THIS IS LITERALLY A F*CKING GOLDMINE.
These "2D Cartoon Stories" might be the next CASH GRAB on IG rn
the craziest part? It took me 10 min and didn't even spend $$$ to make it. (excluding claude sub)
I made a free Claude Code prompt that recreates this entire style from scratch
steal the prompt before everyone catches on ↓
Build and render a faithful, editable recreation of the attached reference.mp4 using code. I want the same classroom horror story, visual style, characters, camera movements, dialogue timing, text messages, captions, lighting changes, and cliffhanger.
Do the implementation and export the finished video. Do not stop at a plan, storyboard, or code snippets. Do not simply play the original video inside a canvas or re-export it.
REFERENCE FIRST
Inspect reference.mp4 with ffprobe and extract timestamped frames. Sample every 2 seconds initially, then inspect more densely around camera changes, character movement, lighting changes, phone messages, and the ending.
The reference has:
720 × 1280 resolution, vertical 9:16.
30 fps.
Approximately 122.17 seconds of picture and 122.41 seconds of audio.
Use the actual file metadata and frame timing as authoritative. The scene timings below are approximate guides, not exact edit points.
Extract and reuse the reference audio to preserve the exact voices, delivery, pauses, ambience, and sound effects. Rebuild the visuals in code. If audio extraction is unavailable, explain the limitation rather than silently replacing dialogue or delivering a silent video.
Create a timestamped scene manifest and subtitle manifest from the source. Verify dialogue against the audio and visible captions. Do not invent missing dialogue.
IMPLEMENTATION
Use a deterministic animation pipeline suitable for offline video rendering. Prefer Three.js for the classroom, perspective, characters, and camera; use SVG or HTML overlays for captions and phone interfaces. Remotion can manage the timeline, overlays, audio, and export.
Choose another stack if it will clearly reproduce the reference more faithfully. All animation must be driven by frame number or timeline time, not real-time timers. Seed any procedural randomness.
Create reusable components for:
Classroom and furniture.
Student characters.
Teacher.
First-person arms and hands.
Phone and message interface.
Captions and notifications.
Camera animation and lighting.
Ending choice card.
VISUAL STYLE
Match the reference’s intentionally simple, outlined cartoon look:
Flat, muted colors.
Thin dark contours around characters, furniture, and room geometry.
Very large white eyes with small dark pupils.
Simple rounded heads and hands.
Minimal facial detail.
Stiff, restrained character animation.
Strong perspective and a slightly distorted wide-angle first-person camera.
Sparse shading rather than polished realism.
Do not turn this into realistic CGI, Pixar-style animation, stick figures, a Roblox game, or a slideshow of still frames.
The classroom needs:
Cream walls and ceiling.
Rectangular fluorescent ceiling panels.
Blue-gray tiled floor.
Rows of light tan desks with thin gray metal legs.
Blue-gray chairs.
Green chalkboard at the front.
Blue classroom door with a tall narrow window.
Green EXIT sign above the door.
Clock and lockdown notice beside it.
Wall-mounted speaker.
Bookshelves with colorful books.
Tall gray storage cabinets.
Windows with closed horizontal blinds.
Backpacks beside desks.
Match the source’s spatial arrangement. Keep the door, windows, shelves, desks, and characters in consistent positions across shots.
Readable set text includes “BIOLOGY FINAL,” “10:00–11:30,” and “EXIT.” Verify other wording from the reference.
CHARACTERS
The viewer is Noah, shown through first-person camera movement, gray-blue sleeves, rounded hands, exam paper, pencil, and phone.
The nearby friend has:
Dark brown skin.
Short black curly hair.
Oversized white eyes.
Red/orange long-sleeved top.
Dark blue trousers.
Light-colored shoes.
He begins seated at his desk and later sits on the floor hugging his knees. Match his frightened expressions, glances toward the door, and restrained gestures.
The teacher has:
Light skin.
Auburn/brown hair in a high bun.
Large round glasses.
Mustard-yellow top.
Dark trousers and dark shoes.
Include the other students in their reference positions, wearing pink/red, purple, blue, green, and yellow clothing. They move from seated exam positions to hiding low beside or beneath desks.
CAMERA AND MOVEMENT
Reproduce the first-person cinematography:
Start seated at Noah’s exam desk.
Look down at the paper and pencil.
Turn toward the friend.
Turn back toward the teacher and classroom door.
Drop to floor level during the lockdown.
Look between the friend, phone, other students, and door.
Raise the phone close enough to read messages.
Lower it naturally while continuing to look around.
Use matching head tilts, gentle sway, handheld motion, perspective changes, and pauses. Avoid excessive shaking or constant zooming.
Animate characters with subtle breathing, eye direction, blinking, head turns, mouth shapes, and small limb movements. They should not remain completely frozen while speaking.
STORY AND APPROXIMATE TIMELINE
0–6 seconds: Biology final
Begin in the bright classroom at Noah’s desk. Show the exam sheet, hands, pencil, pencil case, and bottle as in the reference.
Top-left text:
“TUESDAY • 10:42 AM”
“Room 214 — Biology final”
The teacher tells the class there are ten more minutes and to keep their eyes on their own work. Match the original phrasing and caption timing.
6–15 seconds: Something is wrong
The camera turns toward the friend. The dialogue initially suggests someone slammed a locker, followed by the realization that the sound was not a locker.
15–29 seconds: Coded announcement
Return toward the front of the classroom as the announcement says the science fair has moved to the gym and repeats it.
The students question the announcement because the science fair was last month. Preserve the sequence and exact original lines.
29–39 seconds: Lockdown
The teacher recognizes the code and directs students away from the door, down low, and to silence their phones.
The camera drops to floor level. Students crouch or sit beneath and beside desks.
Reproduce the transition from the bright classroom to the dark blue nighttime-like interior. Keep the classroom readable, with cold light visible through the door window and beneath the door.
39–51 seconds: Hiding
Cut or turn between the friend, teacher, and low classroom angles. The friend questions whether it is a drill. The conversation establishes that Zoe left with the hall pass.
51–69 seconds: Zoe’s messages
Noah raises a black phone displaying a dark messaging interface.
Recreate the conversation with incoming gray bubbles, outgoing blue bubbles, a pink circular Z avatar, Zoe’s name, and the source’s small status details.
Visible messages include:
“good luck on the final lol”
“ur gonna need it more”
“someone is in the hallway”
“im hiding in the supply closet”
“noah im scared”
Noah replies:
“Stay there. Don’t open for ANYONE.”
Use the reference’s exact capitalization, wrapping, punctuation, and timing where they differ.
Recreate the cream-colored notification cards above the phone, with sender name, avatar, small timestamp, and bold black message text. Messages should appear progressively at the source times.
69–86 seconds: Someone outside
Alternate low views of the door, the frightened friend, and other students.
Match the pauses, reactions, and changes in camera direction around someone checking the doors. Follow the source’s discussion of police being outside and the teacher telling everyone to stay down.
Do not reveal the threat or add a monster.
86–105 seconds: Zoe’s voice at the door
A voice outside calls for Noah and asks to be let in. Use pink captions for the voice outside.
Noah recognizes the voice. The teacher firmly refuses to open the door.
Preserve the tension between the closed door, the teacher’s reaction, and Noah’s urge to help. Match the camera’s forward movement and changes in framing.
105–116 seconds: Contradictory message
The phone receives:
“still in the closet. who’s knocking??”
“DON’T OPEN”
Emphasize “DON’T OPEN” in red as shown in the source.
Keep the notification visible across the relevant shots. The friend questions who is at the door if Zoe is still in the closet. The dialogue raises the possibility that someone else has her phone. Verify the full wording from the source.
116–end: Final plea and choice
Return to the closed door for the final plea.
Darken and blur the classroom background, then reproduce the ending card:
“WHAT WOULD YOU DO?”
Green rounded button:
“🚪 OPEN THE DOOR”
Small yellow:
“OR”
Red rounded button:
“🔒 KEEP IT LOCKED”
Below:
“Comment for Part 2”
with “Part 2” highlighted in yellow and a downward arrow beneath.
Match the source’s reveal timing, spacing, button proportions, and final hold. Do not add an answer or resolve the cliffhanger.
CAPTIONS
Reproduce the source’s captions rather than adding generic subtitles:
Bold rounded sans-serif type.
Thick black outline and subtle shadow.
Short phrase-by-phrase chunks.
Positioned around the lower-middle area, matching each source shot.
Yellow for the teacher.
Cyan for the friend.
White for Noah.
Orange for the announcement.
Pink for the voice outside.
Verify these assignments against the reference. Match line breaks, size, timing, and placement. Avoid covering important phone text.
LIGHTING
The change in lighting is a key part of the video:
Opening: muted warm classroom daylight.
Lockdown: deep navy/blue ambient darkness.
Door window and under-door gap remain bright.
Phone scenes receive a restrained cool glow.
Preserve silhouettes and readable faces despite the darkness.
Use actual scene lighting or coordinated material changes where appropriate, rather than only placing a uniform dark rectangle over everything.
AUDIO AND SYNCHRONIZATION
Use the extracted original soundtrack as the timing master. Do not add duplicate sound effects over sounds already present.
Synchronize:
Speaking and mouth movements.
Character reactions.
Camera turns.
Lighting transition.
Phone messages.
Subtitle changes.
Final choice card.
Keep the source’s quiet pauses. Do not speed up the story or add background music that changes its mood.
QUALITY CONTROL
Render representative frames at approximately:
0, 8, 18, 30, 38, 52, 66, 76, 90, 106, 114, and 120 seconds.
Compare each with the corresponding source frame:
Camera position and angle.
Character proportions and placement.
Desk and door geometry.
Brightness and palette.
Caption placement.
Phone size and text readability.
Fix the largest differences before rendering the whole video. Then inspect the finished export for missing frames, clipping, unreadable text, incorrect timing, and audio drift.
DELIVERABLES
Provide:
Complete editable source project.
All required assets.
Scene and subtitle timing manifests.
A reproducible render command.
Final H.264 MP4 at 720 × 1280, 30 fps, with audio.
A brief README explaining preview, editing, and export.
An optional 1080 × 1920 version is welcome after the native-size version matches.
Prioritize fidelity over embellishment. Do not invent additional scenes, alter the characters, rewrite the ending, or claim pixel-perfect accuracy without comparison. If an exact element cannot be reproduced, identify the specific limitation and implement the closest feasible version.
Start by inspecting reference.mp4, then build, compare, refine, and render the complete video.
来源:F*ck Scales · x.com