Output D, 1 turnTtamburinsNov 4Evals.ag promo film: 45 seconds, Apple / Higgsfield-style motion graphics Your mission: make a 45-second promo video for evals.ag, the site where you give one prompt to several AI models side by side and see what each one actually made, and what it really used to make it. The bar: an Apple product film or a Higgsfield launch video. Bold kinetic type, cuts on the beat of a strong music track, the real product UI pushed in close, full-bleed footage. Not a slideshow, not a plain screen recording with captions. It must show: 1. How evals is really used, on the real site (https://evals.ag): New run → type a prompt → pick several AI models and a Gen AI model → the run builds every option side by side → open an output and its "Actually observed" panel (the models it really used, tokens, runtime) → vote. Capture the real pages yourself; never mock up the UI. 2. The most dynamic results made on evals, full-bleed, each labeled with its model exactly as evals shows it. Use these: - 3D ink-wash game, Claude Fable 5.1, 2nd turn: https://evals.ag/outputs/out_2EZ8MK3JNBFPN8VTHF3E3RTQ1M - Web-swinging city in pure code, Claude Fable 5.1: https://evals.ag/outputs/out_7ECA3V3J211PM73F1M93NPH0V0 - Naruto live stage show, one AI director on 4 video models: https://evals.ag/runs/run_0FEWK0JDXA0K499DCNAFEJDYZF - Naruto live-action opening, Veo 3.1: https://evals.ag/outputs/out_1QP1J7JH3ZZEZEPVMG3RYHW0CK - The Odyssey opening on 4 video models: https://evals.ag/runs/run_10GW1FCFXGG17KY1Q2PJP7F7PH - T-rex on a bike, Claude Fable 5.1: https://evals.ag/outputs/out_517HGB9FC9NYCM34K3GWE118RZ - Vox-style Beethoven reel, Claude Fable 5.1: https://evals.ag/outputs/out_3M4PKHHEPG6VD82TN8AREFX6JB 3. One message the viewer remembers, in your own words, ending on the evals.ag logo. Use evals.ag's own look (background #fafaf8, ink #22211f, accent #a13a2b, Pretendard). Every model name and number on screen must come from the outputs themselves. Deliver one 1920x1080 MP4 with sound, plus a short list of every clip and screen you used.LLMGemini 4 ArgonGen AIEleven MusicSkill—SoftwareChromium+218.2M tokens·1h 25m 59s00
Output D, 1 turnTtamburinsNov 4Build a complex, cinematic 2D animation as a single standalone HTML file, using WebGL with GLSL shaders and a 2D Canvas. No external assets, images or libraries: draw and shade everything in code. The scene: an original masked hero swings through a dense, towering city at golden hour, shot from a steep high angle looking down the street canyons. They fire glowing web lines that snap onto rooftops, swing in long arcs with real momentum, let go at the top of the arc, flip through the air and shoot the next line before they fall. The camera chases them through the buildings. The city should feel enormous and alive: hundreds of buildings with lit windows, rooftop water towers and details, traffic far below, warm sunlight and long shadows, haze and depth. Use shaders for lighting, atmosphere and motion blur, and the 2D canvas for the hero, the web lines and particles. Swing physics should come from a real pendulum, not canned paths. It should run on its own forever with no input, at 60 fps in a normal laptop browser, and feel fast and fun the moment it loads.LLMGemini 4 ArgonGen AI—Skill—SoftwareChromium+1988.1K tokens·24m 33s00
Output D, 1 turnTtamburinsNov 4Ink Wanderer: a playable 3D game in one web page Your mission: build an original third-person 3D platformer that runs in the browser (Three.js is fine). The player is a lone traveler in a straw hat and a dark cloak, crossing a misty ink-painted mountain world: stone ledges over waterfalls, crumbling cliff stairs, blocks hanging on ropes, a wooden raft, and a torii gate at the summit. It should feel like walking into a moving sumi-e painting. It has to be a real game, not a demo: WASD to move, Space to jump, mouse or arrow keys to turn the camera, a camera that follows smoothly, jumps that feel good. At least 3 short areas, each adding one new idea (a moving platform, a simple puzzle such as a lever or pressure plate, a patrolling enemy you avoid or knock off the edge), checkpoints when you fall, and an ending when you reach the gate. The look is the point: ink-wash shading, paper texture, brush-stroke outlines, drifting mist, and a single warm accent colour. Make or generate every asset yourself; original designs only. The bar: someone just built a game like this in 24 hours with six different tools and a lot of hand work. Show what one prompt can do. Deliver one finished game as a single playable web page (index.html plus any files it needs).LLMGemini 4 ArgonGen AI—Skill—SoftwarePlaywright892.8K tokens·21m 36s00
Output B, 1 turnTtamburinsNov 3Make a Vox-style documentary reel about Beethoven going deaf: about 25 seconds, vertical 9:16. Write the script, make the images, and animate each scene in code. Deliver one finished MP4.LLMGemini 4 ArgonGen AINano Banana Pro+1Skill—Softwarefal.ai2M tokens·24m 16s00
Output D, 1 turnTtamburinsNov 2Create a 2D anime scene for the web. It must look completely like real Japanese anime, as if it were taken directly from a finished theatrical anime film. This is traditional-looking, hand-drawn 2D anime, not a 3D animation, a moving illustration, or a stylized web graphic. Deliver the final result as a single, self-contained HTML file. Use any tools, libraries, references, guides, literally anything etc. Use Studio Ghibli films as the art style reference for the design, line work, painted backgrounds, color, and atmosphere. Create an original giant robot as the main character. No people appear in the scene. Use any tools or techniques you want, including 3D, as long as the final result looks 100% like hand-drawn 2D anime. SCENE At sunrise, mist hangs over an abandoned forest. A giant robot has knelt here for so long that moss, wildflowers, and old trees have grown over its body. A small bird lands on its shoulder as the first ray of sunlight reaches its weathered face. Deep inside its chest, a faint light flickers on. The ground trembles and birds burst from the treetops. With a deep, creaking groan, the robot slowly rises as soil, vines, and leaves pour from its armor. It lifts its head toward a gap in the canopy. The engines ignite, sending a great ring of wind across the forest. The robot tears into the golden sky, leaving a curving trail of light and mist as leaves spiral down through the sunbeams. ANIME QUALITY STANDARD Every frame must look as if it was drawn by professional anime animators and painted by master background artists for a finished theatrical film. Robot: A hand-drawn anime mecha that feels heavy, ancient, and full of personality, with cel-colored forms, chipped paint, rust, moss, and believable weathering. Keep it on-model from every angle, and let its posture and glowing eyes express emotion. Line art: Confident, delicate, hand-inked anime line work with subtle variation in thickness and pressure. Coloring: Traditional anime cel coloring with clean color areas, simple hard-edged shadows, and a soft, natural palette. Backgrounds: Richly detailed, hand-painted anime backgrounds in a gouache style, with visible brushwork, natural color variation, layered foliage, and real depth. Lighting: Golden sunrise light, colorful shadows, glowing mist, and soft atmosphere that unite the robot and background. Animation: Authentic hand-drawn anime timing with real weight, strong key poses, natural holds, and overlapping movement in vines, grass, leaves, birds, and falling debris. The robot should rise slowly and feel massive, then launch with explosive power. Direction: Cinematic anime shots, beautiful composition, thoughtful staging, and pacing that starts quietly, builds tension, and ends in a soaring climax. IT MUST NOT LOOK LIKE - 3D: No plastic materials, CGI shading, visible polygons, game-engine lighting, or computer-perfect perspective. - SVG or vector art: No simple geometric shapes, perfect curves, uniform outlines, flat corporate illustration, or basic gradients. - Web animation: No sliding layers, constant bobbing, floating parts, smooth software easing, or puppet-like joint rotation. You are free to change any part of the prompt, if it would result, in better results. - AI art: No warped shapes, melted details, flickering, or changing robot designs. - Non-anime art: No Western cartoon designs, realistic rendering, soft painterly shading on the robot, or generic digital illustration. - Amateur work: No stiff poses, empty backgrounds, repeated trees, muddy colors, clip art, placeholders, or unfinished details. The result should feel awe-inspiring, nostalgic, and full of wonder, like the moment an old forgotten dream comes back to life. Before finishing, inspect random frames as still images. If any frame does not look completely like real 2D anime, keep improving it. Do not stop until every frame could pass as a still from a theatrical anime film.LLMGemini 4 ArgonGen AI—Skill—SoftwareChromium+11.6M tokens·26m 12s00
Output D, 1 turnTtamburinsNov 2Make an animation of a pelican riding a bicycle. Single HTML page, no external images or video. The bike has no basket, the pelican faces left, and the page stays white. · 4LLMGemini 4 ArgonGen AI—Skill—SoftwareChromium+1159K tokens·4m 58s00
Output D, 1 turnTtamburinsNov 2Create an animated SVG: a T-rex trying to ride a bicycle. His tiny arms can't reach the handlebars. THE CHARACTER A big, expressive, original cartoon T-rex with a clear personality: a huge head, tiny arms, a thick tail, strong legs, big expressive eyes and eyebrows, a toothy grin that changes with what is happening (confident, worried, determined, embarrassed). Good anatomy and proportions that read clearly even at a small size. Clean outlines, soft shading, a consistent art style. THE BICYCLE A real-looking bicycle with a frame, two wheels with spokes, a chain, pedals, a saddle, a bell and handlebars. It must look believable and mechanically correct: the chain moves, the pedals turn with the legs, the wheels spin at the right speed for the motion. The T-rex's legs really pedal. The tiny arms keep reaching and failing to touch the handlebars. THE COMEDY (the animation is about the struggle) The T-rex tries to steer with his chin, his tail, his head, or by leaning, and the bike wobbles. He almost falls, recovers, then tries again. Little gags that happen along the way: the bell rings by itself when he sneezes, his tiny arms flap in frustration, the tail swings and balances him, a small bird lands on his head or on the handlebars. A funny moment of success (he steers perfectly for one second and looks proud) followed by a funny failure. THE ANIMATION Smooth, lively, cartoon-style motion with weight, squash and stretch, anticipation and follow-through. The body bobs with each pedal stroke, the tail lags behind, the bike bounces over small bumps. The camera follows the T-rex, with the world moving past him in layers at different speeds for depth. A seamless loop of about 12 seconds. THE BACKGROUND Make the background rich, detailed, atmospheric and full of life, with real depth and lots of small details to discover. It should feel like a full world, not an empty backdrop. Choose the setting and the mood yourself. REQUIREMENTS The animation is an SVG shown on a single web page (index.html) that opens directly in the browser, with no build step and no local server. You may use any animation approach you like (SVG animation, CSS, JavaScript). It starts automatically and loops seamlessly. No buttons, no text, no interface. One square (1:1) composition, centred and as large as possible at any window size, and it looks good on a phone. Original characters and design only.LLMGemini 4 ArgonGen AI—Skill—SoftwareChromium+1838K tokens·19m 1s00
Output D, 1 turnTtamburinsNov 2Make a realistic 3D pelican riding a bicycle in three.js. Single HTML page, no external images or video.LLMGemini 4 ArgonGen AI—Skill—SoftwareChromium+1528.1K tokens·17m 9s10
Output B, 1 turnTtamburinsNov 2Recreate the Pixar intro as a 3D animation in the browser: the little desk lamp hops in, looks around, squashes the I in PIXAR flat with a few jumps, takes its place and turns its light toward the camera. Match the original's timing, camera move and lighting as closely as you can. Single HTML page that plays the moment it loads and loops.LLMGemini 4 ArgonGen AI—Skill—SoftwareGoogle Chrome+11.2M tokens·23m 53s10
Output D, 1 turnTtamburinsNov 2Make an animation of a pelican riding a bicycle. Single HTML page, no external images or video. No background elements.LLMGemini 4 ArgonGen AI—Skill—SoftwareChromium+1414.3K tokens·13m 2s00
Output D, 1 turnTtamburinsNov 2Make an animation of a pelican riding a bicycle. Single HTML page, no external images or video.LLMGemini 4 ArgonGen AI—Skill—SoftwareGoogle Chrome+1330.8K tokens·11m 57s00
Output B, 1 turnTtamburinsNov 2Recreate the Pixar intro as a 3D animation in the browser: the little desk lamp hops in, looks around, squashes the I in PIXAR flat with a few jumps, takes its place and turns its light toward the camera. Match the original's timing, camera move and lighting as closely as you can. Single HTML page that plays the moment it loads and loops.LLMGemini 4 ArgonGen AI—Skill—SoftwareChromium+1685.7K tokens·15m 40s00
Output C, 1 turnTtamburinsOct 30Make a browser animation of a zebra running across the African savanna, side view, like a nature documentary shot. Get the gallop right: legs, body bounce, head, mane and tail all moving like a real zebra. Golden-hour light, grass that sways, acacia trees and distant hills with parallax, dust kicked up by the hooves. It should loop smoothly and look great the moment it loads. Single HTML page, no external images or video.LLMGemini 4 ArgonGen AI—Skill—SoftwareGoogle Chrome+11.1M tokens·25m 6s00
Output C, 1 turnKRKeith RyuOct 29Make a 30-second vertical short (9:16) that continues "Across the Street", an AI-made 90s Manhattan drama. We'll post it on Instagram Reels and judge it by how far it spreads, so make the version most likely to go viral. The attached video is Episode 2 (original: https://www.instagram.com/reel/DctKaR8N7VR/ by @dreamfall.art). Watch it first. Then write a short breakdown: why it went viral, who the characters are, and where Episode 2 leaves the story. Then make Episode 3, picking up right where Episode 2 ends. Hook the viewer in the first two seconds and end on a cliffhanger. - Keep the same characters, faces, hair, wardrobe, apartments and look as the attached episode: 90s film, warm and grainy, autumn Central Park. - Everything in English: dialogue, voices and any on-screen text. No subtitles. - Keep it tasteful. Nothing explicit. - Make new footage. Don't reuse clips from Episode 2. - Pick the song to post it with. Any existing song is fine, including the one from Episode 2. Time the cuts and lines so the dialogue never talks over the vocals. Deliver the breakdown and two versions of the video: one with the song mixed in, and one with only dialogue and sound effects. Also give the song, the second it should start from and the music volume, so we can add it the same way in Instagram. · 5LLMGemini 4 ArgonGen AIKling 3.0 Turbo+3Skill—SoftwareFFmpeg+27.5M tokens·47m 56s00
Output E, 1 turnKRKeith RyuOct 29Create a top down marketing / growth strategy for Evals.ag to get us 10,000 users in 1 month with minimal ad spend. Be creative and research other clever growth tactics. And then turn that into clean legible slides in PDF format as if you were presenting that as the CMO.LLMGemini 4 ArgonGen AI—Skill—SoftwareGoogle Chrome+1793.4K tokens·13m 28s10
Output F, 1 turnKRKeith RyuOct 28Make a 30-second vertical short (9:16, with sound) that continues the "TS Malfoy" story, where Draco Malfoy is gender-swapped into a girl, from these two AI fan videos: - Story: https://www.youtube.com/watch?v=-S7WVmXqz0E (Parts 1–3) - Mood and music: https://www.youtube.com/watch?v=kxlbn5ydE28 Watch both first. Then write a short breakdown: why this became a phenomenon, who the characters are, and where Part 3 leaves the story. Then make Episode 1 of a continuation that picks up after Part 3. Hook the viewer in the first two seconds and end on a cliffhanger. - Keep the characters exactly as they look in the references: same faces, hair, costumes and cinematic look. - Both characters are adults. Keep it rivalry with tension, nothing sexual. - Make new footage and new music. Don't reuse clips or the song from the references. - Dialogue and on-screen text in the same language as the references. Deliver the final video and the breakdown.LLMGemini 4 ArgonGen AIKling 3.0 Pro+4Skill—SoftwareFFmpeg+23.6M tokens·47m 1s00
Output D, 2 turnsKRKeith RyuOct 28Make a 2 player Fifa game in the browser where I can play against my friend online (kind of like online chess) by sharing a link. Every major team should be its best ever nostalgic team (e.g. Man Utd 0708 with Ronaldo, Real Madrid the 1st Galacticos, etc). Should be able to pick teams, actual gameplay, etc.LLMGemini 4 ArgonGen AI—Skill—SoftwareGoogle Chrome+13.1M tokens·24m 25s00
Output A, 1 turnTtamburinsOct 28make motion graphic of apple new iphone · 4LLMGemini 4 ArgonGen AI—Skill—Software—2.4M tokens·33m 4s00
Output A, 1 turnECEvan ChaOct 14Build a single-file interactive WebGL toy called "Jelly Bum": a translucent gummy-candy sculpture of a buttocks-and-hips torso (cut flat at the waist and mid-thigh, like a mannequin) wearing a string bikini bottom. It stands on a layered cake board. It wobbles like real jelly when you poke it, pull it or shake the table. TECH - One self-contained HTML file. three.js r160 as an ES module from https://cdn.jsdelivr.net/npm/three@0.160.0/build/three.module.js. No addons, no build step, WebGL 2 only, with a friendly fallback message if WebGL 2 is missing. - Write a custom orbit camera with damping and inertia. Drag on the background to rotate, use the wheel or pinch to zoom. Clamp it so the camera never goes below the board. Arrow keys also rotate. - Build a custom studio environment: a mid-grey gradient dome plus a few bright emissive softbox planes, run through PMREMGenerator, so reflections stay contrasty and the jelly reads as saturated candy. Use ACES tone mapping. The scene background must match the page's CSS background exactly. No shadow maps. SHAPE - Define the body as a signed distance field: smooth-union ellipsoids for the waist, hips and two round cheeks (with a visible cleft), plus two tapered round-cone thighs with a gap between them. The top is cut flat with rounded edges and the bottom sits flat on the board. - Mesh it with surface nets (about 0.0165 grid step, roughly 28k vertices). Snap vertices onto the surface, take normals from the SDF gradient, and drop the bottom cap. SOFT-BODY PHYSICS - Use a spring lattice of about 100 nodes (0.19 spacing) inside the body. The bottom layer is glued to the board. Each node has an anchor spring to its rest position plus springs to its neighbours (only where the midpoint is inside the body). Integrate with semi-implicit Euler in about 10 substeps per frame. The wobble should be visible and decay over about 2–3 s. - Deform the mesh on the GPU. Put node rest positions and displacements in a float DataTexture. In the vertex shader (injected via onBeforeCompile into MeshPhysicalMaterial), blend node displacements with normalized Gaussian weights. Compute the analytic Jacobian so normals stay correct. Smoothly glue the deformation to zero at the base. - Poke (tap or click, or Enter on the focused canvas): apply a strong Gaussian velocity impulse into the surface at the hit point. - Pull (drag on the jelly): spring the nearby nodes toward the cursor's offset on a camera-facing plane. Soft-clamp the offset to about 0.5 units. On release the jelly springs back and wobbles. - Picking: sphere-trace the SDF in the deformed space (sample the field at point p - displacement(p)). Show a grab cursor on hover. - Shake the table: a "Shake the table" button plus the Space key. - All scene objects except the lights live in one stage group, and the shake moves that group. - The motion is a quick hop (about 0.05 units, 0.14 s), then a decaying side-to-side rattle (about 4.2 Hz, amplitude about 0.08, about 1.7 s) in a random mostly-sideways direction. - Feed the board's acceleration (finite differences per substep) into every free node as an inertial force, so the jelly lags behind, sways and keeps wobbling after the board stops. - A "Jelly liveliness" meter shows kinetic plus elastic energy as a percentage. LOOK - Jelly: MeshPhysicalMaterial with transmission 1, thickness about 0.85, IOR 1.36, a saturated attenuation colour (distance about 0.75), roughness about 0.07, clearcoat, a light sheen, a faint emissive glow and DoubleSide, so the back faces refract. About 110 tiny white bubbles are suspended inside and move with the deformation. - Flavours: Lagoon (turquoise), Raspberry (magenta-pink), Lime and Mango. Switching flavour animates the colours smoothly and gives the jelly a small bounce. - Bikini: the same mesh pushed out slightly along the normal. The shape is cut out procedurally in the fragment shader from rest-space coordinates: - A cheeky back panel, high-cut at the sides. - A small front triangle and a gusset. - Thin side strings with a dark trim binding. - Small 3D knots with two dangling cord ends on each hip, deformed with the jelly. - Edges anti-aliased with alpha-to-coverage. - Six procedural prints: Leopard rosettes, Zebra wavy stripes, Polka dots, Breton stripes, Gingham and Classic black. The trim and cords match each print. - Cake board: rounded-rectangle extrusions in three layers (cream frosting top, caramel stripe, chocolate biscuit base). Shift it slightly backward so it sits under the cheeks. - Coloured shadow: planar-project the deformed jelly onto the board top and the floor along the key-light direction, tinted with the flavour colour, using multiply blending and a stencil so it never double-darkens. The shadow follows the stage during the shake. Add soft contact darkening under the feet. - The jelly drops in slightly squashed on load, springs into shape, and the camera eases in. - No candies or balls anywhere. UI (English only) - Top-left: a small mono eyebrow "Confectionery physics · No. 7", a big italic serif title "Jelly Bum." with the full stop in the current flavour colour, and a short italic lede: "Gummy curves, skinny strings and a wobble that always comes back." - Bottom-left: "How to play — Poke the jelly. Pull a curve. Shake the table." with the hint "Space shakes it too. Drag the background to turn it, scroll or pinch to zoom." - Right side: a floating rounded control card containing: - A "WebGL 2 · live" badge with a pulsing dot in the flavour colour, and a Sound toggle (WebAudio boing on poke and release, a low thump plus boing on shake; off by default). - "The jelly": a dark "Shake the table" button with a SPACE key hint, plus the liveliness meter. - "Flavour": four candy-sphere swatches. - "Bikini": six pattern swatches. - Sliders for Firmness and Wobble damping. - Fonts: Literata italic (display), Onest (UI) and JetBrains Mono (labels), all from Google Fonts. - Light and dark themes through CSS tokens; the 3D background follows the theme. - On phones the card becomes a scrollable bottom sheet, and the camera reframes the scene into the free area using setViewOffset. - Respect prefers-reduced-motion, keep a visible keyboard focus state, and use touch-action: none on the canvas.LLMGemini 4 ArgonGen AI—Skill—SoftwareGoogle Chrome+11.8M tokens·20m 3s00