Create a 30-second trailer for ATTACK AGI with original music and sound effects. End with the ATTACK AGI title and the tagline "Survive the waves. Unplug the machine." ATTACK AGI is a fast first-person horde shooter set on a rooftop helipad at night. A skyscraper-sized AGI with a CRT monitor for a head drops waves of robots onto the roof with its giant hands. The robots are melee bots, rangers, shielded tanks, laser snipers and purple dive-bomber drones, and each one has a glowing logo screen for a head. The player fights with a full-auto revolver, a chargeable baseball bat and molotovs whose fire burns the player too. After each wave the player picks one of three buff cards. After wave five the AGI smashes the arena flat, and anyone still on the ground dies. Then it fights the player directly with bullet-hell attacks: rocket barrages, an instakill death beam sweeping a third of the arena, miniguns, hand slams and walls of beams. When it gets tired, its head and hands come down within reach of the bat. Show that this is a fight against the thing running the fight, and that the way to win is to survive long enough to hit it in the face. Treat these game details as the subject of the trailer. Show the boss's CRT face changing expression as it reacts (:) >:( :'( :| :0), the eldritch tentacles with eyes behind it, its articulated hands dropping robots, robots taking headshots to their logo screens, a drone diving at 17 m/s and dropping its bomb onto a red circle, fire spreading from a molotov, and the revolver's red-dot sight and speedloader reload. Use the game's look: a navy-black sky, distant city lights, a weathered concrete helipad with yellow hazard markings, phosphor-green CRT glow, alarm-red attack warnings, purple drones, orange fire and crates, strong bloom, and forms readable in low light. Keep the boss, the robots, the weapons and the arena consistent throughout. Give the trailer a distinct visual identity. Use shooter trailers (DOOM Eternal, ULTRAKILL), motion design and music videos as references for framing, movement, transitions, and shifts between first-person action, close detail shots and abstract graphics. Graphic material can come from the game itself: CRT scanlines, pixel-emoticon faces, glitch text, telegraph stripes and the "JUMP!" countdown. Keep the game's look, but take creative freedom in how you present it. Open with a striking visual that stops viewers from scrolling. For example, a black frame with a single green pixel :) that pulls back to show it is the face of a machine the size of a building. Build tension through escalating waves toward the floor smash ("JUMP!" counting down 3, 2, 1 while the whole floor glows red), then let the boss fight break loose. Mix fast first-person combat with close views of the weapons, the robot heads and the boss's face. Use wide, low-angle views to show how big the AGI is compared with the rooftop. Climax on the tired window: the head comes down, a charged bat swing lands, and the face flips to :0. Choose shots, transitions and text that make the game feel worth playing. Compose and time the shots so they flow together, and guide the viewer's attention through each cut. For difficult movement, such as the weight of the boss's hand slams, a drone banking into its dive and tumbling when killed, revolver recoil and the cylinder swinging out, the follow-through of a bat swing, and first-person camera bob and shake, study reference footage and recreate that movement in the JavaScript animation. Treat text as part of the composition. Where useful, add a few short, expressive phrases, such as "IT WANTS THE ROOF.", "AIM FOR THE LOGO.", "JUMP OR DIE.", "UNPLUG IT." Some can fill much of the frame in glitched terminal type, while others sit quietly beside the action like a HUD readout. Vary their size and movement, leave enough space for them, simplify backgrounds behind large text, and place the boss and enemies so both the text and the action stay readable. Create original music that matches the game's mood, mixing dark synth and industrial percussion, and builds with the action: sparse at the opening, driving through the waves, a silent beat before the smash, then full intensity for the boss. Add sounds where they support the picture: revolver shots and the speedloader click, the bat's crack, a molotov breaking and catching fire, drone rotor whine, warning beeps before attacks, the death beam charging and firing, the floor-smash impact, and a CRT powering down. Time the music and sound effects to the cuts, the JUMP countdown, the smash and the final title. Keep the effects clear without overpowering the music. Build it from scratch as code. Don't screen-record the game. Make a standalone Vite + three.js project in trailer/ using pnpm, and port the game's real models and procedural textures from src/components/game/ and src/game/gfx/ so the trailer matches the game. Drive every scene from one timeline clock that steps frame by frame, never from real time…