Halloween virtual pet game and teaser motion graphics
Halloween virtual pet game and teaser motion graphics is a 29.9-second Claude Opus motion design reference by @magnific, built around code. GOAL: Use the Magnific MCP to build a Halloween virtual pet web game. Copy this interactive motion prompt, keep the creator's frame counts and palette, and adapt the subject for your own launch film.
@magnificView post
Prompt
GOAL:
Use the Magnific MCP to build a Halloween virtual pet web game.
MOTION:
Characters: create 6 original 3D monsters as floating heads (an imp, a zombie, a mummy, a banshee, a gorgon and a spider girl). Mix cute and creepy, serious expressions with attitude, premium 3D toy render, soft studio light.
States: for each monster, generate neutral, tapped, hungry, eating, low life, sleeping and fainted, keeping the exact same framing so the head never jumps. Remove the backgrounds.
Spin: animate each neutral head into a 360° turntable video, remove the background and export it as a frame sequence.
World: 6 soft, blurred Halloween scenes, one favourite candy per monster, 3 spooky loopable music tracks and short sound effects for tap, spin, eat, hunger and game over.
Game: a single HTML page. Pick a monster, keep it alive. Life drains in about 70 seconds, candy gives +20, tap to bother, double tap to spin, lights off to sleep, dirt to clean. The eyes follow the cursor. Day and night modes, magenta #FE51A4 as the accent
16:9 product teaser, 22 seconds, for a Halloween virtual pet web game where you adopt a monster and try to keep it alive. Do not use a screen recording. Rebuild the game's interface as clean, integrated motion graphics and animate it, like a premium app demo where a big 3D character reacts live to the controls beside it.
References: the game's UI screenshot and code as the exact design. Transparent cutouts of the hero monster in each state (neutral, tapped, hungry, eating, sleeping, low life, fainted). A 360° spin sprite sheet. The game's background scenes and candy images. The cursor images. The other five monsters for cameos. The brand font for titles.
Design: night theme, #140C16 background, solid #17141D panel with a 1px #2B2633 border and 22px radius. Magenta #FE51A4 is the only accent, mood bars are #8E6CFF. Heavy display font for titles, Figtree for body text, JetBrains Mono for labels. No grain, no filters on the heads.
Layout: the monster's floating head is the hero on the left, gently bobbing. On the right, a panel with name, short bio, alive timer, life and mood bars, a feed button with its candy, lights off and clean up buttons, and scene swatches. The original pink cursor moves naturally and clicks the controls. Every click swaps the head to the matching state.
Timeline:
0–1.9s: intro, the life bar fills.
1.9–2.8s: full screen type card "TAP THEM" on magenta.
2.8–5.6s: a tap shows a "Rude." pill, then a double click spins the head 360° and shows "Dizzy."
5.6–6.5s: type card "FEED THEM" on dark plum, with a candy flying through.
6.5–8.6s: hunger bubble "I'm starving", the cursor feeds it, the head swaps to eating, "+20".
8.6–9.5s: type card "ENTERTAIN THEM".
9.5–11.3s: scene swatches clicked, the backgrounds crossfade, then lights off and the monster sleeps.
11.3–12.2s: type card "DON'T LET THEM DIE", with DIE in magenta, shaking.
12.2–14.6s: life drains to 0, the head goes pale, then grey with X eyes, status "FAINTED". The cursor clicks a magenta "Revive" button.
14.6–20.2s: fast cameos of the other five monsters, each spinning, eating or reacting on its own scene.
20.2–22s: end card with one centered line in the brand font.
Type cards: giant words slamming in on the beat, with the cursor clicking one word that squash-bounces. Cuts synced to the music, snappy easing with slight overshoot
Author original
Use the Magnific MCP to build a Halloween virtual pet web game.
Characters: create 6 original 3D monsters as floating heads (an imp, a zombie, a mummy, a banshee, a gorgon and a spider girl). Mix cute and creepy, serious expressions with attitude, premium 3D toy render, soft studio light.
States: for each monster, generate neutral, tapped, hungry, eating, low life, sleeping and fainted, keeping the exact same framing so the head never jumps. Remove the backgrounds.
Spin: animate each neutral head into a 360° turntable video, remove the background and export it as a frame sequence.
World: 6 soft, blurred Halloween scenes, one favourite candy per monster, 3 spooky loopable music tracks and short sound effects for tap, spin, eat, hunger and game over.
Game: a single HTML page. Pick a monster, keep it alive. Life drains in about 70 seconds, candy gives +20, tap to bother, double tap to spin, lights off to sleep, dirt to clean. The eyes follow the cursor. Day and night modes, magenta #FE51A4 as the accent
16:9 product teaser, 22 seconds, for a Halloween virtual pet web game where you adopt a monster and try to keep it alive. Do not use a screen recording. Rebuild the game's interface as clean, integrated motion graphics and animate it, like a premium app demo where a big 3D character reacts live to the controls beside it.
References: the game's UI screenshot and code as the exact design. Transparent cutouts of the hero monster in each state (neutral, tapped, hungry, eating, sleeping, low life, fainted). A 360° spin sprite sheet. The game's background scenes and candy images. The cursor images. The other five monsters for cameos. The brand font for titles.
Design: night theme, #140C16 background, solid #17141D panel with a 1px #2B2633 border and 22px radius. Magenta #FE51A4 is the only accent, mood bars are #8E6CFF. Heavy display font for titles, Figtree for body text, JetBrains Mono for labels. No grain, no filters on the heads.
Layout: the monster's floating head is the hero on the left, gently bobbing. On the right, a panel with name, short bio, alive timer, life and mood bars, a feed button with its candy, lights off and clean up buttons, and scene swatches. The original pink cursor moves naturally and clicks the controls. Every click swaps the head to the matching state.
Timeline:
0–1.9s: intro, the life bar fills.
1.9–2.8s: full screen type card "TAP THEM" on magenta.
2.8–5.6s: a tap shows a "Rude." pill, then a double click spins the head 360° and shows "Dizzy."
5.6–6.5s: type card "FEED THEM" on dark plum, with a candy flying through.
6.5–8.6s: hunger bubble "I'm starving", the cursor feeds it, the head swaps to eating, "+20".
8.6–9.5s: type card "ENTERTAIN THEM".
9.5–11.3s: scene swatches clicked, the backgrounds crossfade, then lights off and the monster sleeps.
11.3–12.2s: type card "DON'T LET THEM DIE", with DIE in magenta, shaking.
12.2–14.6s: life drains to 0, the head goes pale, then grey with X eyes, status "FAINTED". The cursor clicks a magenta "Revive" button.
14.6–20.2s: fast cameos of the other five monsters, each spinning, eating or reacting on its own scene.
20.2–22s: end card with one centered line in the brand font.
Type cards: giant words slamming in on the beat, with the cursor clicking one word that squash-bounces. Cuts synced to the music, snappy easing with slight overshoot
Questions
What is this games prompt for?
It is a Claude Opus motion design brief for “Halloween virtual pet game and teaser motion graphics”. Paste it into Claude and keep the timings already written in the prompt.
Where is the original film?
The creator is @magnific. Use View post to open the X video this prompt belongs to.