Questfund
Questfund
The product's own landing page lies tilted back in a bright game-dev studio: a search types, campaign cards fly in and stand up off the sheet in an arc, the hero campaign funds itself live and the phone beside it takes the pledge, all in one continuous take.
A bright infinite studio cyc with a glossy reflective floor and a faint grid, a tilted sheet on a thin edge with forms standing out of it in an arc, a pale plinth, and floating toy-like game controllers, pad tiles, coins and gems under a soft-box key, a cool rim and light haze. One continuous 14.5 s take at 128 bpm in eight fast beats that plays too fast, ending on a crane up and back on the music hit.
- Length
- 15 s
- Scenes
- 1
- Device
- iphone
- Style
- realistic place
- Camera
- continuous take, establishing wide, push in, ultra closeup, orbit, crane
//
QUESTFUND — "Back the games you wish existed." 14.5 s, 16:9, no VO, one continuous take.
LOGLINE. A crowdfunding platform for indie games, filmed as its own landing page lying back in a
bright game-dev studio: you search, the campaigns fly in and stand up off the page, the hero
campaign funds itself while you watch, and the phone beside it takes the pledge.
THE WORLD. A pale infinite studio cyc (a breath darker than the page, so the white sheet reads):
a glossy reflector floor carrying a faint blue 250 mm grid that fades into the horizon (fog = the
backdrop's own colour). The landing page is a 1200 × 750 mm sheet with a real 8 mm edge, tilted
back 55°, floating 165 mm off the floor. Five campaign cards stand up out of its lower band in an
arc (centre forward and biggest, the side cards yawed in and set back), each on its own 6 mm
sheet. Left of the page an iPhone (×2.2) stands on a white plinth, turned in 24°. Floating round
the set: two controllers built from primitives (white and lilac, glowing buttons), D-pad cross
tiles, gold coins and violet gems, all bobbing. Blue / violet / lilac hazes far behind.
Why this world: a game-dev space that is bright, premium and playful — the page is the product,
the studio is where the people who back games live.
PALETTE. white #FFFFFF · grid #E8ECF5 · ink #0B1533 · blue #1E5BFF · violet #7C3AED ·
success green #22C55E (Collector tier, the controller's green button). Coins: the one warm accent.
BEATS (reel clock = scene clock):
0.0 hook establishing wide from the front-left: the page small in the studio, the phone
on its plinth, the white controller drifting right → left past the lens (soft).
2.0 search push in onto the nav: the field lifts, "cozy puzzle" TYPES (3.65–4.5).
4.4 page low glide along the headline and the Quest·fund wordmark (readable).
4.5 assemble the five campaign cards launch from behind the lens, bottom-first (outer →
centre, 0.2 s apart), tumble in (the hero card sweeps right past the lens at 6.0),
hover proud and drop into their slots 6.45 / 6.65 / 6.85 / 7.05 / 7.25 while the
camera rises to the arc (5.5–7.3).
7.9 proof on the Ember Drift card: the bar fills 50 → 72 % (a cover slides off, 8.0–8.85),
$28,900 → $32,750 → $36,400 and 50 → 61 → 72 % funded tick (8.28 / 8.73),
"Mira just backed Ember Drift · Founder tier" pops and lifts (8.95).
9.7 ULTRA the one ultra close-up: the "72% funded · 12 days left" line, lens 55° off the
card from its left, the line running away into blur (held to 10.6).
11.4 phone swing left and orbit the iPhone: "Back this game" pressed (11.6–12.3), the
Founder $40 tier selects (11.9) — coin + level-up chime.
12.2 cta crane up and back to the whole page in the studio; the lockup rises over the
page on the music's hit (13.125): "Quest" + tile + "fund", then
"back the games you wish existed."; still drifting on the last frame.
SHOT BUDGET. World: 0–3.5, 5.5–7.1, 12.2–14.5. Close on the page (world keys): 3.5–5.5.
Camera on screen nodes (node= keys): 7.9–10.6 and 11.4–12.2 ≈ 3.5 s, ≈ 4.5 s with the moves
into them, of 14.5 (≈ 31 %). One ultra close-up (cd-meta, yaw −55, fill 150, dof 50/12).
LIGHT. tone_mapping None + sRGB-only grain (UI hexes print as authored); hemisphere fill, a big
soft-box area key from the upper left, a shadowing directional for the props' contact shadows,
a cool blue area rim from behind, studio HDR for the glossy props. Two anamorphic flares: off
the lilac controller's glowing buttons (the whole reel) and the key's glint off the phone's rim
(keyed up for the phone beat). AA: ssaa samples=4 (the page's 0.4 mm grid lines at grazi