AI Game Trailers

An AI Game Trailer
That Looks Shipped By A Studio.

Project Director plans the beats, a cinematic engine renders the motion, and you export the Steam hero cut, the capsule loop, and the Kickstarter pitch — no trailer-house quote, no editor on retainer, credits per beat.

AudienceSteam page, Kickstarter, TikTok
EnginesWan 3.0 · LTX 2.5 · Seedance 2.5
CadenceA devlog trailer every Friday
BillingCredits per beat, never expire
Hero demo video
AI Game Trailers
Motion that survives a gamer's eye
Steam hero, capsule loop, pitch cut
Credits per beat, weekly devlog cadence
Built for creators, storytellers, and teams who want production-ready results in minutes.

Model Options

Choose the workflow that fits your scene

Start with a prompt, add references when needed, and pick the generation path that matches the output.

Wan 3.0 for physics-grade cinematic motion

Gamers are the most slop-averse audience on the internet, and the tell is always motion: floating cameras, weightless turns, crowds that shuffle. Wan 3.0 renders weight, collision, and camera moves that read as captured footage — the crowd, the weather, the hard push-in — at a lower credit cost per clip, so a devlog pipeline can afford volume.

Weight, collision, and fluid motion Crowds, weather, and camera moves Lower credits per clip than flagship tier Re-take any beat that drifts
Open Wan 3.0

LTX 2.5 for the capsule and vertical variants

A capsule loop, a 15-second vertical teaser, and three thumbnail framings are iteration work, not hero work. LTX 2.5 renders cheap and fast, so you test framings on drafts and carry only the winning beat forward to the premium pass — on the same credit balance, in the same project.

Fast text-to-video and image-to-video Low credit cost per test clip Same project, same balance Clean motion continuity between takes
Open LTX 2.5

Example Outputs

Cinematic motion made on the game-promo engines

Real outputs from Wan 3.0 and LTX 2.5 — weight, camera moves, and fast takes on one credit balance.

Why use it on Moosky AI

Why indie devs build trailers on Moosky

Store-page economics, devlog cadence, and physics-grade motion built for the way indie marketing actually gets funded.

Motion that passes a hardcore eye

Wan 3.0's physics-grade weight and camera work is the difference between a promo that reads as a studio cut and one the comments tear apart.

Every store cut from one spine

Plan the trailer once, export the Steam page hero at 16:9, the animated capsule loop, and the vertical teaser for TikTok and Shorts.

A devlog trailer every week

When the build changes, re-render only the beats that moved. A weekly devlog cadence costs a handful of runs, not a production invoice.

Your art direction, locked

Attach concept art and key-frame stills so the trailer keeps your palette, silhouettes, and world instead of drifting into generic sci-fi.

Credits per beat, no retainer

Quoted in credits before every run, 100 per dollar, never expiring. The pitch-meeting version and the 2 a.m. devlog cost the same meter.

Commercial use included

Trailers made on Moosky are usable on your Steam page, Kickstarter campaign, paid ads, and monetized channels without a licensing tier.

How It Works

From pitch doc to store-page hero, in three steps

1

Brief the director

Describe the genre, tone, and set pieces, and attach concept art or key-frame stills so the trailer inherits your art direction.

2

Plan and render the beats

Project Director scripts the promo beats, drafts them cheap on LTX 2.5, and re-renders the keepers on Wan 3.0 for physics-grade motion.

3

Export the store cuts

Review in-platform, then export the Steam hero, the capsule loop, and the vertical teaser. Next week, re-render only what changed.

How a solo dev ships a devlog trailer every Friday without an editor

A solo developer posts a build every Friday, and each build deserves a devlog trailer — but a hired editor quoted three figures per cut, and rendering their own footage meant losing the two days the build already took. The trailer kept getting skipped, and the Steam wishlist curve kept flattening between updates.

The fix was a pipeline, not a video. They briefed Project Director once — genre, palette, and set pieces, with concept art attached as references — and the agent planned the beats. Drafts ran on LTX 2.5 in the afternoon; the two beats that survived the team's vote were re-rendered on Wan 3.0, whose motion carries the weight a game audience notices.

Each Friday is now a re-render: only the beats whose gameplay changed get new takes, the spine and references stay locked, and the same balance exports the 16:9 devlog cut, the animated capsule loop, and the vertical teaser for TikTok. The launch pitch cut for the crowdfunding page came out of the same project — the one asset the old workflow could never have funded.

Credit-based

Simple, honest pricing

A 30-second devlog trailer is a few drafts on the fast lane plus two or three hero beats; a launch trailer runs twelve to twenty. Credits quote per run at 100 per dollar and never expire, so a weekly cadence is a line item, not a payroll decision.

Pay as you goOnly pay when you generate.
No monthly feesNo subscriptions. No commitments.
Credits never expireUse your credits whenever you want.
Commercial useUse outputs for personal or commercial projects.
View credits & pricing

Frequently Asked Questions

Will an AI-made trailer hurt how gamers see my game?

Only if the motion looks fake — that is the tell audiences react to. Two rules keep you safe: build the promo on physics-grade clips (Wan 3.0) instead of floaty generic motion, and keep real gameplay capture inside the back half of the trailer. The AI beats sell the world and tone; your actual build sells the game, and the join reads honest.

Can you make the Steam page hero video and animated capsule?

Yes. The trailer plan exports as separate cuts from one spine: the 16:9 hero movie for the Steam page, a short looping clip for the animated capsule, and a vertical teaser for TikTok and Shorts. Re-render only the cut you need when the build changes.

How much does an AI game trailer cost?

You pay credits per run, quoted on screen before every generation. A weekly devlog cut is a handful of fast-lane drafts plus two or three hero beats; a launch trailer is roughly twelve to twenty beats with re-takes. Credits buy at 100 per dollar and never expire — no subscription, no per-trailer invoice.

Can the trailer match my game's actual art style?

Attach concept art and key-frame stills to the project and the director locks them as references, so palette, silhouettes, and world stay consistent beat to beat. It will not reproduce real gameplay mechanics on screen — that is what the gameplay section of your trailer is for.

Can I use the trailer for Kickstarter, Steam, and paid ads?

Yes. Everything you generate downloads watermark-free and is cleared for commercial use — store pages, crowdfunding campaigns, monetized channels, and paid ad placements — with no attribution requirement and no premium license tier to unlock.

Is this the same as the movie trailer maker?

Different job, same platform. The film page plans a festival-style arc for movies and docs. This page plans game-promo work: store hero cuts, animated capsules, devlog cadence, and crowdfunding pitches — beat structures built around wishlist conversion instead of opening weekend.

Disclosure

Moosky AI is an independent platform provider and reseller of AI model access. Product names, model names, and company names shown on this page belong to their respective owners. Moosky AI is not officially affiliated with, sponsored by, or endorsed by those providers unless expressly stated. Page content, examples, and previews may include AI-assisted and synthetic content.