VEO 3 Prompt for VR Headset Game Demo Video

About Prompt

  • Prompt Type – Dynamic
  • Prompt Platform – ChatGPT, Grok, Deepseek, Gemini, Copilot, Midjourney, Meta AI and more
  • Niche – Gaming / Tech Gadgets
  • Language – English
  • Category – Product Promotion
  • Prompt Title – VEO 3 Prompt for VR Headset Game Demo Video

Prompt Details

Of course. Here is a comprehensive, optimized, and dynamic AI prompt template for generating a VR Headset Game Demo Video, specifically designed for advanced text-to-video models like Google’s Veo. This is followed by a practical example.

### **Optimized Dynamic AI Prompt Template for VR Game Demo Video**

This template is structured to give the AI maximum context, creative direction, and technical parameters. It uses a “Director’s Brief” format, breaking down the request into logical sections that AI models can parse effectively for a cohesive and high-quality result.

**Instructions for Use:**
Fill in the `[BRACKETED_PLACEHOLDERS]` with your specific product and game details. The more detail you provide, the more tailored the final video will be.

#### **[START PROMPT]**

**[PROMPT_ID]:** VGD_PROMO_2024_01

**[PRIMARY_GOAL]:** Generate a 90-second, high-energy, cinematic product promotion video for a new VR headset, showcasing its immersive capabilities through gameplay from an upcoming VR game.

**[TARGET_AI_MODEL]:** VEO 3 (or any state-of-the-art text-to-video model)

**[OUTPUT_FORMAT]:** 4K UHD (3840×2160), 16:9 aspect ratio, 60 FPS, high-bitrate video.

**[PART 1: GLOBAL DIRECTIVES & AESTHETICS]**

1. **Overall Tone & Mood:** Thrilling, futuristic, awe-inspiring, immersive, and powerful. The video should build from a sense of wonder to high-octane action, culminating in a triumphant climax. The mood is a blend of sleek tech commercial and epic video game trailer.
2. **Core Narrative:** A player dons the new `[VR_Headset_Name]` and is instantly transported into the breathtaking world of `[Game_Name]`. We witness their journey from exploration to mastering the game’s core mechanics, highlighting how the headset’s features make the experience hyper-realistic and intuitive.
3. **Art Style & Visuals:** Hyper-realistic with a cinematic quality. Emulate the visual fidelity of Unreal Engine 5 with ray-traced lighting, photorealistic textures, and high-fidelity particle effects. Color grading should be vibrant and slightly saturated in-game, contrasting with the clean, minimalist aesthetic of the real-world shots.
4. **Audio Direction:** The soundtrack should be a powerful, modern electronic or orchestral hybrid track that builds in intensity. Sound design must be crisp and impactful: deep rumbles for haptics, sharp cracks for weapon fire, immersive ambient sounds for the environment.

**[PART 2: DYNAMIC VARIABLES – PRODUCT & GAME DETAILS]**

* **`[VR_Headset_Name]`:** The official name of the VR headset.
* **`[Headset_Key_Feature_1]`:** The primary selling point (e.g., “Crystal-Clear 8K Per-Eye Resolution,” “Mind-Wave Haptic Feedback,” “Zero-Latency Passthrough”).
* **`[Headset_Key_Feature_2]`:** The secondary selling point (e.g., “Ultra-Lightweight Carbon Fiber Design,” “140-Degree Field of View”).
* **`[Game_Name]`:** The title of the featured VR game.
* **`[Game_Genre]`:** e.g., Sci-Fi First-Person Shooter, Fantasy RPG, Rhythm-Action, Puzzle-Adventure.
* **`[Player_Character_Description]`:** e.g., “A cybernetically-enhanced space marine,” “A nimble sorceress with glowing runes on her gauntlets,” “A futuristic parkour athlete.”
* **`[Game_Environment_Description]`:** e.g., “A neon-drenched cyberpunk city at night,” “A lush, alien jungle with bioluminescent flora,” “The grand halls of a crumbling ancient castle.”
* **`[Key_Gameplay_Mechanic]`:** The central action the player performs (e.g., “Aiming and firing a plasma rifle,” “Casting elemental spells with complex hand gestures,” “Parrying sword attacks with a shield”).
* **`[Primary_Antagonist_Description]`:** e.g., “Hordes of robotic drones with glowing red eyes,” “A colossal, fire-breathing dragon,” “A rival character in similar gear.”

**[PART 3: SCENE-BY-SCENE SHOT LIST]**

**(0-10 seconds) Scene 1: The Transition**
* **Shot 1.1:** Extreme close-up, rack focus. A sleek, minimalist shot of the `[VR_Headset_Name]` resting on a modern desk. The focus shifts from the product’s logo to the intricate texture of its material.
* **Shot 1.2:** Medium shot, real-world. A person (gender-neutral, seen from behind) picks up the `[VR_Headset_Name]`. As they put it on, the camera pushes in towards the lenses.
* **Shot 1.3:** Match-cut/transition. The blackness of the lenses dissolves into a breathtaking, ultra-wide establishing shot of the `[Game_Environment_Description]`. The music swells with a sense of wonder.

**(10-40 seconds) Scene 2: Immersion and Core Gameplay**
* **Shot 2.1:** First-person POV (Player’s View). The `[Player_Character_Description]`’s hands/gauntlets appear. The player looks around, taking in the environment, demonstrating the wide field of view.
* **Shot 2.2:** Dynamic third-person orbital shot. The camera circles the `[Player_Character_Description]` as they begin performing the `[Key_Gameplay_Mechanic]`. Particle effects from their actions are vibrant and detailed.
* **Shot 2.3:** Extreme close-up on the player’s in-game hands as they interact with an object. Emphasize the detailed textures and physics.
* **Shot 2.4:** Fast-paced action shot. The player uses the `[Key_Gameplay_Mechanic]` to defeat a small group of the `[Primary_Antagonist_Description]`. The camera follows the action with a slight, realistic handheld shake.

**(40-70 seconds) Scene 3: Highlighting Key Features**
* **Shot 3.1 (Focus on `[Headset_Key_Feature_1]`):** Slow-motion, cinematic close-up. An in-game explosion happens near the player. A subtle visual ripple effect emanates from the player’s view, and we see a wireframe graphic overlay that says “`[Headset_Key_Feature_1]`”. For haptics, the player’s real-world hands (holding controllers) are shown faintly overlaid, glowing to signify feedback. For resolution, the camera zooms into a tiny detail in the environment, showing it’s perfectly sharp.
* **Shot 3.2 (Focus on `[Headset_Key_Feature_2]`):** First-person POV. The player quickly glances from side to side during a fast-paced combat sequence, showing the vast `[140-Degree Field of View]` with no black borders. A subtle graphic overlay highlights the feature name.
* **Shot 3.3:** Montage. A rapid sequence of 2-second clips showing diverse gameplay: a massive boss fight, a quiet puzzle-solving moment, a fast traversal sequence (like flying or swinging). The cuts are synchronized to the beat of the music.

**(70-85 seconds) Scene 4: Climax and Branding**
* **Shot 4.1:** Epic, low-angle shot. The `[Player_Character_Description]` faces off against the `[Primary_Antagonist_Description]` in a climactic showdown, unleashing their most powerful ability. The visuals are overwhelming and spectacular.
* **Shot 4.2:** Triumphant hero shot. The player stands victorious as the camera pulls back, revealing the massive scale of the `[Game_Environment_Description]`.
* **Shot 4.3:** Hard cut to black.
* **Shot 4.4:** Clean, “product-on-white” studio shot. The `[VR_Headset_Name]` rotates slowly in the center of the screen, perfectly lit. The `[Game_Name]` logo appears beside it.

**(85-90 seconds) Scene 5: Outro**
* **Shot 5.1:** Final title card with the headset’s logo, the game’s logo, and a call-to-action slogan like “Reality is a Choice.”

**[PART 4: NEGATIVE PROMPTS & CONSTRAINTS]**

* **–no:** Blurry or low-resolution textures, unrealistic “floaty” physics, distorted or morphed hands, screen-door effect, lens flare abuse.
* **–avoid:** Showing any user interface (UI) elements unless specifically requested. Avoid showing the wire connecting the headset to a PC.
* **–ensure:** Character movements are fluid and lifelike. Lighting remains consistent within each scene. The distinction between the real-world shots and in-game shots is clear.

**[END PROMPT]**


### **Example Populated Prompt**

Here is the above template filled out for a fictional sci-fi headset and game.

#### **[START PROMPT]**

**[PROMPT_ID]:** VGD_PROMO_SYNAPSE_X1

**[PRIMARY_GOAL]:** Generate a 90-second, high-energy, cinematic product promotion video for a new VR headset, showcasing its immersive capabilities through gameplay from an upcoming VR game.

**[TARGET_AI_MODEL]:** VEO 3

**[OUTPUT_FORMAT]:** 4K UHD (3840×2160), 16:9 aspect ratio, 60 FPS, high-bitrate video.

**[PART 1: GLOBAL DIRECTIVES & AESTHETICS]**

1. **Overall Tone & Mood:** Thrilling, futuristic, awe-inspiring, immersive, and powerful. The video should build from a sense of wonder to high-octane action, culminating in a triumphant climax. The mood is a blend of sleek tech commercial and epic video game trailer.
2. **Core Narrative:** A player dons the new Synapse X1 and is instantly transported into the breathtaking world of “Cypherion Downfall”. We witness their journey from exploration to mastering the game’s core mechanics, highlighting how the headset’s features make the experience hyper-realistic and intuitive.
3. **Art Style & Visuals:** Hyper-realistic with a cinematic quality. Emulate the visual fidelity of Unreal Engine 5 with ray-traced lighting, photorealistic textures, and high-fidelity particle effects. Color grading should be vibrant with neon blues and magentas in-game, contrasting with the clean, minimalist aesthetic of the real-world shots.
4. **Audio Direction:** The soundtrack should be a powerful, modern synthwave track with a driving beat. Sound design must be crisp and impactful: deep thumps for haptic feedback, sharp plasma sizzles for weapon fire, and the ambient hum of a futuristic city.

**[PART 2: DYNAMIC VARIABLES – PRODUCT & GAME DETAILS]**

* **`[VR_Headset_Name]`:** Synapse X1
* **`[Headset_Key_Feature_1]`:** Neuro-Haptic Feedback
* **`[Headset_Key_Feature_2]`:** 150-Degree “Edge-to-Edge” Display
* **`[Game_Name]`:** Cypherion Downfall
* **`[Game_Genre]`:** Sci-Fi First-Person Shooter
* **`[Player_Character_Description]`:** A nimble cyber-agent in sleek, black armor with glowing blue circuit patterns. Their hands are robotic gauntlets.
* **`[Game_Environment_Description]`:** A rain-slicked, neon-drenched cyberpunk metropolis at night, with towering skyscrapers, holographic advertisements, and flying vehicles.
* **`[Key_Gameplay_Mechanic]`:** Aiming and firing a modular plasma rifle that can transform into a shield.
* **`[Primary_Antagonist_Description]`:** Hordes of aggressive, chrome-plated security drones with glowing red optical sensors.

**[PART 3: SCENE-BY-SCENE SHOT LIST]**

**(0-10 seconds) Scene 1: The Transition**
* **Shot 1.1:** Extreme close-up, rack focus. A sleek, matte black Synapse X1 rests on a polished concrete desk. The focus shifts from the embossed “S1” logo to the carbon fiber texture.
* **Shot 1.2:** Medium shot, real-world. A person puts on the Synapse X1. As they do, the camera pushes in towards the dark lenses.
* **Shot 1.3:** Match-cut. The blackness dissolves into a breathtaking, ultra-wide establishing shot of the neon-drenched cyberpunk metropolis from a skyscraper’s edge. Rain sizzles on the ledge.

**(10-40 seconds) Scene 2: Immersion and Core Gameplay**
* **Shot 2.1:** First-person POV. The cyber-agent’s robotic gauntlets appear, clenching into fists. The player looks down at the massive drop, then across the city, demonstrating the wide field of view.
* **Shot 2.2:** Dynamic third-person orbital shot. The camera circles the cyber-agent as they leap off the building, landing on a flying vehicle and raising their plasma rifle.
* **Shot 2.3:** Extreme close-up on the agent’s hands as they reload the plasma rifle. The components magnetically snap into place with satisfying clanks.
* **Shot 2.4:** Fast-paced action shot. The agent deflects laser fire by transforming their rifle into a glowing blue energy shield, then returns fire, shattering three security drones.

**(40-70 seconds) Scene 3: Highlighting Key Features**
* **Shot 3.1 (Focus on Neuro-Haptic Feedback):** Slow-motion, cinematic close-up. A drone explodes nearby. A subtle blue energy wave ripples from the player’s POV, and a wireframe graphic overlay says “Neuro-Haptic Feedback”. We see a faint overlay of the player’s real hands on the controllers, which vibrate with a blue glow.
* **Shot 3.2 (Focus on 150-Degree “Edge-to-Edge” Display):** First-person POV. The agent is sliding along a rooftop rail. They whip their head to the left to spot a flanking drone in their far periphery, demonstrating the wide display. The text “150-Degree Edge-to-Edge Display” briefly appears.
* **Shot 3.3:** Montage. Quick cuts: The agent wall-runs along a skyscraper, dodges a massive laser beam, stealthily disables a turret, and faces off against a giant mech.

**(70-85 seconds) Scene 4: Climax and Branding**
* **Shot 4.1:** Epic, low-angle shot. The cyber-agent slides under the giant mech, firing a super-charged shot into its glowing core, causing a massive, city-lighting explosion.
* **Shot 4.2:** Triumphant hero shot. The agent stands up as the mech collapses behind them, silhouetted against the explosion.
* **Shot 4.3:** Hard cut to black.
* **Shot 4.4:** Clean, studio shot. The Synapse X1 rotates slowly. The “Cypherion Downfall” logo materializes beside it.

**(85-90 seconds) Scene 5: Outro**
* **Shot 5.1:** Final title card with the Synapse X1 logo and a slogan: “Upgrade Your Reality.”

**[PART 4: NEGATIVE PROMPTS & CONSTRAINTS]**

* **–no:** Blurry textures, floaty physics, morphed hands, screen-door effect.
* **–avoid:** UI elements like health bars or ammo counters.
* **–ensure:** Character movements are fluid and athletic. The neon lighting casts realistic reflections on the wet streets.

**[END PROMPT]**