Skip to main content
skill Claude Code CX Codex Cursor GitHub Copilot

showcase-video — Claude Code skill: mod demo videos, install

Records the game window with the game's own audio, then cuts a short clip or trailer about a mod: titles, transitions, music, fade-out.

Install into Claude Code · Skills CLI (Vercel) All methods and platforms ↓
npx skills add rehan-remade/universal-modder --skill showcase-video -a claude-code
Open on GitHub

What showcase-video does

The skill covers the whole job: capture the window, pick the good moments off contact sheets, assemble the final file from an EDL JSON. Use it once the mod actually runs and you need a clip or trailer for X/YouTube.

Capture is um win record — ffmpeg grabs frames from that window only and encodes with NVENC, AMF or QSV when the hardware allows. Audio comes from WASAPI process loopback on the game's PID, so notifications and whatever else is playing never reach the track. Editing runs through um video compile edl.json out.mp4 on ffmpeg and Pillow: any xfade transition, a single-line title, creator credits, music bed, watermark, closing fade. Add --preview for a fast half-size draft.

NVENC H.264 tops out at 4096 px wide, so wider recordings get scaled down. On a 32:9 screen crop the centre 16:9 with --crop or the framing drifts. Sync gets fixed on a visible event, a muzzle flash against its boom, by nudging --offset. ffmpeg and Pillow have to be present for the toolchain to run.

What it helps with

  • record the game window with its own audio and nothing else
  • pick peak moments off a timestamped contact sheet
  • cut a compilation from existing clips with titles and transitions
  • crop a centred 16:9 frame out of a 32:9 capture
  • fix an audio and video drift with --offset

Example prompts for the agent

  • Record 40 seconds of the game window with `um win record`, then build a contact sheet so I can pick in and out points.
  • Compile `edl.json` at 1920x1080 and 30 fps with one-line titles, a pixelize transition and music at 0.5.
  • Render a half-size preview and show me a contact sheet of the finished video.

How to install showcase-video

1Skills CLI (Vercel)

npx skills add rehan-remade/universal-modder --skill showcase-video -a claude-code

2Manually: put the files in place

~/.claude/skills/showcase-video/SKILL.md

Copy the whole skill folder; for one project use .claude/skills/showcase-video/

From the same set7

The whole set →

Similar

godot-2d-movement gamedev-skills Implements 2D kinematic movement in Godot 4.7 using CharacterBody2D. Useful for coding platformers, top-down controllers, and debugging move_and_slide() behavior. Claude Code CX Codex Cursor +1 5,900installs godot-3d-essentials gamedev-skills Skill for quickly building 3D scenes in Godot 4.7: place cameras, add lights, set up environment and materials. Use it when you're building 3D levels or configuring lighting and post-processing effects. Claude Code CX Codex Cursor +1 5,900installs godot-export gamedev-skills Configures and automates Godot 4.7 exports for desktop and web targets. Helpful for headless CI pipelines and export preset setup. Claude Code CX Codex Cursor +1 5,900installs platformer gamedev-skills Guides 2D platformer mechanics: tunes jump feel with coyote time, input buffering, variable height, and sets up one-way platforms. Claude Code CX Codex Cursor +1 5,800installs roblox-luau gamedev-skills A skill that teaches Claude Code to write Luau scripts for Roblox: work with services, create Instances, handle events, and build secure client-server communication via RemoteEvents. Claude Code CX Codex Cursor +1 5,800installs visual-novel gamedev-skills A playbook for visual novels: branching script, character and background display, a text box with choices, save anywhere, backlog, skip and auto. Claude Code CX Codex Cursor +1 5,700installs orbit-card heygen-com Adds a 10-second 1920×1080 HyperFrames motion block where a single feature card orbits a dot sphere using exported Blender camera paths. Claude Code CX Codex Cursor +1 9,800installs sdf earthtojake This skill authors and validates SDFormat files for models and worlds, then helps prepare them for simulator handoff. Claude Code CX Codex Cursor +1 10,500installs

Questions about showcase-video

How do I install showcase-video in Claude Code?

Run npx skills add rehan-remade/universal-modder --skill showcase-video -a claude-code. The skill lands in ~/.claude/skills/showcase-video/SKILL.md.

What does showcase-video do?

It records the game window with the game's own audio, finds the usable moments on a frame grid, and edits the result through an EDL JSON.

Does it capture desktop audio too?

No. Audio is a WASAPI process loopback tied to the game's PID, so only the game reaches the track.

Source text

SKILL.md · MIT
---
name: showcase-video
description: Record and cut a short showcase video of a game mod, or a compilation of clips, ready to post on X/YouTube. Records the game window with only the game's own audio, picks moments from contact sheets, and edits with one-line animated titles, creator credits, transitions, music, watermark and fade-out via an EDL JSON. Use when the user wants a demo video, trailer, clip or montage of a mod, or wants to combine existing clips into a styled video.
---

# Showcase video

A mod isn't finished until you can show it in 30 seconds. The toolchain is `um win record` (capture),
`um video contact` (look), `um video compile` (edit), all ffmpeg + Pillow.

## 1. Make the take repeatable
- **Script the action.** Use a mod-side timeline or command sequence (spawn enemies, fire the weapon, cue
  the boss), a scenario with triggers and camera moves, or a WinDrive command list. The first clean take
  should be reproducible exactly, so you can reshoot after a fix.
- **Restore the world before each take.** Explosions crater worlds; units die. Keep a pristine copy with
  `um backup` and restore it every take.
- **Clean frame.** Hide debug text, fix the camera zoom (the Terraria showcase used 1.5x so 1080p frames
  read like a 720p cut), run at full speed when unfocused, and hide the cursor (capture uses
  `capture_cursor=0`).

## 2. Record the window + the game's own audio
```bash
um win record --exe Game.exe --out C:\caps\take1 --seconds 40      # -> take1.mkv, take1.audio.raw, take1.json
um video first-frame C:/caps/take1.mkv                              # where gameplay starts (skips loading screens)
um video mux C:/caps/take1.mkv C:/caps/take1.audio.raw C:/caps/take1.json take1.mp4 [--offset 0.25]
```
- **Video:** ffmpeg gfxcapture of that window only (GPU frames, no desktop). It encodes with NVENC, AMF or
  QSV when available. NVENC H.264 maxes out at **4096 px wide**, so the recorder scales above that; for
  32:9 screens, crop to the centre 16:9 with `--crop`.
- **Audio:** WASAPI **process loopback** of the game's PID (`um/ps1/ProcLoopback.ps1`). Only the game is
  recorded; no Spotify, no notifications. It's timestamped so the file position is wall time. Muxing uses
  the recorded offset. Fine-tune with a visual/audio sync event (a flash vs its boom) and pass `--offset`.
- **Inside a mod (optional):** start and stop recording from the mod for frame-exact takes. Never block the
  game's main thread while stopping ffmpeg: send `q`, then wait off-thread. Write `.mkv` so a killed
  recorder still leaves a playable file (see `examples/terraria-tmodloader/reference/InModRecorder.cs`).

## 3. Look before you cut
```bash
um video probe clip.mp4
um video contact clip.mp4 sheet.png --every 1.5 --cols 6     # a timestamped grid; read it, pick in/out points
um video contact clip.mp4 zoom.png --start 20 --end 30 --every 0.5
```
Pick the peak moments: the explosion, the boss reveal, the unit in formation. Write in/out times into the
EDL.

## 4. Edit with an EDL
`um video compile edl.json out.mp4` (`--preview` renders half size and fast). The full format is in
`um video --help`.
```json
{
  "size": [1920, 1080], "fps": 30,
  "theme": {"accent": "#B6FF3B"},
  "transition": {"type": "fade", "duration": 0.3},
  "clip_volume": 0.8,
  "music": {"path": "music.mp3", "volume": 0.5},
  "watermark": {"path": "logo.png", "height": 54, "corner": "br"},
  "segments": [
    {"clip": "take1.mp4", "in": 9.0, "dur": 3.0, "hook": "Terraria, but with a tactical nuke."},
    {"clip": "take1.mp4", "in": 24.2, "dur": 4.5, "title": "Tactical Nuke", "transition": {"type": "pixelize"}},
    {"clip": "take2.mp4", "in": 3.0, "dur": 5.0, "title": "Drone Mothership boss"},
    {"card": {"title": "Fal Arsenal", "sub": "a Terraria mod"}, "dur": 2.5}
  ]
}
```
- **Transitions:** any ffmpeg xfade type (fade, pixelize, slideleft, smoothleft, circleopen, zoomin,
  radial...) or `cut`.
- **Fills:** for non-16:9 clips, `fill: blur` (blurred backdrop), `crop` or `pad`.
- **Per clip:** `speed` and `volume`, `zoom` to punch in past UI, `crop` [x, y, w, h] to reframe.
- **Music:** `um fal music "..." --seconds 60` makes a bed. Set `bpm` and use `beats` instead of `dur` to
  cut on the beat; `um video beats music.mp3` estimates tempo and first beat.

## Style that works (from real feedback)
- **Titles:** one line naming what's on screen ("Wonder: the Transamerica Pyramid", "Robotaxis and Delivery
  Drones"). No small explanatory captions about how it was made; that goes in the post text.
- **Pace:** get into gameplay within 2-3 s; menus and setup stay under 3 s. Clips run 3-5 s each. End on the
  mod name or URL and fade out.
- **Sound:** keep the game's audio. It sells impacts. Music under a compilation, clip audio around 0.5-0.8.
- **Compilations of other people's clips:** credit every creator on screen (`credit: "@handle"`) and in the
  post, and ask permission when it's promotional. Don't imply their clips were made with your tool. Download
  only public posts, and only what you'll use.
- **Last step:** look at a contact sheet of the finished video before sharing it.

© rehan-remade · MIT · rehan-remade/universal-modder

See also

Project sponsors

Companies that keep this analytics open
Gold sponsor

Impressions, clicks and code copies — open statistics. We keep the numbers public for the same reason NeBlask itself is public. Become a sponsor