The chain
$5.253 for the whole chain, at each model’s list price:
- Key art: $0.053 ($0.053 per image)
- Vertical key art: $0.04 ($0.04 per image)
- Hook shot, 16:9: $2.00 ($0.40 per second)
- Hook shot, 9:16: $2.00 ($0.40 per second)
- Transition shots x 2: $0.80 ($0.08 per second, 2 jobs)
- Title cards x 3: $0.18 ($0.06 per image, 3 jobs)
- Trailer music cue: $0.155 ($0.0025 per second)
- Voiceover: $0.009 ($0.08 per 1,000 characters)
- Trailer hits and risers x 4: $0.016 ($0.002 per second, 4 jobs)
summer api estimate <model> --input '<json>', or POST /v1/estimate with the same body as the job. Prices come from GET /v1/models and change only when the provider’s price does.
The two hook shots are most of the cost, and they are also the two shots most people see. Draft them on a cheaper model first (below), then make the finals.
Before you start
Sign in once, so your agent or your terminal can run jobs on your Summer account:
That is 44 seconds of real gameplay in a 60-second trailer. If your plan has less than 30, capture more before you generate more.
Capture the gameplay first
Everything else is cut around the capture, so it comes first and gets the most care.- Pick the look. The best level, time of day, camera and skins. Never the test map or the placeholder hero. Turn the HUD off unless the HUD is the point.
- Record clean. In Summer Engine, a desktop run in movie mode (
--write-movie shots/frame.png --fixed-fps 60) writes every frame and a WAV at a fixed rate, so a slow computer never drops a frame. A screen recorder at 60 fps works in any engine. - Record big. Capture at 1440p or higher. The vertical cut crops 16:9 to 9:16, and a crop from 1080p is too soft.
- No game audio yet? Send a capture of up to 20 seconds to Kling Video to Audio ($0.035 per clip) as
videoUrlwith a line on what should be heard. It returns the clip with sound that follows the action, good enough for a first cut while your own sound design lands. - Play it ten times. Keep the best take of each moment. A trailer is 60 seconds made from about 20 minutes of footage.
Step 1: key art
The key art is the trailer’s anchor. It opens the trailer as the hook shot, closes it as the end card, and becomes the store capsule. Make it in your game’s real art style, with the hero on-model, so the AI shots and the gameplay feel like one game. Leave empty space for the title: text goes on a card, not into a picture you will animate.Step 2: vertical key art
An image-to-video shot keeps the framing of its start frame. So a 9:16 hook shot needs a 9:16 start frame, not a 9:16aspectRatio. Edit the key art into a tall frame with referenceImageUrl, and move the subject to the middle third, where phone captions do not cover it.
Step 3: the hook shot
The hook decides if anyone watches second five. One action, one camera move, one sound you can feel. Ask for the native sound in words, and sayNo speech, no music: the music cue and the voiceover come from their own jobs.
Step 4: transition shots
A transition carries the eye from one gameplay beat to the next: a flame that fills the frame, fog that wipes across the lens, a door that slams to black. You use one or two seconds of each, so a cheap model is fine. These are text-to-video shots, soaspectRatio sets the framing.
Step 5: title cards
Many players watch store trailers and social posts muted. Three short cards carry the premise without sound: the problem, the action, the name. Seven words or fewer each."KEEP YOUR LIGHT CLOSE" in the same style, and the end card: the game title "LANTERN HOLLOW" large in the same serif, and below it in small clean capitals "WISHLIST NOW", centred. Keep the style sentence word for word across the three, so they read as one set. Upload your real logo instead if you have one.
Step 6: the music cue
Write the music to your cut plan: the hit at the end of the hook, the drop when the core loop starts, the silence before the end card. At 120 BPM one bar is 2 seconds, so every event in the plan sits on a bar line.Step 7: voiceover or title cards
Use title cards when the trailer autoplays muted, a voiceover when people listen: a YouTube announcement, a launch video. You can mix both. Three lines at most, each under 12 words, spoken over gameplay, never over the hook.Step 8: hits and risers
Hits on the cuts are what make a trailer land. Make four: the boom at 0:04, a whoosh into the core loop, a riser into the silence, the final hit under the end card.Cut the trailer
Cut in any video editor: gameplay on track one, AI shots and cards on track two, then music, voice, hits and the game’s own sound. Frame one must move: no logo and no black at the start. Cut on the first changed frame, and drop dead frames. Then make the vertical cut for TikTok, Reels and Shorts: 15 to 35 seconds, the vertical hook, the two best gameplay moments, one card, no static end card (the call to action goes over the last action). Reframe each gameplay shot onto its subject, never stretched, never with a blurred copy behind it:-movflags +faststart. Loudness about -14 LUFS with peaks under -1 dB works on every platform.

