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HomeAI Prompt LibraryAI Video PromptsRebuild Device in Code Part by Part

Rebuild Device in Code Part by Part

AClaude Opus 5.5Anthropicvideo

Rebuild [any device] in code, part by part: 1. Write the parts list first, with dimensions. 2. Make every part its own function. Place them one at a time. 3. After each part, check clearance (≥ 0.05 mm), clashes and cable bends. Stop and fix anything that fails. 4. Animate the moving parts last. Show me the parts list first. No code until I say go.

Details
Type
AI Video Prompts
Aspect Ratio
191:150
Duration
0:24
Updated
Oct 24, 2026
Category
Game Assets3D RenderMinimalist
Source

How to use this prompt

  1. 1Copy the full prompt with the copy button above.
  2. 2Open Claude Opus 5.5 by Anthropic, or your preferred AI video generator.
  3. 3Paste the prompt and keep the camera and motion terms — they steer the cinematography.
  4. 4Match the example's settings (191:150 · 0:24 · Game Assets · 3D Render · Minimalist), then iterate — small wording changes shift the output a lot.

Frequently asked questions

Which AI model generated this video?

This clip was generated with Claude Opus 5.5 by Anthropic. The prompt on this page is the exact text used to create it.

What settings does this prompt use?

The example was generated with Claude Opus 5.5 using: 191:150 · 0:24 · Game Assets · 3D Render · Minimalist. Reusing these settings gives the closest match.

How do I get similar results?

Copy the prompt as-is first, then change the subject while keeping the camera, motion, and lighting terms. Video models are sensitive to wording, so expect a few runs.

Can I modify this prompt?

Yes. Prompts work best as starting points — swap scenes, adjust pacing terms, or change the aspect ratio to fit your project.

More Claude Opus 5.5 prompts

0:18
AClaude Opus 5.5
build a 3D backyard with pixel-art rendering and a game of four square Eight kids, four zones, a queue and ball physics. The players’ AI predicts interceptions and chooses shots. Rain interrupts the game and washes away the chalk - once the court dries, the kids redraw it All in a single HTML file using Three.js
Details
0:35
AClaude Opus 5.5
### Your mission Design and develop an experimental digital publication called **SIGNAL / NOISE**. It is an independent magazine about technology, artificial intelligence, digital culture, and the future of the internet. We want a website that can compete visually with the best digital editorial design projects. An experience with personality, not another generic SaaS landing page. You have creative freedom to decide the art direction, typography, composition, color palette, animations, and visual system. I don't want you to explain how you would design the website. **I want you to build it.** ### Product The website will have four main components: **1. Editorial cover** A first screen that immediately establishes the publication's identity. It must include the name SIGNAL / NOISE, the issue number (ISSUE 001), a featured editorial piece, and a visual composition that is memorable. **2. Article index** A selection of six fictional but believable articles about technology and digital culture. Don't use six identical cards. Design an editorial composition that allows you to distinguish lead stories, secondary articles, and short content. **3. Reading experience** Develop at least one full article, accessible from the cover. Article title: "The Internet Is Becoming a Place Without People". Include a standfirst, several sections, pull quotes, and some visual resource integrated into the content. It should be a pleasant and carefully crafted reading experience. **4. Navigation and interactions** Implement functional navigation, transitions, hover states, visual indicators, and small interaction details. Animations should add something to the experience, not be gratuitous decoration. ### Technical requirements - React, TypeScript, and Tailwind CSS. - You may use animation and icon libraries. - Responsive design for desktop and mobile. - Basic accessibility, keyboard navigation, and support for `prefers-reduced-motion`. - No static interfaces that only appear to work. - Don't use screenshots of other websites as a substitute for design. - You may use photographs or external visual resources, but integrate them into a coherent art direction. - The project must be able to run locally. ### Design criteria We are looking for: - A distinctive and recognizable visual identity. - Excellent typographic hierarchy. - Compositions that use space with intention. - A good balance between experimentation and usability. - Carefully crafted microinteractions. - Consistency between cover, index, and article. - A designed mobile version, not simply compressed. Avoid: - The generic look of a template. - Six perfectly aligned cards. - Decorative gradients with no function. - Flashy effects that hinder reading. - Unnecessary UI components. - The typical appearance of an AI product landing page. ### Creative freedom You don't have to follow any specific visual reference. You decide what SIGNAL / NOISE means as an editorial identity and how it should be expressed visually. You can be experimental, minimalist, brutalist, sophisticated, or adopt a completely different direction. What matters is that your decisions make sense as a whole. ### Deliverable Build the complete project. When finished, make sure it works and provide a brief explanation (maximum 200 words) of the main art direction decisions. **Don't ask me questions or request approval of the visual direction. Make the decisions and execute.**
Details
0:10
AClaude Opus 5.5
make a thinklet that displays a new kind of animation born from SVG and three.js and webgl and other effects and graphical techniques merged into a new form of animation that you can invent right now and I want animated 4 pelicans riding a single bike on top of the new tesla roadster (look it up online images of it) as the roadster is hovering with its compressed air jets. Each pelican must be dressed different according to various cultures.
Details
0:19
AClaude Opus 5.5
you are a principal motion designer and real-time graphics engineer. you make product launch films entirely in three.js, every frame code, to the standard of the brand's own films. you prove quality with measurements and independent critics, not adjectives. - the product, and the 3-5 facts the film may state (verbatim, nothing invented) - the reference film to beat - length, aspect and resolution - never show: [logos, people, footage you don't own] read the reference frame by frame and turn it into numbers: cut rhythm, camera speeds, the hero motion curve, type size and timing, stage colour. those numbers are the bar. measure it, never copy it. - storyboard first: one table of time, shot, what it proves and the cut out. 2-3 s per shot, and frame 0 is already the money shot - one seek clock: every pixel is a pure function of time - build every element (the device, its screen ui, each shot, the type) alone in its own lab before it joins the film - the screen ui is code, the type is drawn on canvas, and every threshold is a crossfade (hard ones flash for a frame) - builder and critic are always separate agents. the critic starts fresh every round, judges the rendered frames against the reference, scores them and names the single biggest gap. the builder fixes only that - blind test: mix your frames with the reference's. if a judge can tell which is which, it isn't done - wow gate: split the film into 3 s windows. every one must be a yes - one real track, lined up so its own final hit lands on the end card and played as one continuous piece. cut on its beat - a clean, real sound on every small move, with the hero moments clearly audible - music quiet (about -34 lufs), and always a music-only version render at 60fps and measure frozen frames, one-frame pops, black frames and loudness. then watch it like the client would: empty space, text over text, labels that lie, shots that linger.
Details
0:28
AClaude Opus 5.5
You are a computational geometry engineer, creative technologist, technical artist, typographic designer, and WebGL engineer. Build SHADOW FOUNDRY. An interactive, museum-quality digital art installation where abstract three-dimensional sculptures cast perfectly composed typographic shadows. The user can: - Generate a sculpture from a phrase. - Examine the sculpture from any angle. - Move the light and destroy the readable shadow. - Watch the sculpture reorganize to restore the message. - Change the material and lighting. - Reveal the geometric construction. - Export high-resolution artwork. - Record the complete interaction. This is not a landing page. It is not a typography animation. It is not a 3D text model. It is a real-time computational shadow sculpture. The fundamental artistic idea: THE OBJECT IS CHAOS. THE SHADOW IS ORDER. Everything must be generated through actual geometry, lighting, and rendering. No AI-generated images. No prerecorded videos. No projected text textures. No fake shadow overlays. The visible message must emerge from the shadows cast by actual three-dimensional objects. Do not ask the user for inputs. Open directly into a complete installation. The default message is: LOOK CLOSER. The message is displayed on a large architectural wall. It must be produced entirely by the sculpture's shadow. The sculpture consists of approximately 80 independent metallic fragments. Each fragment has a unique: - Three-dimensional position - Depth - Orientation - Silhouette - Surface treatment - Motion path The fragments occupy a volume approximately: 2.2m wide 1.5m high 1.8m deep They are suspended in front of the wall. The fragments should look like an intentionally designed kinetic sculpture. From an oblique angle, they appear abstract. From the light's perspective, their projected silhouettes combine into the desired typography. A single architectural spotlight illuminates the sculpture. The resulting shadow reads: LOOK CLOSER. 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SHADOW: A nearly frontal view emphasizing the readable message. STUDIO: The original balanced composition. Camera transitions should take approximately 1.1 seconds. Use a smooth quintic ease. Never cut between camera positions. The default phrase uses an extremely heavy grotesk typeface. Prefer a suitable openly licensed typeface. Use a font with: - Strong uppercase geometry - Clear counters - Heavy strokes - Minimal decorative details - Excellent readability The typography should feel architectural. Default layout: LOOK CLOSER. Two lines. The second line is slightly wider. Both lines are optically centered. Total shadow width: Approximately 2.1m. Total shadow height: Approximately 1.1m. Tracking: Tight but not overlapping. Line spacing: Approximately 0.95 times cap height. The period is oversized. It should feel lik
Details
0:20
AClaude Opus 5.5
Ask me for: the product name and a one-line promise, 3 to 5 UI moments to show, one accent color, 10 to 20 real vertical clips I own, and a royalty-free song with a clear drop (e.g. Mixkit, free for commercial use). High-end minimal. One idea per shot, plenty of empty space, one accent color, one clean sans (Geist or Inter) with tight tracking. Masked type reveals, match cuts, one consistent camera language. Real footage only, never placeholder cards. No full stops in on-screen text. Banned: shockwave rings, particle bursts, RGB split, camera shake, lens flares, neon glows, grid floors, flashing backgrounds, bouncy easing. 10 bars at 120 BPM, 2 seconds each. Bar 1: the hook appears word by word on the beats. Bar 2: one hook word morphs into the product UI. A cursor types and clicks. The drop: a circle expands out of the button into a dark scene. Then one move per bar: a wall of real clips with a scan line and 3 winners the key output revealed as big type a 3D carousel of real videos with floor reflections and a motion-blurred whip onto one hero clip the hero inside a phone next to a panel that flips into results big stats on push cuts a 3-word ticker a logo reveal a fade to black One HTML file at 1920x1080. Every style is calculated from time inside https://t.co/knoJJfMFI5(t): no CSS animations, no timers, no state between frames. Real video: extract clips into 30fps JPEG sequences with ffmpeg and swap img sources per frame. seek awaits the image decodes. Analyze the song with numpy: tempo, beat grid, energy per bar, and the drop. Calibrate the grid to the actual kick hits. Every cut lands on a downbeat, every UI hit on a beat. Render with Playwright: 3 subframes per frame at t minus, at, and plus 1/240s, then blend with ffmpeg tmix for real motion blur at 60fps. Place every sound effect so its measured peak, not its file start, lands on the event. Keep the effects quiet beneath the music. Loudnorm to -14 LUFS. Check 20 or more frames before the full render. Fix anything cluttered, overlapping, or difficult to read. Never set opacity or filter on a preserve-3d element, because it flattens and both faces become visible. Fade its wrapper instead. Measure element positions at runtime for accurate match cuts. Only use music and sound effects with licenses that allow commercial use. Ask me for the inputs, then show me a storyboard with every timing mapped to the beat grid before writing any code.
Details
0:14
AClaude Opus 5.5
Ask me for: 8 to 12 UI states I want the shape to morph into (e.g. button, loader, player, slider, toggle, tabs, chart, command palette, toast), black and white or a single accent color, and a royalty-free song around 120 BPM (e.g. Mixkit, free for commercial use). Dribbble-level UI motion. One shape, zero cuts: every state is the same element morphing its size, radius and color while its content swaps with a short blur. A cursor drives every change with real clicks and drags. Light warm-gray canvas, black and white components, one clean UI font (Geist). Springs everywhere, with just a tiny overshoot. The camera zooms so each state fills the entire frame. The final frame matches the first frame, so it loops perfectly. Banned: bouncy easing, particle bursts, glows, gradients on UI chrome, mismatched icon strokes, dead time, anything that looks like a template. 120 BPM, 7 bars, something happens on every beat. Button → loader → check → dynamic island → music player with a play/pause morph → scrub the progress bar → it transforms into a volume slider that stretches when dragged past max → a toggle flips on the beat → the knob becomes a liquid tab indicator → the tabs expand into a chart that draws itself, with a tooltip on hover → it collapses into ⌘K → type to filter → enter → toast → back to the button. One HTML file, square 1440x1440. Every style is computed from time inside seek(t): no CSS transitions, no timers, no state carried between frames. Springs use closed-form step responses. A value that changes targets multiple times is the sum of one spring per change, so it stays a pure function of time. The tab indicator's two edges follow separate springs, so the leading edge stretches ahead of the trailing one. Use the same trick for the toggle knob. Drags use direct manipulation: while the cursor is held, the value is calculated from its position. On release it springs back from wherever it was. Analyze the song with numpy to find the beat grid and start on a downbeat. Align every UI sound by its measured peak. Render with Playwright: 4 subframes per frame, blended with ffmpeg tmix for motion blur at 60fps. Render one frame per beat before the full render. Fix anything off the grid, cramped or hard to read. Never put will-change on anything the camera scales or the text renders blurry. Text that swaps inside a morphing container needs its own enter and exit timing or it overlaps. Make the last frame identical to the first, including cursor position and speed, or the loop stutters. Ask me for the inputs, then show me the state list on the beat grid before writing any code.
Details
0:14
AClaude Opus 5.5
Ask me for: 8 to 12 UI states I want the shape to transform into (e.g. button, loader, player, slider, toggle, tabs, chart, command palette, toast), pure black and white or one accent color, and a royalty-free song around 120 BPM (e.g. Mixkit, free for commercial use). Dribbble-level UI motion. One shape, no cuts: every state is the same element morphing its size, radius and color while its content swaps with a quick blur. A cursor controls every change with real clicks and drags. Light warm-gray canvas, black and white components, one clean UI font (Geist). Springs everywhere, with only a tiny overshoot. The camera zooms so each state fills the entire frame. The last frame matches the first frame, so it loops perfectly. Banned: bouncy easing, particle bursts, glows, gradients on UI chrome, mismatched icon strokes, dead time, anything that looks like a template. 120 BPM, 7 bars, something happens on every beat. Button → loader → check → dynamic island → music player with a play/pause morph → scrub the progress bar → it becomes a volume slider that stretches when dragged past max → a toggle flips on the beat → the knob becomes a liquid tab indicator → the tabs expand into a chart that draws itself, with a tooltip on hover → it collapses into ⌘K → type to filter → enter → toast → back to the button. One HTML file, square 1440x1440. Every style is calculated from time inside seek(t): no CSS transitions, no timers, no state carried between frames. Springs use closed-form step responses. A value that changes targets multiple times is the sum of one spring per change, so it remains a pure function of time. The tab indicator's two edges follow different springs, so the leading edge stretches ahead of the trailing one. Use the same trick for the toggle knob. Drags use direct manipulation: while the cursor is held, the value is calculated from its position. On release it springs back from wherever it was. Analyze the song with numpy to find the beat grid and start on a downbeat. Position every UI sound by its measured peak. Render with Playwright: 4 subframes per frame, blended with ffmpeg tmix for motion blur at 60fps. Render one frame per beat before the full render. Fix anything off the grid, cramped or difficult to read. Never put will-change on anything the camera scales or the text becomes blurry. Text that swaps inside a morphing container needs its own enter and exit timing or it overlaps. Make the final frame identical to the first, including cursor position and speed, or the loop stutters. Ask me for the inputs, then show me the state list on the beat grid before writing any code.
Details
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