PlayStation Controller AI Product Video
Prompt
Create an 11-second vertical 9:16 ultra-premium photorealistic CGI gaming-product commercial using the uploaded/reference white-and-black PlayStation DualSense-style wireless controller as the strict hero-product reference. Preserve the exact white outer shell, black central panel, dual analog sticks, directional pad, four face buttons, shoulder geometry, touchpad proportions, controller silhouette, seams, button positions and all visible product proportions throughout every shot; never redesign, recolor, distort, simplify, add controls or change the controller model. Render at 24 fps using a virtual full-frame cinematic product camera with approximately 60–95 mm equivalent lenses, physically correct motion blur, clean depth of field and highly stabilized CGI camera motion. Keep the dominant palette electric blue, violet, deep navy, black, white, silver and small cyan accents. From 0–1 second, place the controller small and nearly vertical above a tall rectangular matte-black pedestal in a dark futuristic studio filled with several block-like pedestals at different heights, use approximately 70–85 mm at f/5.6, a slightly low three-quarter camera angle and an extremely slow dolly-in while vivid electric-blue/violet light glows from the background and thin white rim light defines the controller shell. From 1–2 seconds, move closer as the controller rotates smoothly toward camera, revealing its white grips, black center panel and analog sticks while appearing to float beside the pedestal edge; use approximately 75–90 mm with a controlled push-in and then dramatically accelerate during the final portion of the second into a forward whip/zoom with strong directional motion blur, never deforming the product. From 2–3 seconds, resolve the whip transition into the controller nearly front-facing and centered inside a dynamic zero-gravity explosion of metallic silver spheres, blue particles and small reflective fragments, using approximately 60–75 mm with a fast initial camera push that quickly stabilizes while particles rush outward around the product and pass close to camera with motion blur; keep the controller sharp and dominant. From 3–4 seconds, transform the environment into a dense three-dimensional field of floating and falling PlayStation-inspired triangle, circle, cross and square symbols mixed with metallic spheres and blue reflective fragments; use approximately 65–80 mm with a slight downward camera angle, let symbols tumble, rotate and pile around the controller while the product remains mechanically stable and partly visible, use shallow depth of field to blur some foreground symbols and keep cool blue/silver highlights throughout. From 4–5 seconds, animate the controller rising cleanly upward from the symbol pile while triangle, circle, cross and square pieces cascade downward and away beneath it; gently rotate the controller into a more frontal orientation, track upward with the product using approximately 70–85 mm and retain bright white shell highlights against the blue environment, then transition the symbol environment smoothly into a fluid abstract background. From 5–6 seconds, show the controller perfectly centered and nearly front-facing against a dramatic slow-motion cloud of swirling cobalt blue, cyan and black fluid resembling ink suspended in water, using approximately 80–95 mm, a very slow 2–3% push-in and almost no controller rotation; illuminate the controller with soft cool-white frontal light and blue/cyan rim highlights while deep negative fill preserves the black central surfaces. From 6–7 seconds, continue the centered product hero as the fluid curls, folds and expands behind and around the controller without obscuring it; keep the camera almost locked, then perform a clean hard cut near the end of the second to a pure black frame containing only a centered white PlayStation logo. From 7–8 seconds, hold the centered white PlayStation logo against pure black with absolutely no movement. From 8–9 seconds, continue the static logo hold and then hard cut near the end into a new tactile 3D environment filled with densely packed inflated rounded forms in glossy black, cobalt blue, white, gray and cyan. From 9–10 seconds, show the controller entering and settling into this bed of soft inflated forms, using approximately 65–80 mm from a slightly elevated three-quarter view with a gentle camera glide; allow the surrounding shapes to appear soft, padded and subtly compressible while maintaining realistic reflections and never allowing them to intersect unnaturally with the controller. From 10–11 seconds, hold the controller resting securely among the inflated shapes at a clean three-quarter front angle, use approximately 75–90 mm with a slow final push-in, keep the analog sticks, face buttons and white shell crisp, allow glossy soft reflections to move gently across the surrounding blue/black/white materials and end on the product with no additional text. Use high-quality physically based rendering, realistic glossy plastic, matte plastic and soft inflated-material shaders, crisp reflections, volumetric blue lighting and clean motion blur. Sound direction, inferred for recreation: deep futuristic electronic ambience, a rising servo/air sweep during the opening rotation, strong spatial whoosh during the 1–2 second zoom transition, granular particle impacts and metallic ticks during the sphere/symbol sequences, a deep liquid/energy swell during the blue-fluid hero, near-silence beneath the PlayStation logo hold and a soft padded impact when the controller settles into the inflated forms. Negative prompt: no human hands, no gamer, no television, no room, no desk, no console, no cables, no extra controllers, no altered button layout, no changing controller geometry, no warped analog sticks, no extra logos, no random readable text, no subtitles, no watermark, no low-poly symbols, no uncontrolled particle explosions that hide the controller, no product duplication, no melting controller, no fisheye distortion, no handheld shake, no excessive lens flare, no oversaturated neon rainbow palette, no floating environment unrelated to the reference and no unrealistic intersections between controller and surrounding objects.