Make an interactive film-game
From a single spark or a whole script, build an interactive film-game driven by timed taps and branching choices — AI breaks down the story, locks in characters and locations, generates storyboards and video; you edit, play-test, and ship it as a webpage anyone opens and plays in a browser.
What it is
An interactive film-game is a short film you can play. Scenes flow as video and images, like watching a short drama — but at key moments a timed tap pops up, asking you to react within seconds; and at the end of a scene a choice branches the story toward a different next beat, all the way to different endings.
You assemble the story, visuals, beats and branches in the editor; what players get is a deterministic, replayable experience — the same choices follow the same path, a different choice unlocks new story.
What it's good for
- Interactive shorts / multi-ending stories — let the audience decide the protagonist's next move; one story, several paths.
- Story-driven mini games — turn dialogue, suspense and timed reactions into light gameplay, no engine code required.
- Teaching / demos / training — drill processes and decisions with "what if I pick this" branches — more engaging than plain video.
- Prototyping — build a playable rough cut in hours to validate story and feel before committing.
From script to film, in five steps
① Script: from a spark to a structured story
Drop in a one-line spark, a synopsis, or a whole script. AI expands and structures it into acts, characters, relationships and scene-by-scene beats. Long story? Continue it episode by episode while keeping earlier setups consistent.
② Anchors: lock the look first
The system auto-extracts characters, locations and key props (and their states and variants) so you can lock their look up front. Every later shot aligns to these anchors, so characters don't swap faces and locations don't drift — the key step for keeping the whole film consistent.
③ Story tree · storyboards: split the story into a playable tree
AI splits the story into a storyboard tree: each node is a shot with an auto-generated image. You arrange it freely — reorder and reshape, add branching choices (fork two or more paths after a node), and set timed taps on tense moments. The tree is every route a player can take.
④ Generate video: bring shots to life
Once the boards look right, turn shots from stills into video in one click. Reference images keep characters and locations consistent across shots; lines can be carried by a chosen voice. Everything lands on the timeline, aligned to dialogue and beats.
⑤ Edit · play-test: fine-tune on the timeline, tweak as you play
Fine-tune on a three-track timeline: align dialogue, place when taps appear, wire where branches lead. Flip to a full-screen play-test anytime and experience it like a real player — wherever the pacing drags, a tap is too hard, or a branch feels off, jump back, fix it, and play again.
Three tracks: dialogue / taps / branches
A film-game's playability comes from three timeline tracks, each owning one job:
| Track | What it controls | Design tip |
|---|---|---|
| Dialogue | When each line shows and for how long, with a voice | Keep subtitles in sync with picture and voice |
| Taps | Timed reactions: tap within a window to succeed | Place at tension peaks; don't make the window brutal |
| Branches | Choices at scene end that decide the next beat | Two or three options; make every choice matter |
A few tips for better play
- Put choices where they count — ask players to decide at moments that truly change the story, not trivial forks.
- Taps serve emotion — drop timed taps on action, confrontation and suspense to amplify "I'm in it".
- Mix diverging and converging — branches needn't stay fully separate; let some rejoin the main line to add variety while keeping scope sane.
- Short first, then long — get one shortest complete path working end-to-end, then layer on branches and endings.
- Play-test often — walking it as a player usually surfaces issues faster than staring at the timeline.
Package & share
A finished film-game packages into one self-contained webpage: story, images, video, taps and branch logic all bundled in. Send it to anyone and it plays in any modern browser — no install, no GPU needed.
Inside a project it's also saved and addressed as a standard game asset, so it can be reused, referenced, redistributed, or wired into a larger project.
FAQ
- Do players need to install anything? No. The package is a webpage — open it in a browser, locally or hosted.
- I can't shoot or edit — can I still use it? Yes. Just shape the story and the choices; generation and alignment are handled by AI and the timeline.
- What about long stories? Fine — continue episode by episode, each aligned to the characters and locations you've already locked.
- Can I edit later? Yes. It's an addressable asset in your project — return to the editor, adjust, and repackage anytime.
Can't shoot or edit film? That's fine — tell the story, and AI turns it into a short film you can play.