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cinematic-cutscene is a skill from the Summer skill library: a guide your AI agent reads when the task matches, so it builds the good version on the first try. Generate a non-interactive cutscene: a reference-locked 5-10s video shot with optional voiced dialogue.

When your agent uses it

  • Generating a non-interactive cutscene clip — opening scene, story beat, character intro, ending
  • A story beat needs a short pre-rendered clip between gameplay sections — intro, transition, ending

Install

summer setup installs every skill for your agent. To add only this one:
Swap claude-code for your agent, such as codex or cursor. See Skills for every option.

The skill

A cutscene is a non-interactive video clip the game plays back at a fixed moment — opening, story beat, character intro, ending. Quality is dominated by two things: continuity (the character on screen looks like the character in the game) and shot length (every clip past 10s drifts in identity, hands, and physics). This skill enforces both — generate a reference image first to lock the look, then image-to-video each shot, then chain shots in sequence rather than asking the model for one long take. If the user wants 5 seconds of marketing footage, that’s trailer-shot. If they want a seamless background loop, that’s animated-loop. This skill is for narrative beats with a defined start, middle, and end — usually with dialogue or VO.

When to use

  • “Generate the opening cinematic for the game.”
  • “I need a cutscene where the witch turns to the player and warns them about the curse.”
  • “Make a 10-second character intro for the boss.”
  • “Add an ending sequence after the player defeats the dragon.”
  • “Cinematic where the village burns and the protagonist runs.”
  • The user has a defined moment with story content — not a vibe loop, not a marketing splash.

When NOT to use

  • “5-second slow-mo combat shot for the trailer” — trailer-shot.
  • “Looping splash screen background” — animated-loop.
  • “Animated logo backdrop on the title screen” — animated-loop.
  • Real-time in-engine cinematic with the actual gameplay characters and camera — that’s an AnimationPlayer job, not generated video. Route to scene-composition.
  • Voice-only narration over a static image — generate the dialogue with assets.generate_audio and use a static TextureRect, no video needed.

Steps

1. Read the soul file and any prior cutscenes

assets.search has no video filter — assetType is one of 2d_image, animation, 3d_model, audio, music, all, and there is no video member. To find prior cutscene clips, search your own assets with assets.search({ query: "cutscene", scope: "mine" }) and read the titles. If a reference image of the character already exists from a prior concept-art or character-portrait run, reuse it as the imageUrl — that single decision is the difference between the character looking like themselves and looking like a stranger.

2. Plan the shot list

Cutscenes longer than 10 seconds are multiple shots, not one take. Ask the user to break it down:
Want this as one 10s shot, or three shots (e.g. wide → close on face → reaction)? Each shot is 5-10s. I’ll generate a reference image once, then image-to-video each shot off of it.
Default if the user is vague: 3 shots, 5s each, on kling. Confirm before spending credits: dryRun: true on a shot’s call returns its estimate (credits, balance, enough) and renders nothing.

3. Lock the look — generate a reference image first

For any character or hero scene, generate a reference still with assets.generate_image before generating video. This still drives imageUrl on every subsequent shot, so the character is consistent across cuts.
Set aspectRatio to the cutscene’s framing (16:9, or 9:16 for mobile); width and height ask for a minimum size. For image-to-video this matters more than usual: the clip’s framing is inherited from the reference, so a square reference gives you a square cutscene. Show the user the still and confirm it’s the right look before video-ing it. Regenerating a still costs far less than regenerating a video.

4. Pick the model

This skill always passes imageUrl, which puts every call on the image-to-video route. kling-turbo and veo3 are text-to-video only; asking for either with an imageUrl set is a 400 invalid_model, not a silent downgrade. Default policy: ltx first to validate the prompt and shot framing. If it lands the composition but quality is rough, escalate to kling. veo3 is a real tradeoff, not an upgrade: reaching for it means giving up imageUrl, which is the one thing that holds character identity across shots. Take that trade only when on-camera lip-sync matters more than continuity, and only with the user’s approval on cost.

5. Generate each shot

On ltx and kling, duration is 5 or 10 — anything else renders 5. The newer models in the model list render their nearest supported length. assets.generate_video always answers at once with a job — { status: "running", job: { id } } and no fileUrl; the clip is rendered by a background worker. Wait for it:
Call jobs.wait again until finished is true. Only a finished job with state done has the asset and URL in its result. Do not tell the user a shot is done off the back of the generate call — at that moment nothing has rendered yet. aspectRatio is applied on the text-to-video path only; on image-to-video the framing comes from the reference image, so a 9:16 cutscene needs a 9:16 reference, not a 9:16 argument. When the job completes, show the user the URL and ask:
Shot 1 of 3 done. Land or regenerate? If land, I’ll move to shot 2.

6. Generate dialogue audio (if the scene has dialogue)

Cutscene dialogue is TTS, not in the video model. The video model can render mouth motion that looks like talking, but the audio comes from assets.generate_audio. Generate it separately and an AnimationPlayer or your cinematics/ controller scene syncs them.
Lip-sync caveat: if the video shows the character clearly mouthing words and the audio is a different cadence, viewers notice. Either (a) keep the camera off the character’s face during dialogue, (b) accept the asynchrony for a stylized look, or (c) use veo3 and prompt the dialogue text directly into the video prompt for synced motion.

7. Import and wire as a VideoStreamPlayer

Transcode to Ogg Theora first. The generated clip is an .mp4, and Summer Engine cannot load .mp4 — the only video container in the build is .ogv. Measured against the shipped binary (4.6.1):
Nothing transcodes for you — summer_import_from_url downloads the bytes, runs the engine’s import pipeline, and fails the import if the file never becomes a loadable resource. Convert with ffmpeg or DaVinci before importing:
Then:
Build a controller scene at res://cinematics/Intro.tscn: create it, then build its nodes in one script (scenePath names the new scene; the editor’s open tab comes back afterwards):
Fade comes after Video in the tree, so it draws on top of it. Attach a Tween script that fades the ColorRect from black to clear over 0.5s on _ready, then back to black when Video.finished fires, then queue_free()s the scene. For multi-shot cutscenes, queue the next VideoStreamPlayer in the finished signal handler. For dialogue, add an AudioStreamPlayer sibling with the TTS clip and call play() in _ready after a small delay matching where the line lands in the video.

Reference card — prompts that work

Pattern: <subject> + <action> + <camera move> + <lighting> + <stylistic anchor>. Keep prompts under 50 words; over-prompting confuses the model. Always pair with imageUrl to lock the character.

Bad prompts and why

Anti-patterns

  • Generating a 10s shot when you should chain two 5s shots. Identity, hand consistency, and physics drift every additional second past ~6s. Two 5s shots cut together look better and cost the same.
  • Skipping the reference image. Generating four character cutscenes from text prompts alone produces four different-looking people. Always lock the look with assets.generate_image first, then imageUrl every subsequent video call.
  • Asking the video model to render dialogue without veo3. kling and ltx will animate mouths but the motion does not match any audio. Use veo3 if dialogue is on-camera, or keep the camera off the speaker.
  • Using kling for blocking iterations. Validate framing and prompt on the cheaper ltx first; move to kling once the composition lands.
  • Putting the cutscene on a VideoStreamPlayer without a fade. Cuts straight from gameplay to video are jarring. Always wrap in a ColorRect fade in/out.
  • Treating assets.generate_video as finished. It answers { status: "running", job } and no URL. Wait with jobs.wait until the job is done before there is anything to show or import.
  • Importing the .mp4 as-is. The engine has no MP4 or WebM loader — only Ogg Theora (.ogv). Transcode first; an un-transcoded import fails and is rolled back.
  • Asking ltx or kling for duration: 3 or duration: 8. On those two only 5 and 10 exist; anything else renders 5.
  • Pairing imageUrl with kling-turbo or veo3. Neither has an image-to-video endpoint — that combination is a 400.

Edge cases

  • Vertical cutscene for a mobile target. On the image-to-video path aspectRatio is not applied at all — the clip inherits the reference image’s framing. So the reference must be 9:16: generate it with aspectRatio: "9:16", then pass its URL as imageUrl.
  • Cutscene must match an in-engine character precisely. No video model will hit pixel-perfect identity. Either (a) accept the artistic license, (b) render the cutscene in-engine with AnimationPlayer instead of generating it, or (c) generate a reference image from a screenshot of the in-engine character (image-to-image first, then image-to-video).
  • Dialogue is too long for a 5s shot. Either trim the line, or split: 5s of speaker, 5s of listener reaction (cheaper because the listener doesn’t need synced lips).
  • Cutscene needs to play and the player isn’t looking. Pause the gameplay timer, push a Control overlay with the VideoStreamPlayer, restore on finish.
  • Multi-shot continuity. Use the same reference image as imageUrl across all shots. If lighting differs by shot, generate one reference per lighting setup, not one per shot.

Without Summer Engine

In a session without Summer Engine tools (the assets profile; the summer-assets skill has the whole loop), do steps 1-6 and skip step 7 (VideoStreamPlayer). Skip the soul-file read in step 1 when the project has no .summer/ folder. Save the file where the person asked with out (the summer-assets skill says how), and tell them the path and format. Each shot is an MP4 and each dialogue line an audio file; the person cuts them together in their own editor.

Fallback (no MCP)

If the MCP server isn’t running, the user can do all of this in the Summer dashboard:
  1. Generate a reference image in the Image tab.
  2. Open the Video tab, paste the reference URL into the image-to-video field.
  3. Set model, duration, aspect ratio, and prompt as listed above.
  4. Download the .mp4, transcode it to Ogg Theora (ffmpeg -i in.mp4 -c:v libtheora -q:v 8 -an out.ogv), and drop the .ogv into assets/video/cinematics/. Summer Engine has no MP4 or WebM loader — .ogv is the only video container it can open.
Print the exact prompt + model + duration + aspect ratio so the user can paste it into the dashboard verbatim.

Handoff

Once the cutscene is generated and wired:
Cutscene intro wired at cinematics/Intro.tscn with fade in/out and Video.finished chained to scene change. Next:
  • Add the dialogue track with voice-line if you haven’t yet.
  • Score the moment with music-track — a cutscene without music feels like a placeholder.
  • For the boss reveal cutscene, run this skill again with the same reference image to keep the witch identity stable.
  • If you want a 5s “money shot” version for marketing, run trailer-shot against the same reference.

See also

  • trailer-shot — marketing footage, 5-10s, maximum visual punch.
  • animated-loop — seamless looping background clips.
  • voice-line — TTS dialogue used inside cutscenes.
  • music-track — score the cutscene.
  • concept-art — generate the reference image axis if no character reference exists yet.
  • character-portrait — produce a high-fidelity locked character portrait for use as imageUrl.
  • summer_docs_read id reference/mcp-tools-reference — how to call assets.generate_video; summer_search returns its exact input.

From a shell

No Summer MCP tools in this session? Run each one as a command; when summer --version is missing or below 4.0, use npx -y summer-engine@latest in place of summer. Fields are flags in kebab-case (--scene-path res://main.tscn) or one --input '<json>', and summer ops describe <op> prints the exact input. The summer-cli skill has the rest.
  • character-portrait: Generate one polished character bust for dialogue UI, character select, lore cards or codex entries.
  • concept-art: Explore art direction with 3-4 rough concept variants of a character, environment or prop.
  • asset-strategy: Route any ‘I need a [thing]’ asset request to the right skill: 2D, 3D, audio, video, VFX or animation.

Source: library/skills/cinematic-cutscene/SKILL.md, rendered from summer-engine@4.3.0 on npm.