The split shows a swarm failing at the bottom and, 926 generations later, snaking up the wall. The gap between the panels is the story, you click to watch the learning happen. The counts make the progress feel earned rather than edited.
How the packaging works
Title
The title names the game and promises a machine slowly figuring it out.
Thumbnail
The numbered before and after shows chaos turning into a working route.
Remix this
If you teach a skill or process, show the true first attempt beside the current state and number the attempts between. The count is what makes improvement believable.
The transferable lesson
Number the attempts between your before and after.
NicheArtificial IntelligenceGaming
Click driverCuriosity GapScale & Specificity
Visual signalSide-by-Side ComparisonBefore and AfterCollageSplit ScreenTransformation
Turn the lesson into a decision
Apply this pattern to your next video.
Bring the reference into a packaging brief, then decide what your title and thumbnail should each communicate.