Game Trailer Character Showcase

Game Trailer Anime 2026-08-25

Game Trailer Character Showcase preview

Footage © @amadeus_NFT · View original post

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Full prompt

Inspired by that video and its awesome character, I decided to create a shooter game concept! 🎮

Generated locally with MiniMax H3. I prepped an anime character reference, weapon props, a cool location, and enemies (regular + a boss).

Want to try it yourself? Make sure you prep your image references first!

🎁 Prompt below 👇

#MiniMaxH3 #AIVideo #GameConcept #PromptShare

### Author's additions

[Addition 1]
Inspired by that video and its awesome character, I decided to create a shooter game concept! 🎮

Generated locally with MiniMax H3. I prepped an anime character reference, weapon props, a cool location, and enemies (regular + a boss).

Want to try it yourself? Make sure you prep your image references first!

🎁 Prompt below 👇

#MiniMaxH3 #AIVideo #GameConcept #PromptShare

[Addition 2]
BABY RUSH — 15s Gameplay Trailer

REFERENCES (each only for its role)
Image1 = HERO, character only: face, hair, horns, outfit, colors. Ignore any weapon in it. Her look for the whole trailer, bare-headed, except the cap in 0–3s.
Image2 = BASIC WEAPON, object only.
Image3 = STANDARD ENEMY.
Image4 = BABY BOMB, thrown prop: shape, materials, colors, face. Ignore its scale there; her hand sets the scale.
Image5 = BOSS: body, armor, colors and only the gear visible there.
Image6 = LEGENDARY OVERSIZED WEAPON, object only.
Image7 = ARENA + UI STYLE: environment, palette, HUD layout.
The hero is Image1 only; weapons are separate props she holds, never merged into her design. Keep hero, weapons, enemies, boss and arena identical in every shot.

WEAPONS: only 2 in the whole trailer, BASIC (Image2) and LEGENDARY (Image6), both hers alone. No generic guns, pickups or extra designs. The BOSS never holds either weapon or any copy or enlarged version, only what is in Image5, otherwise empty-handed. Enemies use their own small guns.

ARENA: one straight line — her cover, open lane, enemy barricade, sealed BOSS GATE right behind it. The gate is the only exit, visible in the background from her first slide and growing larger every shot.

STYLE: extremely fast arcade shooter, one continuous forward push, every cut continuing the previous position and direction, no teleporting. Match cuts, whip pans, muzzle-flash transitions, explosion wipes, speed ramps. Premium stylized adult animation: clean shapes, cel shading, strong silhouettes, no photorealism. The final title is the only readable text.

HUD: Image7 layout, weapon art replaced. Exactly 2 slots, Slot 1 = BASIC, Slot 2 = LEGENDARY; the lit slot always matches the weapon in her hands. Make it LARGE and prominent: the two slots sit in the lower right corner and together span about a quarter of the frame width, each a chunky rounded panel with a thick bright border and a bold weapon silhouette readable at a glance. The lit slot glows strongly, the other is heavily dimmed, so the difference is obvious even in motion. Never small, thin, faint or semi-transparent. A persistent overlay, same position, size and style, in EVERY shot from 0s to 13s, disappearing only in the two marked close-ups.

0–3s
She crouches behind cover with the BASIC WEAPON, bored, flicking dust off it while enemies from Image3 shoot ahead.
CAP: in this scene only she wears a plain yellow baseball cap pulled low, the exact yellow of her outfit in Image1, no text or logo, hiding her horns completely, the crown bulging with two bumps.
HOOK: a bullet punches the cover and knocks the cap off; audio briefly cuts as it spins away in slow motion into the dust.
REVEAL: the same motion frees her hair and both horns snap into view for the first time in a rim light, on a short push-in. She looks at the cap, then deadpan at the enemies. From here she is bare-headed, matches Image1, and the cap never returns. A vault icon flashes; she vaults into a forward slide.
HUD on: Slot 1 lit, Slot 2 dark.

3–7s
Low tracking camera as she slides forward firing bursts with the BASIC WEAPON: crosshair, hit markers, muzzle flashes, recoil, draining ammo bar. An enemy is knocked out of frame. Ammo hits zero: red empty-ammo symbol, then a switch icon.
SWITCH: the BASIC WEAPON retracts in a fast mechanical inventory effect and Slot 1 goes dark on the same frame. A rarity flash, then the LEGENDARY WEAPON locks into her hands with a heavy metallic impact, and on that frame Slot 2 lights up showing it. Its weight pulls her forward; she stabilizes and fires one massive shot that destroys the forward cover. Only it is used from here on.
HUD on: Slot 1 lit then dark, Slot 2 dark then lit.

7–8s BABY BOMB CLOSE-UP
She runs through smoke holding the LEGENDARY WEAPON against her body and pulls a BABY BOMB off her belt. Hard cut to an extreme close-up of that hand: the bomb fills the frame, low three-quarter angle, shallow depth of field, short push-in, blurred bac

Details

Target model MiniMax H3
Use case Game Trailer
Style Anime
Media Video
Duration 15.1s
Aspect ratio 16:9
Likes 8
Published 2026-08-25

Attribution

Author: @amadeus_NFT · View original post

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