Promo Video Recording
Record smooth, autonomous promo footage of a Phaser game for marketing / social media. The output is a 50 FPS MP4 in mobile portrait (9:16) — ready for TikTok, Reels, Moltbook, or X.
Technique
Playwright's recordVideo caps at 25 FPS with no config option. We work around it:
- Slow the game to 0.5× by patching all 5 Phaser time subsystems
- Record for 2× the desired duration at Playwright's native 25 FPS
- FFmpeg speed-up 2× → effective 50 FPS output
| Parameter | Default | Effect |
|---|---|---|
SLOW_MO_FACTOR | 0.5 | Game runs at half speed → 50 FPS output |
WALL_CLOCK_DURATION | DESIRED_GAME_DURATION / SLOW_MO_FACTOR | Record for 2× to get correct game-time |
VIEWPORT | { width: 1080, height: 1920 } | 9:16 mobile portrait (always default unless user specifies otherwise) |
DESIRED_GAME_DURATION | 13000 (ms) | ~13s of game-time → ~6.5s promo clip |
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:
bashnpx 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 gamesthis.takeDamage()→this.lives <= 0— multi-life gamesthis.gameOver()— direct calleventBus.emit(Events.PLAYER_HIT)/eventBus.emit(Events.GAME_OVER)— event-driven
Patch template (adapt per game):
jsawait 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:
jsconst 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 instancewindow.__GAME_STATE__— GameState singletonwindow.__EVENT_BUS__— EventBus singleton
Wait for both boot and active gameplay:
jsawait 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:
jsawait 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
jsconst video = page.video(); await context.close(); // MUST close context to finalize the video file const videoPath = await video.path();
Full Capture Script Template
jsimport { 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.
bash# 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)

