Motion
49 films, in seven kinds
These are not one library. A story and a walk through a place are different things doing different jobs, and a grid that mixes them tells you nothing. 47 of the 49 are shot upright, because that is the shape they were made to be watched in.
In play
The game itself, captured as it runs: a development build, flown here by the game's own autopilot. Nothing is staged and nothing is sped up. The twenty short cuts made for a phone in September 2026 open on a title, and their sound is the cues the game asked for during the capture, rebuilt afterwards rather than recorded live.
The Raid
27 seconds
A grown Fire Wyvern comes up the vent and finds the Bell Towns. They ring the Toll, and inside its ring a dragon cannot hold its fire. So the bell burns first, and then what it guarded.
Egg to Raid
20 seconds
One wyvern, from 0.35 m beside its shell to 1.8 m at the vent mouth: what it eats, how it grows, its first bolt, the way out, and what it does with the daylight.
Three Answers
19 seconds
The Red Hour, the Rising and the Narrowing: three peoples answer the same drake, in three separate runs.
Five Peoples, Five Homelands
18 seconds
Humans, Dwarves, Forest Elves, Dark Elves and Orks, each at home in its own land, cut from the store trailer: the Bell Towns, the Spine, the Greenwood, the Barrowlands and the Wastes.
First Sparks
18 seconds
The first sparks against the pit hounds. A Thicket Dragonet in the Deadworks, with a breath that is not yet a fire.
Small Teeth, Big Hunger
18 seconds
Grubs first, bigger steps next. A Thicket Dragonet finds its feet in the Dryways, where everything is still bigger than it.
Light Without Heat
18 seconds
Coldlight, taken from a cinder moth: a Crystal Wyrm in the Moth Galleries learns a trait from what it kills and carries a light that gives no warmth.
The Crown Sings
18 seconds
Crystal against tunnel swine in the Moth Galleries. The Crystal Wyrm does not breathe fire: it rings, and the resonance does the rest.
From Stone to Tools
18 seconds
Stone and wood become a knife and an axe. A Dwarf's preparation in the Spine, from the node to the bench.
The Flood Channels
18 seconds
An Eastern Lung in the Flood Channels, long and wingless, in the wet middens of the climb.
Tools Before Trouble
18 seconds
A knife, some wood, an axe. The work before the warning in the Bell Towns: gather, make at the bench, and have something in hand when the day turns.
Cold Ground
15 seconds
The lamp goes out and the heat-hunter finds cold ground. A Dark Elf in the Barrowlands, where the Guttering is the answer to a drake that hunts by warmth.
Not Every Breath Is Fire
15 seconds
Sparks, resonance, gale: three dragons, three different answers, across separate runs.
A Head in a Gap
15 seconds
The stone drops; the drake stops. A Dwarf defense, the Narrowing, with the forge court as its price.
Growing in the Dark
15 seconds
An adult comes out of the mine encounter. Eastern Lung play with the growth and traits in view: what it has eaten, and what that taught it.
The Crown Takes Hold
15 seconds
A seed, a crown, a moment's hold: the Greenwood catches the drake in the Rising, and later it tears free. Two passes, cut together.
The Toll Holds
15 seconds
One note interrupts the drake's breath. Before, during and after a Bell Towns defense: the bell rung inside its ring, and what the square looks like once it has.
Call of the Wastes
15 seconds
From the totems to the road: an Ork readies the Wastes as a drake comes in. The Red Hour, the Orks' answer, is a brace and a pyre in the lane the gout will take.
Into the Dryways
15 seconds
Not every encounter begins above ground. A young Western Drake works through the warm rooms of the Dryways, grubs first, and finds the tunnel on.
Fire in the Workings
15 seconds
Fire beneath the surface: a Western Drake reaches the Workings, the old mine, and lights them.
Back to the Ground
15 seconds
From open sky back to the square: the wyvern comes down among the burning Bell Towns and folds its wings.
The Town Sees You
15 seconds
A grown Fire Wyvern leaves the vent and comes in over the pines. The Bell Towns see it at ninety metres, and the notice goes up before the bell does.
The Raid, Interface On
14 seconds
The same morning through the player's own camera, with the interface showing: take wing, spit a bolt, and watch fire walk to what stands next to it.
One Bolt, One Bell, One Town
14 seconds
The wyvern does not breathe a gout. It spits. What one bolt does to a bell tower, and what the fire does after that.
Stories
Sequences with a beginning and a consequence.
The Feast
32 seconds
What happens after. The same six people butcher the dead lung, cook and eat it, and sell the meat, scales, whiskers, horns, claws and hide at market. A dragon is worth a great deal, once it has stopped moving.
The Farm Battle
20 seconds
Three lungs come down on a farm in open lanes. The defenders do not scatter: they run, brace, thrust, draw and release, and a coordinated volley brings one of the three down.
The Chicken Raid
15 seconds
A lung comes in low over a smallholding and leaves with a chicken in each foot. Undefended calories, and nobody in the yard is equipped to argue.
Bell Town
8 seconds
A square, a militia, and iron in a tower. A town is a fight, and some of them have done this before.
Fire Against Crystal
10 seconds
The argument the whole collection is built on, staged once: orange against cyan.
The reaches
Ground level, one film per place. 6 of the 8 daylight reaches have one so far.
The Barrowlands
28 seconds
Overcast moor, grave-mounds and ruin. A small Dark-Elf party moves through ground remembered for generations; at night, the Guttering steals heat contrast from hunter and hunted alike.
The Holdings
20 seconds
Ground level in the pasture. Thatch, livestock, no wall, and no idea what is under them.
The Fens
20 seconds
Standing water, reed and mist, and a sky full of fairies. Nothing heavy crosses it and nothing dry lives in it.
The Spine
20 seconds
Mountains, and dwarf country: halls cut into a range, high and dry, with a hard floor under them.
The climb
The world as a continuous move rather than a scene.
Out of the Dark
40 seconds
The climb itself: three kilometres of shaft, end to end, from the chamber where you hatched to the first daylight you have ever seen.
The Surface Flythrough
80 seconds
The atlas opens into all eight daylight reaches. The route stays anchored to the generated map while each finished homeland supplies its own scale, landmarks, people and light.
Growing up
Egg to adult, which is a real animation rather than a number going up.
Egg to Adult
14 seconds
One animal from the shell to full size. Growth is staged, fed and irreversible, and every stage is the same creature rather than a different model wearing its name.
The craft of the reaches
One trade per people, held in the fist: forge, fletching, bronze, stone, totem and lantern.
The Bell Founders
16 seconds
Bronze falls in a burning thread; the cope comes off the raw bell; the first strike.
The Fletcher
16 seconds
A Greenwood elf draws a shaft, sets the third feather, and looses at the butt across the glade.
The Lantern-Wrights
16 seconds
The fairies' round: the swarm kindles the fen lanterns one by one down the boardwalk.
The Totem
16 seconds
Orks lash the tusked skull, score the shaft, and haul the totem upright as the drum starts.
The Waymark Carver
16 seconds
One dark elf, one lamp, one stone: a spiral cut tap by tap, then raised light down the old line.
The Forge
16 seconds
Three smiths of the Spine at work: hammer and sparks, the bellows, and steel into the quench.
How they got made
Every cut has older cuts behind it
Each of these was arrived at by looking at the previous version cold, finding what was wrong with it, measuring it, and fixing the cause rather than the symptom. Every earlier version is kept locally; only current cuts are linked here. If you want that story, it is in the devlog.
Short cuts
The same work, cut short.
Flythrough, upright
80 seconds
The same flight, cut upright.
The Shield Wall
15 seconds
Six spears set against a charging ork horde, cut a stride before they meet.
Collection Cut
8 seconds
All five lineages, in eight seconds.
Flythrough, square
8 seconds
The same flight, cut for a square frame.