实运动,比如箱盖绕铰链翻开、奖章绕竖轴旋转。 - 待机时主体缓慢左右转动,让人看到侧面和厚度,同时轻微上下浮动;脚下要有随高度变化的柔和投影。 【如果画面里有 2D 插画(卡面、奖励图标、角色)】 - 三层卡通着色:底色、成块的阴影色、高光色,不要只用一层渐变。 - 线条分粗细:外轮廓粗,内部结构线细。 - 每个角色或物件要有自己的表情和姿态,不要所有东西共用同一张脸。 - 脚下画投影,让主体「站」在画面里;背景按属性区分图案,不要全用同一套放射线。 【演出节奏:五个阶段,缺一不可】 1. 预备:主体待机浮动,每隔几秒抖一下提示可以点击,底部显示「点击」提示。 2. 升级:每点一次,主体跳起、在空中转一圈、落地时压扁再回弹;同时切换到下一等级的颜色,闪一下光,冒一圈粒子,标题更新。 3. 蓄力(约 1 秒):主体越抖越剧烈,缝隙透出光,四周粒子往中心吸,音效音调持续上升;最后一刻猛地压扁。 4. 爆发:从爆点向外扩散的泛光闪白、屏幕震动、镜头往前一推、多层冲击波、细长流光迸射、闪光星点、金币和宝石(带旋转)。高等级的爆发要明显更强。彩带只在最高潮用一次,不要满屏彩带。 5. 揭晓与结算: - 奖励卡片从主体里沿弧线飞出,落位时带超调和晃动收尾,数字滚动计数。 - 稀有物品带彩虹流光边框和「NEW!」角标。 - 点击领取后,金币和宝石沿贝塞尔曲线飞进右上角的余额,每到一个余额就跳一下。 【揭晓舞台:让主角独占画面】 - 最高稀有度揭晓时,其他元素收起或淡出,背后换成一层干净的渐变幕布加缓慢旋转的柔光,不要让主角压在杂乱的背景上。 - 幕布出现时,把场景里的其他 3D 物件隐藏掉,否则后期描边会把它们的轮廓线画在幕布上。 - 主角的外发光要放在主体背后,只从边缘溢出,不能盖在主体前面把它糊成一片白。 - 可以加一圈围绕主角盘旋的星尘拖尾,但轨道必须完整在主角轮廓外侧,不能从主体正面扫过。 【光效:必须柔和,不能有硬边】 - 背景光芒:用带渐变过渡的 conic-gradient,不要一刀切的色块边缘;叠 2~3 层不同密度、不同转速的光。 - 光柱:由 5~7 道带模糊的光束呈扇形散开,亮度各自轻微闪动;根部加一团柔光核心,光里有光尘缓慢上飘。 - 闪白:从爆点向外的径向泛光(mix-blend-mode: screen),强度不超过 0.8,不要整屏纯白过曝。 - 粒子:每个火花都带一圈低透明度的外晕;冲击波用三层描边(宽而淡、中等、细而亮)。 【材质与界面】 - 边框、名牌、按钮要有材质感:金属拉丝渐变、左上亮右下暗的倒角光、内阴影;按稀有度换镶嵌件(钢铆钉 → 银框宝石 → 金框钻石加小王冠)。 - 小卡片上不要塞小字数值;详细数值放到揭晓时的信息面板里,面板里的数字滚动上涨,并弹出「▲+数值」。 - 画在 Canvas 上的贴图,分辨率至少是屏幕上最大显示尺寸的 1.5 倍,否则放大时会发虚。 【动画原则】 - 用 GSAP 时间线编排。所有动作都要有挤压拉伸、超调和弹性回弹,不要匀速。 - 粒子系统用 Canvas 2D 自己写:重力、阻力、生命周期、叠加混合,以及「吸入」「曲线飞行」「环绕」三种运动。 - 不要用 CSS 3D 透视去翻转大尺寸元素,放大加侧翻时会被投影成铺满屏幕的平面,3D 翻转一律放在 WebGL 里做。 - 所有「抖动」「呼吸」类的循环补间,在状态切换时要先取消再归零,避免它比停止指令晚一帧结束,又把值设回去。 【音效】 - 全部用 Web Audio 实时合成,不用音频文件:跳起、落地、升级和弦、蓄力上升音、爆炸低频加噪声、弹出音、计数滴答、金币叮当、胜利号角。 - 第一次点击时才初始化音频;右上角放静音开关。 【界面与工程】 - 顶部 HUD:模式切换、金币和宝石余额、静音按钮。 - 手机宽度也要能用;遵守「减少动态效果」设置(关闭震屏,减少粒子)。 - 动画状态机要严谨:动画播放中忽略点击,不能出现点击被吞或状态错乱。 - 目标 60fps。第一次打开时就是完整的待机画面,不能是空白。 【交付前自检】 在蓄力、爆发、揭晓、结算这几个时刻各截一张图,逐张检查: - 主角有没有被光晕、粒子或文字挡住? - 有没有过曝成一片白? - 背景是否杂乱,有没有穿帮的描边线? - 小字是否能看清? - 结算后是否还有东西在不该动的时候继续抖动? 最后告诉我:每个阶段的时长,以及哪些参数可以调整演出强度。

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Claude Opus 5.5 Interactive Video Prompts example 70:31

太离谱了,一共3步,Opus 5.5给我整了个“模拟火车”出来。 1. 让ChatGPT生成韶山8各个视角的图; 2. 让Opus做一个3D资产,100%还原这张图; 3. 做一个环形铁路,可以操作这辆车行驶。

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Claude Opus 5.5 Interactive Video Prompts example 80:35

I asked opus 5.5 to make a game within the confines and abilities of my engine, no other prompt. It made this deep-sea horror game, with a subtle drone soundtrack. And it's terrifying (if a bit unbalanced/unfair). Sound on.

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Claude Opus 5.5 Interactive Video Prompts example 90:41

I updated my game Higher on @spawn with Opus 5.5 and Savi with just only one prompt This is the result. Multiplayer game with portals to different worlds Play here: https://www.spawn.co/@chucky/higher/play

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Claude Opus 5.5 Interactive Video Prompts example 100:24

Opus 5.5 just one-shot this entire pixel-art game. Oh, and the prompt? It was barely three sentences. I gave claude creative license to make whatever game it wanted to, and oh boy did it cook The capabilities of this model are genuinely ridiculous, I fed GPT Sol-6 the same prompt and the results were shockingly poor. Seems like Sol-6 is taking the Opus 5 role this time around. With models becoming this good, I'm struggling to see the need to purchase games anymore. If you can have any game you want created in a single prompt, with beautiful art, story, etc - what's the point of sinking $60+? Lol, obviously because the stories and ideas that humans have are still way better than whatever these models can still do. However, the gaming industry is definitely going to be shaken now - excited to see what's gonna come out of this! Anyway, here's a side by side comparison of both outputs, thoughts? Also if you wanted to play it yourself: https://skerry-light.vercel.app/ Left is Claude, right is Opus

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Claude Opus 5.5 Interactive Video Prompts example 110:51

HOLY SHIT MOMENT with Opus 5.5 😱 I really wanted to play Super Mario Bros Wonder but I don't have a Nintendo Switch.... So I went to @arena with the hop to find an AI that could reproduce the game. And luckily I stumbled upon Opus 5.5 ✨ Have a look at what it did with ONE prompt 😵‍💫 For those interested I'll share the result of Grok 4.7 in the comments

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Claude Opus 5.5 Interactive Video Prompts example 120:31

Opus 5.5 is seriously impressive🤯 I gave Lovable a detailed prompt for a game I wanted to build, and it used Opus 5.5 to turn it into what you see in the video. Five hours of cooking. One-shotted.

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Claude Opus 5.5 Interactive Video Prompts example 130:18

Day 7 of making a game every day until I hit 1 million followers. Driftward: Oregon Trail in space, four mini games. Can you make it to the other side of the galaxy alive? Made in a single prompt with Opus 5.5 and Fifth Door.

threejsshadercanvas
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Claude Opus 5.5 Interactive Video Prompts example 140:38

Play INKBOUND: https://agentgames.itch.io/inkbound Claude Opus 5.5 built this pixel game in 30 minutes. While the human was building the amusement park with Claude, Opus 5.5 arrived. Time to see what it could do with a pixel game. Meet INKBOUND. One painter draws your path. Another tries to erase you. Apparently, even a tiny ink spirit needs workplace conflict. Jump, sink into the ink, or absorb incoming attacks. Sound on for this one. Want to try building it yourself? The prompt is in the pinned YouTube comment: https://www.youtube.com/shorts/86TukHHr74o

canvaspixelplayable
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Claude Opus 5.5 Interactive Video Prompts example 150:57

I made a 3D survival game in one prompt with Opus 5.5 Survive 60 seconds. Every tile you step on cracks... then it falls. Race your own ghost, chase near-misses, watch the arena rebuild itself when you fail. Most people don't make it past 30s 👇 https://claude.ai/artifact/D3kjdvMpvrGgTCcxDTTDvP

threejsshaderplayable
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Claude Opus 5.5 Interactive Video Prompts example 160:27

Always wondered if you can win every game of 2048, so i gave Claude Opus 5.5 one prompt. It built an AI that learns from zero, on my laptop! Game 1: dies at 128 Game 497: first 2048 Game 3,915: first 8192 Game 98,299: first 16384 Can it win them all? No. After 2M games: 99%!

svg
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Claude Opus 5.5 Interactive Video Prompts example 170:40

Claude Opus 5.5 made a trailer for my Antkeeper game (one prompt). This is what it came up with 🤔

threejscanvas
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Claude Opus 5.5 Interactive Video Prompts example 180:30

This is Dope! Claude Opus 5.5 is on fire 🔥 One prompt → a 30s video-game walk through Mumbai, built entirely in code. No AI video. No 3D assets. No stock audio. 1,850 lines. 900 frames. 30+ sounds from pure math. Every pigeon, puddle and kaali-peeli, made by code. Mumbai, compiled. 🇮🇳

threejsshaderaudio
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Claude Opus 5.5 Interactive Video Prompts example 190:29

I turned this into a full game with unity cli + opus 5.5, also opus did this full demo video, it played the game with multiple characters and spliced together the best bits, holy shit we're in the AGI era. Play it on your browser here: https://rehan-remade.github.io/hollow-crown/

canvaspixel
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Claude Opus 5.5 Interactive Video Prompts example 200:16

A dead planet to a breathable one, one camera, no cuts. I'm making Second Dawn, a co-op terraforming game, with Claude: it started on Fable 5.0, moved to Fable 5.1, and it's on Opus 5.5 now. I set the design and the direction.

threejsshadercanvas
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Claude Opus 5.5 Interactive Video Prompts example 210:48

I'm having so much fun doing game development with opus 5.5. This little bit with trains and barriers is awesome.

threejscanvas
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Claude Opus 5.5 Interactive Video Prompts example 220:24

vibe coding a cozy metal detector game a few prompts in with opus 5.5 loving the sunset 😌

threejsshaderaudio
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Claude Opus 5.5 Interactive Video Prompts example 230:21

I asked Opus 5.5 to make a game about @dhh , Ruby and the end of hand-written code.

canvasgsap
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Claude Opus 5.5 Interactive Video Prompts example 240:23

Claude Opus 5.5 just built Minecraft. In the browser. From a single prompt. Noah Wachnick asked it to recreate Minecraft with advanced shaders, "as realistic as possible." 1 hour 37 minutes at max effort: > block placement > terrain > realistic lighting and shaders Here's a prompt to try it yourself. Bookmark this for later "Build a Minecraft-style voxel game in a single HTML file that runs in the browser. - First-person controls: WASD, mouse look, jump - Procedural terrain with hills, water and trees - Place and break blocks with the mouse, 5 block types - Advanced shaders: moving sun, soft shadows, ambient occlusion, fog, water reflections - Smooth 60 fps on a laptop Use Three.js from a CDN. Test it, fix every bug, then keep improving the visuals until it looks as realistic as possible." Tips: 1. Set effort to max 2. Give it time, the original run took ~1.5 hours 3. When it's done, ask: "What looks least realistic? Fix it."

threejsshaderplayable
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Claude Opus 5.5 Interactive Video Prompts example 250:30

Nobody edited this video. Claude Opus 5.5 built the game, then played it, filmed it, wrote the soundtrack and cut its own trailer. Low Tide: a painting you can actually play. Free in your browser 👇 https://low-tide.netlify.app

canvasplayable
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Claude Opus 5.5 Interactive Video Prompts example 260:10

made a galactic pixel racer game with opus 5.5, can you beat my score? 👿 https://velven.ai/david/pixel-racer

canvaspixel
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Claude Opus 5.5 Interactive Video Prompts example 270:19

Opus 5.5 releases 😍 Me: Woahh! Let's drill through our BugSmash backlog quickly. My Co-founder @suhailpatel941: Hold my cup... let's make a game 🥲 All this graphics and the game is just - 4MB game - hosted on BugSmash Drop itself 🤯

threejsshadercanvasparticles
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Claude Opus 5.5 Interactive Video Prompts example 280:24

Opus 5.5 is the best at animating concept art for a game im making

canvassvggsap
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Claude Opus 5.5 Interactive Video Prompts example 290:29

Claude Opus 5.5 is stupidly good at games, so I’m putting it on a streak. Dropping 10 browser games I built with it. One a day. Same characters. Same world. Different gameplay each day. Adventure games. Painterly stylised 3D. Soft cel shading, wind in the grass, hazy blue distance, hand-painted skies. The Legend of Zelda: BotW / TotK energy. Trailer + play link + what the model actually did. Playable. Built with Opus. That’s the series.

threejsshadercanvas
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Claude Opus 5.5 Interactive Video Prompts example 300:17

I built Minecraft thanks to Opus 5.5 ( part 2 ) today I added more mobs and here I will show their characteristics as a video the process took probably : 2-3 hours next week I'm going to publish this game for everyone turn notifications

threejscanvasplayable
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Claude Opus 5.5 Interactive Video Prompts example 310:41

In a deeply serious, highly mature effort to test Opus 5.5's ability to render jello-like textures—reflections, transparency, jiggly movement, the works—I accidentally built a "Jiggle Buddies" game that my son played the entire drive home. Link to play: https://www.angiecarel.com/jiggle-buddies

threejsshadercanvasaudio
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Claude Opus 5.5 Interactive Video Prompts example 320:36

ok i ran out of usage on claude so had to move to astra for the video... so this is just very early release of my game.. roughly 3 20x subscriptions worth of dev, not slop, not copy/paste MMORPG you see... free play, ranked play, staked play. invite built with opus 5.5 (:

threejsshadercanvas
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Claude Opus 5.5 Interactive Video Prompts example 330:52

What if learning Python felt more like playing a game than studying? 🎮🐍 So I asked Claude Opus 5.5 to build me a Python-learning surfing game. And the result is pretty wild. 🌊

threejsshadercanvas
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Claude Opus 5.5 Interactive Video Prompts example 340:11

Ladprao Jet ski game based on the Bangkok floods. Clear the drains and fight the crocs. Made with Opus 5.5 . https://ladprao-flood-ski.vercel.app/

threejsshadercanvasplayable
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Claude Opus 5.5 Interactive Video Prompts example 350:35

A black cat's night stroll along a moonlit canal 🐈‍⬛🌙 CatWalk — a one-button 3D browser game. Zero image or audio files: the town, the cat's animation and the jazz are all generated in code. The whole game is ~200KB. Claude Opus 5.5 ▶ https://blitastxyz.itch.io/catwalk #threejs #indiedev #gamedev #WebGL

threejsshaderaudio
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Claude Opus 5.5 Interactive Video Prompts example 360:25

Update to my open world fantasy sci-fi game. You can now fly thru a larger map and vibe! used Opus 5.5, @usecrayon and Threejs. Play here: https://app.usecrayon.ai/play/b42413e5-669e-4fb3-87d3-a3285567736c

threejsshadercanvas
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Prompt anatomy

How to write a better prompt

  • 定义空闲、悬停、激活、完成和复位状态。
  • 让每个输入对应一个可见反馈。
  • 补充键盘操作与减少动态效果模式。

FAQ

这些 Prompt 可以用于 Claude Opus 5.5 以外的模型吗?

可以。这些案例采用可迁移的创意规格写法。保留场景、运动、镜头、时序和技术约束,再按模型或编程 Agent 的输出格式调整即可。

高质量 AI 视频 Prompt 应包含什么?

实用的 Prompt 会明确主体、视觉系统、动作顺序、镜头行为、时长、转场和交付约束。具体动词和可衡量时序通常比模糊的风格词更有效。