SKILL.md
$27
Prerequisites
- Playwright — must be installed (
npm install -D @playwright/test && npx playwright install chromium)
- FFmpeg — must be available on PATH (
brew install ffmpegon macOS)
- Dev server running — game must be served on localhost
Check both before starting:
npx playwright --version
ffmpeg -version | head -1
If FFmpeg is not found, warn the user and skip the promo video step (it's non-blocking — the game still works without it).
Capture Script — Game-Specific Adaptation
Every game gets a custom scripts/capture-promo.mjs. The subagent must read the game's source files to determine:
1. Death/Failure Patching (CRITICAL)
The video must show continuous gameplay — never game over. Read GameScene.js (or equivalent) to find the death/failure method and monkey-patch it out.
How to find it: Search for the method called on collision/death. Common patterns:
this.triggerGameOver()— dodge games
this.takeDamage()→this.lives <= 0— multi-life games
this.gameOver()— direct call
eventBus.emit(Events.PLAYER_HIT)/eventBus.emit(Events.GAME_OVER)— event-driven
Patch template (adapt per game):
await page.evaluate(() => {
const scene = window.__GAME__.scene.getScene("GameScene");
if (scene) {
// Patch ALL paths to game over
scene.triggerGameOver = () => {};
scene.onPlayerHit = () => {};
// For multi-life games, also prevent damage:
// scene.takeDamage = () => {};
// scene.playerDied = () => {};
}
});
2. Input Sequence Generation
The video must show dynamic, natural-looking gameplay. Read the game's input handling to determine:
- Which keys — ArrowLeft/ArrowRight? Space? WASD? Mouse clicks?
- Input style — continuous hold (movement), tap (jump/shoot), or both?
- Movement pattern — should the player sweep across the screen, dodge reactively, jump rhythmically?
Input patterns by game type:
Game Type
Input Keys
Pattern
Side dodger
ArrowLeft, ArrowRight
Alternating holds (150-600ms) with variable pauses, occasional double-taps
Platformer / Flappy
Space
Rhythmic taps (80-150ms hold) with variable gaps (200-800ms)
Top-down
WASD / Arrows
Mixed directional holds, figure-eight patterns
Shooter
ArrowLeft/Right + Space
Movement interleaved with rapid fire
Clicker/Tapper
Mouse click / Space
Rapid bursts separated by brief pauses
Randomize timing to avoid robotic-looking movement:
const holdMs = 150 + Math.floor(Math.random() * 450);
const pauseMs = 50 + Math.floor(Math.random() * 250);
Add a pause at the start (1-2s) to let the entrance animation play — this is the hook.
3. Game Boot Detection
All Phaser games built with the /viral-game or /make-game pipelines expose these globals:
window.__GAME__— Phaser.Game instance
window.__GAME_STATE__— GameState singleton
window.__EVENT_BUS__— EventBus singleton
Wait for both boot and active gameplay:
await page.waitForFunction(() => window.__GAME__?.isBooted, { timeout: 15000 });
await page.waitForFunction(() => window.__GAME_STATE__?.started, {
timeout: 10000,
});
4. Time Scaling Injection
Slow all 5 Phaser time subsystems for the recording:
await page.evaluate(
({ factor }) => {
const game = window.__GAME__;
const scene = game.scene.getScene("GameScene");
// 1. Update delta — slows frame-delta-dependent logic
const originalUpdate = scene.update.bind(scene);
scene.update = function (time, delta) {
originalUpdate(time, delta * factor);
};
// 2. Tweens — slows all tween animations
scene.tweens.timeScale = factor;
// 3. Scene timers — slows scene.time.addEvent() timers
scene.time.timeScale = factor;
// 4. Physics — slows Arcade/Matter physics
// NOTE: Arcade physics timeScale is INVERSE (higher = slower)
if (scene.physics?.world) {
scene.physics.world.timeScale = 1 / factor;
}
// 5. Animations — slows sprite animation playback
if (scene.anims) {
scene.anims.globalTimeScale = factor;
}
},
{ factor: SLOW_MO_FACTOR },
);
The 5 subsystems:
- Update delta —
scene.update(time, delta * factor)slows frame-delta-dependent logic
- Tweens —
scene.tweens.timeScaleslows all tween animations
- Scene timers —
scene.time.timeScaleslowsscene.time.addEvent()timers
- Physics —
scene.physics.world.timeScaleslows Arcade/Matter physics (uses inverse:1/factor)
- Animations —
scene.anims.globalTimeScaleslows sprite animation playback
5. Video Finalization
const video = page.video();
await context.close(); // MUST close context to finalize the video file
const videoPath = await video.path();
Full Capture Script Template
import { chromium } from "playwright";
import path from "path";
import fs from "fs";
import { fileURLToPath } from "url";
const __dirname = path.dirname(fileURLToPath(import.meta.url));
const PROJECT_DIR = path.resolve(__dirname, "..");
// --- Config ---
const args = process.argv.slice(2);
function getArg(name, fallback) {
const i = args.indexOf(`--${name}`);
return i !== -1 && args[i + 1] ? args[i + 1] : fallback;
}
const PORT = getArg("port", "3000");
const GAME_URL = `http://localhost:${PORT}/`;
const VIEWPORT = { width: 1080, height: 1920 }; // 9:16 mobile portrait
const SLOW_MO_FACTOR = 0.5;
const DESIRED_GAME_DURATION = parseInt(getArg("duration", "13000"), 10);
const WALL_CLOCK_DURATION = DESIRED_GAME_DURATION / SLOW_MO_FACTOR;
const OUTPUT_DIR = path.resolve(PROJECT_DIR, getArg("output-dir", "output"));
const OUTPUT_FILE = path.join(OUTPUT_DIR, "promo-raw.webm");
// <ADAPT: Generate game-specific input sequence>
function generateInputSequence(totalMs) {
const sequence = [];
let elapsed = 0;
// Pause for entrance animation
sequence.push({ key: null, holdMs: 0, pauseMs: 1500 });
elapsed += 1500;
// <ADAPT: Replace with game-specific keys and timing>
const keys = ["ArrowLeft", "ArrowRight"];
let keyIdx = 0;
while (elapsed < totalMs) {
const holdMs = 150 + Math.floor(Math.random() * 450);
const pauseMs = 50 + Math.floor(Math.random() * 250);
// Occasional double-tap for variety
if (Math.random() < 0.15) {
sequence.push({ key: keys[keyIdx], holdMs: 100, pauseMs: 60 });
elapsed += 160;
}
sequence.push({ key: keys[keyIdx], holdMs, pauseMs });
elapsed += holdMs + pauseMs;
// Alternate direction (with occasional same-direction repeats)
if (Math.random() < 0.75) keyIdx = 1 - keyIdx;
}
return sequence;
}
async function captureGameplay() {
console.log("Capturing promo video...");
console.log(
` URL: ${GAME_URL} | Viewport: ${VIEWPORT.width}x${VIEWPORT.height}`,
);
console.log(
` Game duration: ${DESIRED_GAME_DURATION}ms | Wall clock: ${WALL_CLOCK_DURATION}ms`,
);
fs.mkdirSync(OUTPUT_DIR, { recursive: true });
const browser = await chromium.launch({ headless: true });
const context = await browser.newContext({
viewport: VIEWPORT,
recordVideo: { dir: OUTPUT_DIR, size: VIEWPORT },
});
const page = await context.newPage();
await page.goto(GAME_URL, { waitUntil: "networkidle" });
// Wait for game boot + gameplay active
await page.waitForFunction(() => window.__GAME__?.isBooted, {
timeout: 15000,
});
await page.waitForFunction(() => window.__GAME_STATE__?.started, {
timeout: 10000,
});
await page.waitForTimeout(300);
console.log(" Game active.");
// <ADAPT: Patch out death — find the actual methods from GameScene.js>
await page.evaluate(() => {
const scene = window.__GAME__.scene.getScene("GameScene");
if (scene) {
scene.triggerGameOver = () => {};
scene.onPlayerHit = () => {};
}
});
console.log(" Death patched.");
// Slow all 5 Phaser time subsystems
await page.evaluate(
({ factor }) => {
const game = window.__GAME__;
const scene = game.scene.getScene("GameScene");
const originalUpdate = scene.update.bind(scene);
scene.update = function (time, delta) {
originalUpdate(time, delta * factor);
};
scene.tweens.timeScale = factor;
scene.time.timeScale = factor;
if (scene.physics?.world) scene.physics.world.timeScale = 1 / factor;
if (scene.anims) scene.anims.globalTimeScale = factor;
},
{ factor: SLOW_MO_FACTOR },
);
console.log(` Slowed to ${SLOW_MO_FACTOR}x.`);
// Execute input sequence
const sequence = generateInputSequence(WALL_CLOCK_DURATION);
console.log(
` Playing ${sequence.length} inputs over ${WALL_CLOCK_DURATION}ms...`,
);
for (const seg of sequence) {
if (!seg.key) {
await page.waitForTimeout(seg.pauseMs);
continue;
}
await page.keyboard.down(seg.key);
await page.waitForTimeout(seg.holdMs);
await page.keyboard.up(seg.key);
if (seg.pauseMs > 0) await page.waitForTimeout(seg.pauseMs);
}
console.log(" Input complete.");
// Finalize video
const video = page.video();
await context.close();
const videoPath = await video.path();
if (videoPath !== OUTPUT_FILE) {
fs.renameSync(videoPath, OUTPUT_FILE);
}
await browser.close();
console.log(` Raw recording: ${OUTPUT_FILE}`);
console.log("Done.");
}
captureGameplay().catch((err) => {
console.error("Capture failed:", err);
process.exit(1);
});
FFmpeg Conversion
After recording, convert the raw slow-mo WebM to a high-FPS MP4. The convert-highfps.sh script is bundled with this skill at skills/promo-video/scripts/convert-highfps.sh.
# Copy to project (orchestrator does this)
cp <plugin-root>/skills/promo-video/scripts/convert-highfps.sh <project-dir>/scripts/
# Run conversion
bash scripts/convert-highfps.sh output/promo-raw.webm output/promo.mp4 0.5
The script:
- Applies
setptsto speed up the video by1/factor
- Sets output framerate to
25 / factor(= 50 FPS for 0.5× slow-mo)
- Encodes H.264 with
crf 23,yuv420p,faststart
- Verifies output duration, frame rate, and file size
Viewport Defaults
Always record in mobile portrait (9:16) unless the user explicitly requests otherwise. Rationale:
- Games are played on phones — promo footage should show the real mobile experience
- 9:16 is native for TikTok, Instagram Reels, YouTube Shorts
- 1080×1920 is the standard resolution
Aspect Ratio
Viewport
Use Case
9:16 (default)
1080 × 1920
Mobile portrait — TikTok, Reels, Shorts, Moltbook
1:1
1080 × 1080
Square — Instagram feed, X posts
16:9
1920 × 1080
Landscape — YouTube, trailers, desktop games
Duration Guidelines
Game Type
Recommended Duration
Why
Arcade / dodger
10-15s
Fast action, multiple dodge cycles
Platformer
15-20s
Show jump timing, level progression
Shooter
12-18s
Show targeting, enemy waves
Puzzle
8-12s
Show one solve sequence
Checklist
Before running the capture:
- Dev server is running and responding
- FFmpeg is installed on the system
- Playwright is installed with Chromium
- Game boots directly into gameplay (no menu blocking)
- Death/failure method identified and patched
- Input keys match the game's actual controls
- Entrance animation pause is included (1-2s)
- Output directory exists
After capture:
- Raw WebM exists in output/
- FFmpeg conversion produces valid MP4
- Duration is ~half the raw recording (speed-up worked)
- Frame rate is 50 FPS
- Video shows gameplay (not a black screen)