Sports / Action

Explore free Sports / Action video prompts from YouMind's AI prompt library, grouped under subjects. Every prompt is curated from real creative workflows and ready to copy, adapt, and reuse.

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Seedance 2.0
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SCENE CONTEXT One continuous shot with an in-camera transition of location AND wardrobe. Eduardo fights his way along the wrecked, burning deck of his galleon under incoming fire: an explosion bursts on his LEFT — he dodges away and is knocked down; he struggles back to his feet — a second explosion on his RIGHT — he ducks and shields behind debris; then he breaks into a sprint for the sterncastle cabin door. The ship explodes — a white flash, dust and smoke flood the entire frame, wiping the world out. The dust thins and settles — and the world behind it has changed: the same man now stands in an endless sunlit desert, dressed as a desert wanderer, dunes to the horizon, the ship gone. ACTIVE REFERENCES <<<d0ae923b-03a5-4f69-9046-5fce5e0d62c6>>> — lean pirate captain, dark curly hair falling free from under a dusty mustard-yellow cloth bandana, a small white shark tooth pinned to the front of the bandana above his temple, thin moustache, gold hoop earrings, cream linen shirt under a worn brown leather waistcoat, cloth sash and leather belts. 100% matches the reference; he is the runner on the deck in the first half, BEFORE the dust. <<<da4fc251-a627-4ff4-b2da-c9d32266862a>>> — the SAME man as <<<d0ae923b-03a5-4f69-9046-5fce5e0d62c6>>> (identical face: dark curly hair, thin moustache, same features) transformed into a desert wanderer: layered sand-beige nomad robes, a loose hood and shawl draped over his head and around his neck, rust-red sash accents, a leather shoulder strap, wrapped gloves and bound desert boots. 100% matches the reference; he is the man revealed in the desert AFTER the dust settles. <<<9470010f-91ae-4b0f-b10d-9f3f29f55e3e>>> — Eduardo's galleon: pale square sails, tall wooden sterncastle. 100% matches the reference; already battle-damaged in this shot — burst bulwark, smoldering rigging, debris on the deck. <<<673b2d64-5cc7-4653-9320-86c1a404fd7b>>> — calm bright sea, glittering sun path, hazy horizon. Controls water and sky in the first half only. <<<7e338f88-dd41-44d4-b787-65a48471fd9c>>> — endless pale-gold sand dunes, sharp wind-cut ridgelines, hazy white sky. 100% matches the reference; it is the world after the dust settles. LOCATION MAP First half: the main deck of <<<9470010f-91ae-4b0f-b10d-9f3f29f55e3e>>> on <<<673b2d64-5cc7-4653-9320-86c1a404fd7b>>> — a wrecked corridor of splintered planks, fallen spars, torn rigging and small fires between the mainmast and the sterncastle cabin door at the stern. The cabin door is the destination, background-center. Sea and smoke beyond the broken rail. Second half, revealed by the settling dust: <<<7e338f88-dd41-44d4-b787-65a48471fd9c>>> — a rippled sand slope in the foreground where Eduardo stands, a high dune ridge midground, rows of dunes dissolving into white haze at 2 km. Sun high in both worlds. FIRST FRAME / BLOCKING First frame: deck level behind <<<d0ae923b-03a5-4f69-9046-5fce5e0d62c6>>>, MS — he is already moving away from camera down the wrecked deck toward the sterncastle cabin door in the background-center, smoke streaming across the frame, small fires burning left and right, the deck listing. FORMAT MODE One continuous shot — the camera does not cut on its own. The location transition happens INSIDE the shot, hidden in the dust whiteout. PHASE 1 — the gauntlet: handheld follow behind Eduardo working down the wrecked deck toward the cabin door. An incoming round EXPLODES on his LEFT — a burst of flame, planks and spray — he flinches away to the right and is knocked off his feet onto the deck. He struggles up, heavy and unsteady, one hand pushing off a fallen spar — and a second round EXPLODES on his RIGHT — he ducks hard, shielding his head behind a broken mast stump, debris raining over him. PHASE 2 — the sprint and the blast: he shoves off and breaks into a desperate sprint at 12 km/h for the cabin door. Two steps before the door, a hard white flash floods from screen-right, overexposing the frame for two frames. The shockwave hits — Eduardo is thrown off his stride, the camera kicks 5 cm — and a wall of grey-brown dust and smoke rolls over him and the lens, filling 100% of the frame. Hold 1.5 seconds inside the moving dust, faint orange glow pulsing, then fading to neutral bright haze. PHASE 3 — the settle: the dust thins from 100% to 0% over 3 seconds, brightening to clean white daylight — and it uncovers <<<7e338f88-dd41-44d4-b787-65a48471fd9c>>> with <<<da4fc251-a627-4ff4-b2da-c9d32266862a>>> standing alone on the rippled sand slope: the same man, now in the layered sand-beige nomad robes and hood, in the same body position the blast left him in — half-crouched, arms still shielding his head. He slowly lowers his arms and straightens, sand streaming off the robes, the hood settling around his face, and turns a full slow circle taking in the dunes. Silence. Hold on him small in the wide desert to the end. OPTICS 47° neutral through the run and the blast, easing to 63° as the dust settles so the desert reads wide around him. Focus rides Eduardo throughout; during the whiteout the frame is pure particulate with no fixed plane. CAMERA Handheld chase behind him in phase 1, footstep energy visible. The blast kicks the camera hard and buries it in dust. As the dust settles the camera steadies to a slow drift, settling 8 meters behind and slightly above him, level horizon, watching him turn. ACTION THE GAUNTLET IS DESPERATE AND PHYSICAL, IN STRICT ORDER: LEFT EXPLOSION → DODGE RIGHT → KNOCKED DOWN → A HARD, CLUMSY STRUGGLE BACK TO HIS FEET → RIGHT EXPLOSION → DUCK AND SHIELD BEHIND THE MAST STUMP → SHOVE OFF → FULL SPRINT TO THE DOOR. EACH EXPLOSION VISIBLY MOVES HIS BODY: THE FIRST THROWS HIM DOWN, THE SECOND FOLDS HIM BEHIND COVER. THE FINAL BLAST INTERRUPTS HIM MID-STRIDE — BODY THROWN FORWARD AND DOWN INTO A BRACE. IN THE DESERT HE RISES SLOWLY: ONE BEAT ON HIS KNEES FEELING THE SAND UNDER HIS HANDS, THEN STANDING, WRAPPED BOOTS SINKING IN THE LOOSE GRAINS, ROBES SWAYING WITH THE MOVEMENT, A SLOW 360° TURN, CHEST HEAVING FROM THE SPRINT THAT NO LONGER HAS A SHIP UNDER IT. PERFORMANCE DURING THE RUN: JAW CLENCHED, EYES FIXED ON THE CABIN DOOR. AFTER THE SETTLE: CONFUSION IN THE BODY BEFORE THE FACE — HANDS TESTING THE SAND, A SLOW BLINK AGAINST THE BRIGHT LIGHT, BREATH STILL RAGGED, EYES SCANNING A HORIZON WITH NOTHING ON IT. PORE-LEVEL SKIN REALISM, GRIME AND DUST CAKED ON THE SWEAT, SUN CATCH-LIGHTS. PHYSICS THE LISTING DECK TILTS HIS MOVEMENT; DEBRIS HAS WEIGHT AND STOPS HIS FOOT WHEN HIT. THE TWO DECK EXPLOSIONS THROW REAL SHOCKWAVES — PLANKS LIFT, FLAME FLASHES THEN ROLLS INTO SMOKE, AND EDUARDO'S FALLS CARRY TRUE BODY WEIGHT, HARD CONTACT WITH THE DECK, NO BOUNCE. THE FINAL SHOCKWAVE ARRIVES BEFORE THE DUST — CLOTH AND HAIR SNAP FLAT FIRST, THEN THE CLOUD SWALLOWS. DUST HANGS AND SETTLES WITH REAL PARTICULATE BEHAVIOR, FINE GRAINS RAINING OUT LAST. DESERT SAND IS LOOSE: BOOTS SINK TO THE ANKLE, STREAMS POUR OFF HIS SHOULDERS WHEN HE RISES, HIS FOOTPRINTS MARK WHERE HE STANDS. HEAT SHIMMER WOBBLES THE FAR RIDGE. THE NOMAD ROBES MOVE WITH REAL CLOTH WEIGHT, HEMS DRAGGING LIGHTLY ON THE SAND. LIGHTING PHASE 1: HIGH SEA DAYLIGHT 5600K, HARDENED BY FIRE-GLOW ACCENTS FROM THE DECK FIRES AND SMOKE SHADOW SWEEPING THE DECK; EACH OF THE TWO EXPLOSIONS THROWS A BRIEF WARM FLASH FROM ITS SIDE OF THE FRAME. PHASE 2: TWO FRAMES OF WHITE-HOT OVEREXPOSURE, THEN DIM ORANGE-LIT DUST FROM INSIDE THE CLOUD. PHASE 3: THE LIGHT CLEANS AS THE DUST THINS — FLAT BRIGHT 5600K DESERT LIGHT THROUGH THIN HAZE, SOFT SHADOWS IN THE DUNE HOLLOWS, WHITE SKY, MILD SILVER BLOOM AT THE HORIZON. AUDIO PHASE 1: BOOTS ON BROKEN PLANKS, FIRE CRACKLE, GROANING TIMBERS, WIND — THEN BOOM LEFT, RINGING EARS, HIS GRUNT AS HE HITS THE DECK; SCRABBLING BOOTS, RAGGED BREATH; BOOM RIGHT, DEBRIS PATTE

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Seedance 2.0
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[Role of Reference Images] Maintain a single identity based on the character in the reference images throughout. References are for face, contour, age, eyes, hair, costume, and atmosphere only. Do not recreate the background or pose of the reference image. Start with a new urban fantasy action scene. [Character Locking] One person throughout. No changes in face, hair, or costume. Only expressions and actions change. One weapon only. Include a retractable wire mechanism in both sleeves. Use two wires for the initial launch, then only one for upward movement. [Visual Style] High-quality 3D cell-look animation. Cinematic high-density key animation, delicate acting, and transparency in lighting. Convert the reference art style into a 3D animated look. [Setting Adaption] Fixed at a high-density urban fantasy intersection at night. The environment adjusts to the character's style (e.g., Japanese, Gothic, Mechanical). The enemy is a large black humanoid combat mech. [Action and Camera] The protagonist crouches on a wall, shoots two wires to form a V-shape, and launches like an arrow. Fast side-tracking camera follows the horizontal flight. Cuts through the mech's knee joint with a hit-stop effect, then shoots a new wire to swing upward. [Incomplete]

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By @BMX
Seedance 2.0
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A wide cinematic landscape shot of a large outdoor concrete staircase beside a massive modern building covered with tall rectangular glass panels. Warm late afternoon sunlight creates realistic golden highlights and long shadows across the stairs and open concrete plaza. A broad sloping silver metal handrail runs diagonally down the center of the staircase toward the camera. A young female roller skater stands near the upper-right side of the stairs, wearing an oversized mustard-yellow sweatshirt with a red graphic on the chest, fitted black pants, a white baseball cap, and white quad roller skates with subtle pink details. Her long brown ponytail moves naturally in the breeze. 0–3 seconds: One continuous stationary smartphone-style wide shot. The skater rolls carefully into position at the top of the sloping rail, looks down its length, bends her knees and raises her arms, preparing for the stunt. A few distant people sit casually on the stairs in the background. 3–6 seconds: She gathers confidence, rolls forward and crouches lower. Her wheels vibrate realistically over the stone surface. She jumps upward, turning her body slightly sideways, attempting to land both roller skates on top of the wide rail. 6–9 seconds: She lands in a deep crouch on the rail and begins sliding downward. For a brief moment the stunt appears successful. Her arms stretch outward for balance, her sweatshirt flutters, her ponytail swings and the roller skates scrape realistically against the metal. 9–12 seconds: Her weight suddenly shifts to one side. One skate slips from the rail, causing her hips to rotate awkwardly. She grabs at the rail but cannot recover. She slides sideways, tumbles off the lower end and falls onto the flat concrete plaza. Her white cap flies off and bounces nearby. Use convincing gravity, momentum, body weight and natural protective arm movements. 12–15 seconds: She completes a small shoulder roll and ends lying on her side beside the staircase, one knee bent and one leg extended. Her loose hair spreads across the ground while the cap rests a short distance away. She remains still for a moment, then gives a tiny embarrassed movement showing that she is unharmed. The camera continues recording without cutting. Photorealistic human anatomy, authentic roller-skating movement, physically accurate fall, realistic fabric and hair simulation, natural facial reactions, documentary style exposure, subtle handheld micro shake, crisp environmental detail, believable sunlight and shadows, real-world motion blur, 30 fps, no cinematic slow motion, no camera cuts. Audio: quiet outdoor city ambience, roller wheels rumbling over stone, brief metal scraping sound during the slide, clothing movement, a realistic soft impact and the cap tapping against the pavement. Avoid: serious injury, blood, exaggerated violence, impossible acrobatics, floating body, rubber lim

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Seedance 2.0
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Style: 8K photorealistic, anamorphic widescreen, gritty war-film grade, fine grain. Lighting: harsh high desert sun blown out behind dust haze, the creature backlit and rim-lit, soldiers and vehicles lit by hot bounce off pale sand, deep contrast. Color: bleached pale-gold sand and white sky, dusty-brown chitin, olive-drab and tan military gear, muzzle-flash and tracer-orange as the only saturated accent. Camera: anamorphic cine optics, horizontal flares off the sun, real motion blur, violent handheld energy. Skin: soldiers' faces pore-level real — sweat, grit, sunburn flush, dust caked in the creases. Acting: real combat fear and discipline — shouting orders, flinching, bracing into recoil, eyes wide at the thing above them. Physics: the spider has colossal mass — legs spear the ground and kick up debris, soldiers scatter with real inertia, sand bursts under impacts, casings and dust fly with gravity. Composition: the creature towers in the upper frame, soldiers small at ground level, depth from foreground troops to the hazed creature to white sky. Continuity: same giant spider, same pale desert and dust haze, same harsh backlit sun across all cuts. Technical: 24fps, ultra high detail, smooth heavy motion. Audio: diegetic only — automatic gunfire, shouted commands, a deep guttural shriek, sand-bursts, vehicle engines, concussive impacts. SCENE CONTEXT A US military squad in an open desert opens fire on a colossal spider-like creature; it advances through their lines, spearing the sand with its legs and scattering soldiers and vehicles. ACTIVE REFERENCES <<<image_1>>>: the creature and the location — an enormous spider-like beast, long thin spindly chitinous legs, hunched dark body and segmented fanged head, standing in a pale dust-hazed desert with a blown-out white sky behind it, sand and debris kicked into the air around its feet. 100% matches the reference. Stands as tall as eight humans stacked head to toe. LOCATION MAP Foreground: soldiers prone and crouched in tan-and-olive gear, a desert vehicle, sandbags. Midground: open sand churned with dust. Background: the towering backlit creature in the haze, white sky above. Camera works at ground level among the troops, sun and creature ahead. Movement runs toward the camera as the creature advances. FIRST FRAME / BLOCKING <<<image_1>>> creature mid-frame, towering and backlit, legs spread and spearing the sand, debris falling around its feet. Soldiers crouched and prone in the foreground, rifles raised toward it. FORMAT MODE Sequence of 6 cuts, no timecodes. Cuts only at the specified points, the camera does not cut on its own. OPTICS CUT 1 — EWS 84° hard wide. CUT 2 — MS 47° among the troops. CUT 3 — ECU 12° on a soldier's face. CUT 4 — WS 63° tracking a leg-strike. CUT 5 — CU 18° on the creature's head. CUT 6 — EWS 84° reverse wide. No drift mid-segment. CAMERA Low ground-level operator among the soldiers, violent handheld with 1–2cm tremor under fire, a hard whip-follow on the leg-strike, a slow ominous push on the creature's head, ending on a high wide pull as the line breaks. ACTION CUT 1 — the creature looms backlit in the dust haze, legs planted, the squad spread below it; muzzle-flashes ripple across the foreground as they open fire at the body. CUT 2 — soldiers crouch and fire, casings flying, one shouting and pointing, tracer-orange streaking up into the haze toward the dark body. CUT 3 — a single soldier's face fills the frame, eyes locked upward, canines clenched, dust and sweat on his skin, recoil shaking his shoulders. CUT 4 — a massive leg spears down at 70 km/h, punching into the sand right beside the camera, a soldier diving clear as a wall of sand and debris bursts upward. CUT 5 — the creature's fanged head lowers into frame, mandibles flexing, a deep guttural shriek, dust streaming off its chitin against the white sky. CUT 6 — the camera pulls high and wide, the line of soldiers scattering and falling back, the creature striding forward through the broken formation, dust rolling across the whole desert. PHYSICS The creature reads as immense — each leg-strike cracks the ground and throws sand on gravity arcs. Soldiers move with real weight, diving and rolling. Gunfire kicks casings and recoil. Dust hangs and layers, density building from 30% to 60% across the cuts. LIGHTING Hard sun blown out behind the dust, creature in heavy backlit silhouette with bright rim, soldiers lit by hot sand bounce, muzzle-flash and tracers the only saturated warm punch; WB 5600K held across all cuts. AUDIO Sustained automatic gunfire and shouted orders throughout, a deep guttural shriek on CUT 5, heavy sand-burst impacts on CUT 4, engines and panic rising into the wide on CUT 6. POSITIVE LOCKS Creature stays a colossal backlit spider with long thin spindly legs and a fanged segmented head in every cut. Pale dust-hazed desert with blown-out white sky identical throughout. Soldiers stay in olive-and-tan US military gear. Muzzle-flash and tracers stay the only saturated color. Scale stays colossal — the creature towers as tall as eight humans stacked.

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Seedance 2.0
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Shot 1 (0–3s) — girl collapsed, sick. Low static shot, black-bob girl in white sailor uniform slumped on the floor between the desk rows of a cool grey-teal classroom, overcast daylight pouring through the tall windows on the right, overturned desks and scattered notebooks near her, sweat soaking her bangs, hand pressed to her stomach, breath ragged. Shot 2 (3–6s) — close-up transformation burst. Rapid three-frame cut: spine cracking through torn fabric, jaw distending into fangs, a second eyelid tearing open on her collarbone — hard cuts, no transition, wet cracking sounds, cold blue-grey light catching wet tissue. Shot 3 (6–8s) — wide reveal, monster stands. Fast vertical tilt up her growing mass as the uniform shreds and a horned white-boned skull with one massive central eye rises to full height, floor tiles cracking under her weight, desks knocked further astray, guttural roar against the pale walls and green chalkboard. Shot 4 (8–9s) — arrival from the hallway. Camera in the dim corridor outside, blue-haired girl and black-haired boy running toward the wooden classroom door on the left, scythe and hammer in hand, footsteps echoing; they burst through the door into the grey daylight room and freeze, eyes going wide at the sight. Boy (Japanese): 「……マジかよ。」 (Translation: "…Seriously?") Shot 5 (9–13s) — dynamic fight burst. Fast orbiting camera as both charge in past the rows of desks; boy's hammer swings into the monster's leg and he's thrown through a desk into the side wall near the corkboard; slow-mo insert as the girl's scythe blade connects across its forearm, hot pink ichor arcing through the air in suspended droplets against the cool light; whip-pan as the monster backhands her toward the chalkboard, chalk dust catching the window light. Shot 6 (13–15s) — scream and kill, slow motion. Slow motion, blue-haired girl driving the scythe hook into the monster's shoulder joint and wrenching down with a full-throated scream as the blade tears through in a burst of hot pink, the monster's mass folding and collapsing face-first onto the tiled floor among the scattered books; camera pulls back to a wide general shot of her standing over it, chest heaving, overcast daylight settling over the wrecked classroom. Render risk: the new reference has flat overcast lighting (no red dusk) — if the engine defaults back to warm sunset tones from earlier context, reinforce "cool grey-teal daylight, overcast" explicitly at each shot. Risk: door position (screen-left, wood-framed) may render generically — name it explicitly in Shot 4. Risk: hot pink blood may shift toward red under the cooler palette — reinforce "hot pin

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Seedance 2.0
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Cinematic photorealistic viral "epic entrance" video, 15 seconds, single continuous story beat with 4 distinct camera angles, high-energy surreal-but-grounded style, shot for 9:16 vertical. Reference: SUBJECT (@img1), matching his exact face, build, and white suit throughout. (0:00–0:04) — The Run: He sprints confidently across a rooftop at night toward its edge, a dense glowing city skyline behind him, his white three-piece suit and white fedora catching cool ambient city light, dark hair moving with his stride. Camera: a low three-quarter rear tracking shot, positioned just behind and slightly below him, matching his sprint pace, building kinetic energy. Shallow depth of field, cinematic contrast, fine film grain. Audio: driving bass-and-drum build, footsteps on concrete, distant city hum. (0:04–0:06) — The Leap: He reaches the rooftop edge and launches off into open air, arms beginning to spread, the city skyline sprawling dramatically below him. Camera: a wide shot from behind, holding on the suspended mid-air moment just after the jump. Audio: music drops to near silence, wind beginning to rush in. (0:06–0:11) — The Fall: He free-falls facing straight down in a controlled, confident superhero-style pose, arms spread wide, white suit and fedora staying crisp and controlled against the wind (fedora does not blow off), plunging past a dizzying canyon of illuminated skyscraper windows rushing by on both sides. A glowing neon-blue square portal frame grows rapidly larger, centered directly below him. Camera: a vertical top-down POV chase-cam, diving straight down in perfect sync with his fall, creating a vertigo-inducing straight-down perspective the entire beat. Audio: rushing wind, a rising synth swell, a heartbeat-like bass pulse building tension toward the portal. (0:11–0:15) — The Landing: He drops through the glowing neon square portal and lands in a perfect crouched landing pose on a rooftop party space, instantly rising to full height with arms thrown open wide, confident triumphant expression. A crowd of stylish friends surrounding him erupts — cheering, clapping, some recording on phones, several rushing in to hug and swarm him. Camera: a static wide shot at ground level, the neon portal frame centered in the background, holding steady to let the crowd's energy and his landing read clearly with no camera movement — a deliberate stillness payoff after the vertiginous fall. Audio: music hits its full drop, crowd cheering and laughing, celebratory energy, quick overlapping voices. Overall: photorealistic, premium viral-commercial quality, a deliberately different camera angle per beat (low rear tracking → wide suspended shot → vertical POV dive → static landing wide), consistent cinematic color grade and film grain throughout, high contrast night lighting with neon accents, 9:16 vertical, no on-screen text, no watermark, no logos.

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Seedance 2.0
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High-density 3D toon/cel-look fantasy action RPG footage. Maintain movie-quality key animation, high-quality compositing, smooth continuous motion with readable center of gravity, transparent lighting, and dense background art. [Reference Image and Character Fixation] Maintain the same character across all cuts based on the source reference image. Use the reference image as the standard for face, eye shape, iris color, eyelashes, cheeks, jaw, age, hairstyle, hair color, outfit, decorations, build, overall silhouette, atmosphere, unique motifs, and character colors. Do not reproduce the background, room, furniture, text, frames, multiple panels, explanatory diagrams, UI, poses, camera angles, or framing of the reference image itself. Only facial expressions, gaze, mouth, combat stance, breathing, and natural swaying of hair, outfits, and decorations may change. Mixing features, averaging faces, swapping outfits, changing characters, cloning, changing age, or adding extra people is prohibited. If there are multiple reference images, prioritize the one with the clearest face for character identity, and the one with the clearest full body for outfit, build, and silhouette. [Character Adaptation] Design the overall setting, architecture, props, enemy design, spear decorations, magical expressions, light, reflections, particles, and shockwave shapes based on the color scheme, materials, culture, occupation, attributes, and symbols of the reference character. Transform the setting into something that naturally connects with the reference character (e.g., temples/corridors for Japanese style, glass/mechanical facilities for futuristic, cathedrals/iron for Gothic). The background should be organized in low-saturation complementary colors to highlight the character, with the character's unique colors concentrated on eyes, spears, follow-up attacks, contact points, and floor reflections. The background and enemies must not be flashier than the protagonist. [Weapon Fixation] The protagonist's weapon is fixed as a single long spear common across all characters. Maintain the same spear, same length, and same structure across all cuts. The handle, tip, and butt must be on a single straight line; extra blades, splitting, transformation, or duplication is prohibited. While keeping the basic structure common, adjust the color, detail decorations, texture, and glow color to match the world and character colors of the reference character. In other words, do not change the type of spear itself, only adapt the surface design. [Follow-up Element] Use a single secondary attack element for follow-up attacks. If the reference character has a tail, use that single tail. If there is no tail, replace it with a single long ribbon, band, chain, whip-like decoration, long hair bundle, or a single magical band of the character's unique color. Duplication, branching, or turning into a separate weapon is prohibited. Depict it as a single continuous follow-up element with natural delay and reaction from root to tip. [Shared Art Style] Keep line art thin and delicate, with line colors being dark colors close to the character's unique color. Leave clear two-to-three-stage cel shading on the face, hair, outfit, spear, and enemies, along with a layer of transparent pale mid-shadows. Do not let shadows turn completely black. Skin is clean, matte anime style. Distinguish between cloth, metal, leather, gems, wood, horns, scales, glass, and stone floors with different reflections and roughness. Apply soft key light to the protagonist's face, with background light kept as supplementary. Avoid thick black outlines, simplified TV anime, flat single-layer cel painting, low-density backgrounds, smooth plastic CG, generic 3D anime girl faces, semi-realism, realism, live-action, dull colors, or mixed art styles. [Enemy] The enemy is a single giant non-human fantasy monster. Adjust it to be about twice the size of the protagonist, such as an ogre, demon, knight monster, mechanical beast, or cursed guardian fitting the world of the reference character. Maintain the same face, build, horns/armor, outfit, hair, and glowing weak point patterns across all cuts. Place a single glowing weak point pattern on the center of the enemy's chest to abdomen that is clearly distinguishable from the protagonist's unique color. [Setting] A giant indoor combat space matching the reference character's world. Features a wide floor, a ceiling where light enters from above, a deep corridor or structure, and floor materials that show reflections or ground contact reactions. The floor softly reflects the character, enemy, spear, and magical light. Maintain high-density backgrounds while organizing with shallow depth of field. Do not place readable signs, text, advertisements, or logos. [Action and Camera] Cut 1: Low-angle diagonal-front medium shot. Clearly show the positional relationship between the protagonist, the single spear, the single follow-up element, and the giant enemy. The protagonist fixes their gaze on the enemy, holding only the spear handle with both hands. They lower their support leg, take a sharp step forward, rotate their waist and shoulders in sync, and deliver a large diagonal slash with the entire spear. The moment the tip touches the glowing weak point on the enemy's front, there is a very short hit stop. Impact light and circular magical waves of the character's unique color spread from the contact point. Transition directly into the follow-up. Cut 2: Close-up of the contact point. Do not return to the protagonist's face; focus on the enemy's chest to waist, the weak point, and the impact point of the single follow-up element. The follow-up element enters in a low horizontal arc, and the tip hits the weak point once with force. Short hit stop upon impact. Ring-shaped shockwaves and thin light cracks spread, and the enemy's outfit, hair, and armor shake violently. Cut 3: Short medium-long shot showing the entire enemy and the floor. The enemy loses its center of gravity, staggers two large steps, and collapses down from one knee. Immediately after the knee touches the floor, the upper body and one hand sink to the floor, with outfits, hair, and armor spreading with a delay. The enemy does not vanish, remaining on the floor in an incapacitated state. Cut 4: Ultra-low angle close-up. In the left foreground, place the enemy's hand or part of their face; in the center, the single long spear; on the right, the protagonist's leg and shoe. The protagonist swings the same spear down vertically with both hands, thrusting the tip into the empty floor in front, away from the enemy's outline. Leave a clear gap between the fallen enemy and the contact point. At the moment the tip enters the floor, generate unique-colored and warm-colored sparks, small cracks, and circular light waves. The long spear shaft extends vertically from the center to the top of the frame. The moment of contact is the final frame, ending immediately. Do not return to a chest-up composition, face close-up, or commemorative pose. [Sound] The diagonal slash is a low wind cut and a short magical impact sound. The follow-up is a heavy strike and a clear magical sound. The enemy's collapse is a single heavy floor impact sound. The end is the sharp contact sound of the spear hitting the floor, a short cracking sound, and magical resonance sound simultaneously, with the sound cutting out at that moment. No dialogue, conversation, narration, or singing. [Important Guards] Only one protagonist, one enemy, one spear, and one follow-up element. Duplication of characters, extra enemies, spear duplication/transformation, separate weapons, or branching of the follow-up element is prohibited. The spear tip at the end must land on the empty floor away from the enemy's outline. No text, subtitles, logos, watermarks, or UI.

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Seedance 2.0
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Single continuous shot, one take no cuts, cinematic FPV oner, photorealistic macro detail, anamorphic film look, cinematic lighting, professional color grading, sharp focus, hyper-detailed texture, film grain, depth of field mastery, fluid drone flight A sunlit macro battlefield at high noon, where towering acid-bright flowers and mushrooms rise like skyscrapers and a cavalry of tiny winged fae warriors — mounted on darting dragonflies and armored beetles, glowing spears, bows and lances raised, leaf-sized banners snapping — wage war against a colossal armored beetle with snapping mandibles. The world is rendered in hyper-detailed macro: dewdrops glint like glass boulders, pollen drifts as luminous motes, and every petal vein and chitin ridge stays crisp in vivid candy color — hot pink, violet, yellow and lush green under hard high-key midday sun, no golden hour. The camera is an FPV presence flying nonstop and low through the stems, building from a weaving approach into the swarming clash and a spiraling assault on the beetle's shell, the environment escalating from pristine petals to exploding blossoms and swirling pollen-and-magic haze. The single unbroken take earns its arc through pure flight choreography — accelerating into the battle, orbiting the climax, then weaving back into the petals without ever pulling up or back. Single continuous shot 15s: The camera flies in fast and low, threading between enormous flower stems where dewdrops hang like glass boulders and pollen drifts as glowing motes, a cavalry of tiny fae warriors on darting dragonflies and armored beetles flanking the lens with glowing spears and snapping leaf-sized banners. Accelerating forward, it bursts into the clash

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Seedance 2.0
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POV handheld smartphone footage from the audience. A gigantic spinning-top championship arena packed with spectators. Giant LED screens, banners, spotlights, and smoke effects surround the stadium. Natural daylight. Two legendary competitors stand at opposite ends of the arena. 0s–3s Both competitors launch their spinning tops simultaneously. The tops collide repeatedly at high speed. Sparks fly. The audience screams excitedly. 3s–7s One top becomes surrounded by blue energy. A giant spirit dragon appears above it. The other top erupts with blazing fire. A colossal phoenix spirit materializes overhead. The crowd goes wild. 7s–15s The dragon and phoenix charge toward each other. They collide above the stadium in a spectacular explosion of blue and golden light. The audience erupts into thunderous applause and cheers. Phones wave wildly overhead. The camera shakes dramatically from excitement.

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Seedance 2.0
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[Reference Identity Lock]\nImage 1 is ONLY the main female protagonist. \nHer face, hairstyle, body type, and outfit must match Image 1 exactly and stay consistent for the entire video.\nImage 2 is ONLY a uniform reference. \nAll four opponents wear the school uniform shown in Image 2.\n\nNever swap, merge, duplicate, or blend identities.\nThe protagonist's identity comes ONLY from Image 1.\nThe four opponents have NO reference images. They are defined by the text descriptions below.\nThe four opponents must not resemble the protagonist, and they must not resemble each other.\nAll five characters must remain clearly distinct and recognizable until the end.\n\n[Priority Order]\n1. Preserve the protagonist's identity from Image 1.\n2. Keep the four opponents visually distinct from her and from each other.\n3. Maintain one continuous shot with no cuts.\n4. Keep the classroom layout spatially consistent.\n5. Make the action fast but readable and physically connected.\n6. Keep the tone as a Korean school action drama, stylish but grounded.\n\nKorean school action drama classroom fight scene — 15 seconds, ONE CONTINUOUS SHOT, NO CUTS.\n\nA single uninterrupted handheld shot.\nNo cuts, no scene transitions, no montage.\nThe camera should feel handheld, with micro-jitters, slight rolling shutter, and raw unstable realism.\nThe camera must physically travel through the same classroom space.\nEvery transition must be motivated by camera movement, not editing.\nWhip pans are allowed, but they must not hide a cut.\nDo not teleport the camera or characters.\nThe classroom layout and character positions must remain spatially consistent.\n\nAudio:\nNo music.\nOnly realistic school and classroom ambient sounds:\nold fluorescent light hum, distant hallway noise, ceiling fan, shoes scraping the floor, desks dragging, chair legs screeching, cloth friction, dull body impacts, and breathing that gradually becomes heavier.\nBreathing continues throughout the scene and keeps building.\n\nLighting:\nLate afternoon in a Korean high school classroom.\nMixed cool fluorescent light and warm sunlight through the windows.\nDust floating in the sunlight.\nSoft fan shadows moving across desks and school uniforms.\n\nMain character:\nThe Korean female high school student from Image 1, age 17–18.\nCold, emotionless, calm, and intimidating.\nShe barely speaks and does not scream during the fight.\nShe remains composed from beginning to end.\nHer movements are efficient, explosive, and precise.\nEven if her frame is not large, she dominates through speed, timing, and accuracy.\n\nMain outfit:\nExactly the outfit shown in Image 1.\nDo not change its colors, design, or details.\nHer jacket or outer layer is either removed and hanging on a chair, or worn in a slightly messy way.\nThe action must be non-sexualized and combat-focused.\nFabric movement, dust, sweat, wrinkles, and impact response should feel realistic.\n\nOpponent rules:\nFour Korean female high school students, all wearing the Hanlim Multi Art School uniform shown in Image 2.\nThey have no reference images. Define them strictly by these descriptions and keep each one consistent:\nOpponent A: short black bob with straight bangs, medium build, round face.\nOpponent B: long straight hair tied in a high ponytail, tall and lean, sharp jawline.\nOpponent C: shoulder-length hair with side-swept bangs, slim build, narrow face.\nOpponent D: long wavy hair worn loose, slightly stocky and broad-shouldered.\nA, B, C, and D must each keep clearly different faces, hairstyles, body shapes, and silhouettes.\nThey must not resemble the protagonist, and they must not resemble each other.\nNo face duplication, no face merging, no identity confusion.\n\nEnvironment:\nAn empty classroom at Hanlim Multi Art School, a Korean performing arts high school in Seoul.\nGreen chalkboard, chalk tray, worn wooden desks, plastic chairs, classroom clock, class schedule poster, discipline/life-guidance posters, cleaning tools, blinds or curtains, wall study materials, and a slightly scuffed floor.\nDesks and chairs should react naturally to impacts, sliding, shaking, and collapsing when hit.\n\nCamera framing rules:\nEven during kicks, framing should stay around chest-level or eye-level.\nNo low-angle shots under the skirt.\nDo not focus on legs, thighs, underwear, or fetish-like details.\nAll action framing must prioritize faces, upper-body motion, impact, and spatial choreography.\n\nContinuous action and camera choreography:\nFrom 0 to 15 seconds, the fight continues without any cuts.\nThe action should be stylish but readable, and every movement must be physically connected.\n\n0–3s:\nThe camera starts behind the protagonist at a slightly low handheld angle, drifting left through the classroom aisle.\nOpponent A grabs the protagonist's shoulder roughly and says in Korean:\n\"Hey, what do you think you're doing?\"\nThe protagonist silently turns and lands one hard straight punch to A's face.\nAt impact, use a very brief 15% slow motion:\ncheek ripple, dust particles, deep thud.\nA falls sideways into a desk.\nThe camera dips slightly from the shock, then whip-pans right without cutting.\n\n3–6s:\nOpponent B charges in from the right.\nThe protagonist steps forward instead of retreating.\nA short body shot to the stomach.\nImmediate uppercut to the chin.\nWithout pausing, she drives forward into a flying knee to B's chest.\nB is thrown backward across or into a desk.\nThe camera follows the forward motion low, then rebounds upward with the impact.\n\n6–9s:\nOpponent D attacks with two fast punches.\nThe protagonist deflects both strikes with her arms, then flows into a turning backfist to D's face.\nAs D staggers, she continues the same rotation into a spinning back elbow that lands hard on D's jaw or temple.\nD crashes sideways into two or three desks.\nThe camera arcs around her shoulder and jitters slightly at each impact.\nNo cuts.\n\n9–12s:\nOpponent C rushes in from the chalkboard side.\nThe protagonist clearly grabs C's collar with her left hand.\nC's face must be fully visible from the front and clearly different from the protagonist.\nThe protagonist lands one short, hard punch to C's face, then immediately throws a powerful high kick or flying high kick into C's chest.\nThe force sends C backward into the green chalkboard.\nThe protagonist remains in the foreground and never touches the board.\nThe protagonist's face should be side-profile or partially obscured.\nC's face should be clearly visible from the front at the moment of impact.\nTheir faces must never overlap in frame.\nUse a very brief 20% slow motion at the chalkboard impact:\nchalk dust bursts outward, and C slides down the board.\nThe camera pushes up with the impact, then tilts down as C slides.\n\n12–15s:\nThrough the chalk dust, the camera hard-pans right.\nD makes one final charge.\nThe protagonist sidesteps and lands a tight uppercut to D's chin, followed immediately by a cross.\nD crashes into a row of desks, causing a chain reaction of collapsing desks and chairs.\nThe camera drifts forward slowly.\nThe protagonist adjusts her loose tie or ribbon and brushes chalk dust off her shoulder.\nHer expression stays cold and serious.\nShe walks past the camera and exits the frame.\nDust floats in the sunlight.\nNatural ending.

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Seedance 2.0
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SCENE CONTEXT One continuous shot with an in-camera transition of location AND wardrobe. The camera faces down the wrecked, burning deck toward the BOW of the ship — and Eduardo, thrown by a blast, comes FLYING INTO FRAME from above, slams onto the deck and rolls through a tumbling somersault. He fights his way toward the bow under incoming fire: an explosion bursts on his LEFT — he dodges away and is knocked down; he struggles back to his feet — a second explosion on his RIGHT — he ducks and shields behind debris; then he breaks into a sprint for the bow and LEAPS OVER THE BOW RAIL. Mid-jump the ship explodes — a white flash, dust and smoke flood the entire frame, wiping the world out. The dust thins and settles — and the world behind it has changed: the same man now in an endless sunlit desert, dressed as a desert wanderer, dunes to the horizon, the ship gone. ACTIVE REFERENCES <<<d0ae923b-03a5-4f69-9046-5fce5e0d62c6>>> — lean pirate captain, dark curly hair falling free from under a dusty mustard-yellow cloth bandana, a small white shark tooth pinned to the front of the bandana above his temple, thin moustache, gold hoop earrings, cream linen shirt under a worn brown leather waistcoat, cloth sash and leather belts. 100% matches the reference; he is the runner on the deck in the first half, BEFORE the dust. <<<da4fc251-a627-4ff4-b2da-c9d32266862a>>> — the SAME man as <<<d0ae923b-03a5-4f69-9046-5fce5e0d62c6>>> (identical face: dark curly hair, thin moustache, same features) transformed into a desert wanderer: layered sand-beige nomad robes, a loose hood and shawl draped over his head and around his neck, rust-red sash accents, a leather shoulder strap, wrapped gloves and bound desert boots. 100% matches the reference; he is the man revealed in the desert AFTER the dust settles. <<<9470010f-91ae-4b0f-b10d-9f3f29f55e3e>>> — Eduardo's galleon: pale square sails, tall wooden sterncastle. 100% matches the reference; already battle-damaged in this shot — burst bulwark, smoldering rigging, debris on the deck. <<<673b2d64-5cc7-4653-9320-86c1a404fd7b>>> — calm bright sea, glittering sun path, hazy horizon. Controls water and sky in the first half only. <<<7e338f88-dd41-44d4-b787-65a48471fd9c>>> — endless pale-gold sand dunes, sharp wind-cut ridgelines, hazy white sky. 100% matches the reference; it is the world after the dust settles. LOCATION MAP First half: the main deck of <<<9470010f-91ae-4b0f-b10d-9f3f29f55e3e>>> on <<<673b2d64-5cc7-4653-9320-86c1a404fd7b>>> — a wrecked corridor of splintered planks, fallen spars, torn rigging and small fires running FORWARD from the mainmast to the BOW. The bow rail and bowsprit are the destination, background-center, open sea beyond them

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