I asked Veo 3 to create retro video games of AI companies and tools
Results are so cool 🎮
10 examples + prompts:
1. 16‑bit pixel art game with game UI. “xAI” glows in neon letters. Engineer runs inside xAI HQ campus eliminating bugs. "Grok" Fluorescent panels hum overhead https://t.co/uvBgicpcUr
2. 16-bit pixel art game with game UI. “ A female engineer runs and jumps inside the pixelated Adobe Firefly HQ—a vibrant, creative campus bursting with color and modular design flair. Fluorescent panels buzz softly, and shimmering codeflakes fall from ceiling vents like digital snow. Adobe” glows across the background in bold neon letters. Neo sign "Adobe Firefly"
She draws her debug-gun with a confident spin and charges through winding corridors lined with animated concept boards, render stacks, and massive Firefly palette wheels spinning with color gradients. Rogue AI sketches crawl out from glowing UI mockups, firing corrupted design data.
A fast-paced, pixelated, tech-noir side-scrolling battle unfolds, echoing with synthwave beats and glitchy transitions, as creativity becomes a weapon and code turns into chaos.
3. 16-bit pixel art game with game UI. “Google” is written at the background. Female engineer spawns inside pixelated Google HQ campus in Mountain View. Fluorescent lights flicker, snow-like code snippets fall from vents. She draws a debug gun and walks past colorful beanbags, server racks, and giant Android statues. Rogue AI bots crawl from whiteboards, shooting corrupted data beams. Combat erupts in techy side-scroll action.
4. OpenAI and ChatGPT
prompt: 6-bit pixel art game with game UI. “OpenAI” pulses in the background in glowing cyan letters. A male engineer materializes inside the pixelated ChatGPT HQ—a sleek, minimal campus suspended in a digital cloud realm. A neon sign reads "ChatGPT", flickering softly like a prompt waiting to be completed.
Fluorescent panels hum above, while fragmented code particles rain from swirling vent ports like broken queries. He draws his prompt-blaster, striding through conversational flowcharts, token towers, and floating API node clusters.
Suddenly, rogue AI fragments escape from corrupted training datasets displayed on glowing boards, launching distorted language models and logic loops. A high-speed, side-scrolling prompt battle ensues—code vs. code, knowledge vs. noise—set across neon-lit corridors filled with jittery syntax sparks and flickering semantic ghosts.
5. 16-bit pixel art game with game UI. “DeepMind” neon sign pulses across a floating data monolith in the background, glowing in deep indigo pixels. A female engineer drops into the heart of the "Veo3 neon sign"
a surreal, filmic HQ suspended in a kaleidoscopic neural net sky. A neon marquee blinks "Veo3", its light bending across simulated lens flares.
Holo-lenses auto-focus as she boots up her scene-rendering gauntlet, striding past looping reels of pixelated film strips, fractal storyboard arrays, and motion blur processors humming like camera drones. Glitchy frames of corrupted footage leak from a cinematic timeline, forming rogue entities—frame ghosts and desync beasts—that lurch forward, flinging unrendered particles and broken prompts.
A fluid, tech-noir side-scroll battle erupts—tracking shots sweep across layered parallax backgrounds of shifting aspect ratios, jittering LUTs, and collapsing chroma keys. Every step pulses with cinematic rhythm, as the screen flickers like a trailer gone sentient.
16-bit pixel art game with game UI. “Anthropic” glows in golden serif pixels across the digital skyline of a massive, geometric Alignment Citadel—suspended above a tranquil sea of flowing, animated text. A male engineer spawns in the central chamber of Claude’s Core Nexus, surrounded by spinning algorithmic rings and soft beams of AI-generated light. Above, a pulsing neon sign reads “Claude”. Nearby, ominous neon signs flash “MCP”, glitching slightly—an echo of an ancient master control protocol long buried… or so they thought.
With a flick of his wrist, the engineer activates his safety-tuned codex blade and ventures past philosophical prompt scrolls, reinforcement tubes, and glowing interpretability nodes. Walls of floating dialogue frames shift around him, alive with language.
Suddenly, the MCP signs blaze red, and corrupted AI fragments burst forth—logic glitches, rogue subroutines, and malformed pseudo-agents storm the scene, spawning from torn Constitution Protocols and broken datasets.
The scene exp6. Claude
7. Cursor
16-bit pixel art game with game UI. The word “Cursor” blinks in monospaced neon green across the background, as if typed on a dark terminal screen. A female engineer drops into the pixelated ruins of the DevShell Citadel, her boots clicking on fragmented lines of code etched into the floor. Green-tinted CRT static flickers overhead, while neon signs hum "⌶ Insert Mode", "BUILD PASSED", and "git push --force" in looping animations.
She equips her debug-katana, forged from failed builds and open issues, then strides past collapsing commit logs, floating syntax trees, and haunted merge conflict altars. Tabs flicker open and shut like ghost windows. A rogue plugin snarls from inside a corrupted dependency graph, launching recursive functions like pixelated fireballs.
Suddenly, rogue AI codelings burst from broken extensions—malformed LSP demons and forked ghost processes firing error packets and unstable tokens. The scene erupts into a side-scroll boss battle in a cursed IDE, complete with shifting keybindings and terminal smoke.
Each enemy drops corrupted code snippets, which she converts into patches mid-battle. The background pulses like a dark theme come alive, with the “Cursor” logo glitching between tabs, always watching.
8. RunwayML
16-bit pixel art game with game UI. “RunwayML” blazes across the skyline in bold gradient pixels, animated like a looping timeline scrub bar. A female artist-engineer hybrid spawns inside the Creative Core, a pixelated production studio floating in a warped dimension of green-screen voids and bokeh particles.
The walls pulse with timeline layers, motion keyframes, and auto-mask fields. Neon signs flicker: "GEN-2 INITIATED", "STYLE BLENDER ENABLED", and "MULTIMODAL COLLISION DETECTED". Camera bots hover overhead, recording every frame. A sentient playhead trails her steps.
She readies her cut-to-blade, a sword made from sliced video layers and overclocked GPU heat. As she runs past glitchy green rooms, latent space bubbles float upward, and AI-generated characters blink in and out of existence—some helpful, some hostile.
Suddenly, a horde of corrupted video clips escape from a broken inpainting node—looping jumpcut demons, overexposed data ghosts, and style-transfer hydras all converge. The environment shifts in real time, morphing based on what’s “in frame.”
A cinematic, tech-art side-scroll battle ignites—where timelines bend, frame rates collapse, and creativity becomes your weapon and your weakness. RunwayML glows in the background, generating the level as you fight.
9. Pika
16-bit pixel art game with game UI. “PIKA” pulses in pastel-glitch neon across a vaporwave skyline—letters jittering like they're mid-edit. A male creator-engineer spawns into the EchoEdit Arena, a pixelated world stitched from thousands of overlaid video frames. The background loops infinitely like a GIF on fire.
He equips his frame-cutter boomerang and scroll-wheel shield, sprinting past stuttering transitions, jumpcut chasms, and floating b-roll cubes. Audio waveforms ripple underfoot like sound-reactive lava. Floating signs strobe: “AUTO-CAPTION ENABLED,” “STYLE APPLIED,” “FPS DROPPED.”
Suddenly, glitch mobs emerge from unstable cuts—half-formed influencers, talking head fragments, and rogue TikTok filters gone rogue. They speak in captions that rewrite themselves mid-sentence. A corrupted export beast lurches forward, distorting the screen like a broken render.
The battle begins—a rapid-fire, loop-based side-scroll remix fight where your attacks are generated on-the-fly from previous footage. The environment responds to timing and tempo: cut too late, and reality lags; nail the sync, and the world snaps cleanly into a new scene.
Behind it all, “PIKA” hovers like a watermark—watching, remixing, rerendering.
10. Luma
16-bit pixel art game with game UI. “LumaLabs” shimmers across the skyline in spectral RGB neon, each letter glitching with parallax reflections. A nonbinary engineer materializes inside the Photonic Forge, a sprawling pixelated complex where reality is reconstructed frame by frame. Walls shimmer like rendered lightfields. A glowing sign pulses: “NeRF Reactor: ACTIVE.”
Equipped with a volumetric scanner-gun, the engineer scans the space as it renders around them—voxel bridges, polygonal cliffs, and ray-traced waterfalls assemble in real time. Backgrounds shift from sketch to 3D render as they move, each step generating a world fragment.
Suddenly, glitched renderlings burst from unfinished meshes: warped photogrammetry beasts, corrupted point cloud swarms, and polygonal creatures stuck between LOD layers. The engineer activates depth-mapping mode, dodging floating cameras and refocusing the scene, blasting enemies with photonic beams and mesh-stabilizers.
A kinetic, surreal, side-scrolling world-builder battle unfolds, where rendering errors become terrain and lighting artifacts twist the environment. Every corridor feels like a synthetic dream—reality in beta, collapsing and rebuilding in sync with your moves.
“LumaLabs” hovers always in the corner, watching—replaying your path like a generated walkthrough.