Gameplay montage
Your gameplay recordings cut to a song so every kill lands on a beat, with slow motion and a punch on the big hits.

What Vidova will do
Make a 17-second, 9:16 kill montage from my own gameplay recordings, cut to a trap or phonk song so every kill lands on a downbeat and the first kill lands on the drop. The best kills play at a quarter speed on the hit with a punch, a shake and a hit sound, and my HUD and crosshair stay readable. It ends on a hard cut to black on the win screen. Footage: I attach 3 to 19 screen recordings with the seconds before each kill still in them, and at least 1.5 seconds of footage around each kill. In each one, pin the frame where the hit lands: the shot that drops the opponent, not the kill banner. Do not generate or change the gameplay. My 16:9 recordings play whole across the width of the vertical frame, over a blurred and darkened copy of themselves that fills the rest, so the kill feed, the minimap and the crosshair are never cropped. Look: Keep the game's own colours, a little harder: a touch more contrast and saturation, a soft vignette and light grain. On every kill the picture creeps in to 1.015, punches to 1.05 over three frames and creeps on to 1.06 at the cut, never back. The whole frame shakes and splits for a few frames on the hit. No glitch effects. Hook: The film opens on action, never on a title. The first clip rushes in at about 1.5 times speed through four quiet beats before the drop while a riser climbs. Its kill lands on the drop at 2.14 seconds with a 0.1 second white flash, a whip, a shake and a deep impact. It then plays two beats at a quarter speed with AI smoothing and rushes out to the cut at 3.76 seconds. Beats: Every clip cuts in on a beat and its kill lands on the next downbeat, so the kills come one or two bars apart. Ramp only two or three kills: the one on the drop and my best one at about 60 to 70 percent of the film. Each ramp rushes in at 1.5 to 3 times speed, brakes over 0.2 to 0.3 seconds so the hit sits on the downbeat at a quarter speed, holds two beats and rushes out. The other kills are plain cuts that play at real speed from one beat before the hit. At about 112 BPM, the cuts fall at 3.76, 5.9, 8.03, 10.19, 11.8 and 14.47 seconds. Joins: Use plain cuts, with a whole-frame zoom blur into the two or three biggest hits and a 0.1 second white flash into the last clip. If I give you my tag, up to 14 characters, stretch it in on the first drop for two beats in tall white Anton capitals, with part of it in an accent colour from the game's HUD, then pop it off. It sits under the recording, never on the action. Otherwise there is no text. Ending: The last clip ends on the win screen or the last kill. At 16.63 seconds the picture and the music cut to black on the same frame, and a hit sound rings through 0.4 seconds of black. No fade and no brand card. Sound: The song plays at 75 percent and the game's own sound at 35 percent, so the gunshots still hit. A riser peaks on the drop, a deep impact lands on it, and a short sub bass hit lands on every kill frame. No whooshes on the cuts and no thumps on the beats.




