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A trailer sells one promise: this is what it feels like to play. The only proof is real gameplay, so real capture is the spine of the trailer, at least half of it and usually more. AI earns its place around that spine. A hook shot that stops the scroll in the first four seconds, key art for the end card, transitions between gameplay beats, title cards for viewers with the sound off, and a music cue cut to your edit. Players who see generated “gameplay” in a trailer and then a different game in their hands do not come back. This guide makes every AI piece of a 60-second store trailer and a vertical social cut, and shows how to cut them around your capture.

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)
A failed job costs nothing. Before you run anything, price each step exactly and for free: 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:
Your browser opens the Summer sign-in. Pick a spend limit for this computer and choose Allow. Using a coding agent? Paste this guide’s URL and say “make the AI shots for my trailer”; the quickstart for your agent connects it in one command. Then plan the cut before you make anything. A 60-second store trailer: 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 videoUrl with 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.
The make content skill has more capture and edit rules for social cuts made inside Summer Engine.

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 9:16 aspectRatio. 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 say No speech, no music: the music cue and the voiceover come from their own jobs.
Then the same prompt on the vertical frame:
Draft first. Try the motion on MiniMax H3 Max Turbo ($0.026 per second) or Veo 3.1 Lite ($0.05 per second) with the same frame and prompt. When the action reads, make the final. Other models: Seedance 2.5 is strong on sweeping camera moves for a hero shot; Kling 4.0 holds a character steadiest from the first frame to the last, and its notes do not list native sound, so lay the sound in the edit.

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, so aspectRatio sets the framing.
The second transition: “Thick blue fog rolls across the frame from left to right and covers everything, ending on soft solid blue-grey.” Cut into gameplay on the brightest or flattest frame, where the eye has nothing to hold.

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.
The other two: "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.
Make two or three takes and cut the gameplay to the music, not the music to the gameplay. A cut on the beat is what makes a trailer feel fast. The cutscene music guide shows how to keep this cue in the same musical identity as the game’s score.

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.
Brian is a deep, steady narrator. The voice lines guide covers casting other voices and directing delivery. Lower the music by about 6 dB under each line.

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:
Export both at the master resolution: H.264, AAC, -movflags +faststart. Loudness about -14 LUFS with peaks under -1 dB works on every platform.

Common problems

Questions

Can AI make the gameplay part too? It should not. A trailer promises how the game plays, so gameplay comes from your game. Use AI for the hook, the art, the transitions and the sound around it. Which video model should make the hook? Veo 3.1 for the most coherent shot with sound. Draft on a cheaper model, and compare two finals if the trailer matters: the video models page lists them all. Can I use the trailer on store pages and ads? Yes. Every model on the Summer API allows commercial use of what it makes.