Драматичный общий план: Ахиллес в сверкающих бронзовых доспехах несется через задымленное поле битвы под Троей на рассвете, подняв меч, с выражением яростного боевого клича на лице. На заднем плане — павшие воины и горящие стрелы, эпический масштаб, силуэт гигантского деревянного коня. Кинематографичные объемные «лучи бога», прорезающие облака пыли и кровавый туман, гипердетализированные металлические блики и рваная ткань. Шедевр, сочетающий фэнтезийную детализацию Грега Рутковски, эпическую композицию Вильнева и мастерство освещения Дикинса, 8K IMAX. Ахиллес в сверкающих бронзовых доспехах бросается вперед с мощным взмахом меча и боевым ревом посреди хаотичного задымленного поля битвы на рассвете. Медленный драматичный трекинг-шот: движение от общего плана к героическому крупному, эффект параллакса на летящих стрелах и вихрях пыли. Безупречная физика звуков лязга доспехов и ударов о землю. Нативная синхронизированная озвучка воина: «За Трою!» с реалистичными боевыми звуковыми эффектами (лязг металла, военные кличи, свист пламени) и нарастающей оркестровой музыкой. Золотистые рассветные объемные лучи и кинематографичное контурное освещение. Стиль, сочетающий Рутковски, Вильнева и Дикинса, безупречные 24 кадра в секунду, 15-секундное непрерывное движение, гипердетализированный шедевр в 8K, готовый для вирусного трейлера.
Game Cinematic / PV
Изучите бесплатные промпты Game Cinematic / PV видео из библиотеки AI-промптов YouMind, сгруппированные по варианты использования. Каждый промпт взят из реальных творческих рабочих процессов и готов к копированию, адаптации и повторному использованию.
A majestic valkyrie with long platinum hair, glowing sapphire eyes, divine white armor, enormous spear crackling with lightning, athletic and graceful silhouette, rendered in ultra-premium Japanese anime rendering, MAPPA-inspired sakuga, cinematic anime lighting, hand-drawn speed lines, explosive impact frames - Descends from storm clouds onto a battlefield where thousands of armored giants advance toward a kingdom, camera diving beside her through lightning; - Crashes into the battlefield, spinning her spear through giant enemies, thunder exploding across the ground, bodies and debris launched into the air while the camera circles every impact; - Flies above the battlefield and hurls the spear like a divine thunderbolt, vaporizing the colossal giant king, ending with the surviving army kneeling as she lands beneath a clearing sky.
Subject: A 20-year-old young East Asian woman, confident, with delicate facial features, cold white skin, long black hair in a high ponytail, wearing a white sports tank top accented with red and blue triangular patches and yellow trim, a white tennis skirt with red and blue triangular patches and yellow trim, and white-and-blue sneakers. At night, she is performing parkour on the Brooklyn Bridge in downtown New York. She first greets the camera and then immediately runs past the base of the Statue of Liberty. She jumps from car roofs onto the Brooklyn Bridge railings, Flatiron Building window sills, billboards in front of Grand Central Station, the Chrysler Building entrance, Rockefeller Center, and then onto a third-floor balcony of the Empire State Building. She looks up at the towering, flashing neon lights of the Empire State Building, gathers her strength for a sprint, and quickly runs up the exterior wall of the building. Her body is almost perpendicular to the facade. Using her superpowers, she runs up the wall from the bottom to the top in just 3 seconds. Her final leap lands her on a small platform on top of the lightning rod at the tower's peak, only 0.5 meters wide. She stands steadily on it as the camera circles around, overlooking the brightly lit night view of New York. The action is incredibly cool and thrilling, filmed with a low-angle follow shot and high-difficulty sports cinematography with camera shake.
Worldview: A cinematic high-fantasy action RPG set in a rainy, magnificent magic city. Maintain consistency with the source reference image's character. Style: High-density 3D toon/cel-look with thin delicate outlines and 2-3 step cel shadows. High-quality magic effects, lighting, and rain. The scene features the protagonist on the left attacking a giant black dragon on the right. Multi-cut sequence includes: Cut 1: Magic convergence at the right palm with concentric rings. Cut 2: Continuous high-output beam firing and pushing through rain. Cut 3: Beam stop and massive mana explosion on impact. Cut 4: The dragon kneeling and disintegrating into particles. No text, logos, or UI elements.
Full magical transformation sequence: a firestorm demon hunter floating in a dark volcanic void as glowing embers rise from below and thick smoke coils around them in slow ceremonial waves — sparks attach to the body, igniting their hair into white with burning red tips, forging dark obsidian armor from heated metal, tracing molten protective markings across the face and hands, and forming twin curved blades from compressed flame. A circular lava-forged ritual seal opens beneath their feet with orange cracks spreading outward, the camera pushes through smoke layers in a slow heroic spiral, each ember burst synced to a rising drum hit, ending in a crossed-blade signature pose held inside a firestorm starburst. Stock-footage grandeur, played sincere. Made in @LumaLabsAI #LumaCPP
Анимируй этого робота так, будто он демонстрирует все свои возможности на конкурсе футуристических роботов. Заставь его повернуться и прыгнуть в конце.
Immersive first-person flying camera perspective, no visible drone or flying device. The camera launches at insane speed across a colossal dystopian cyborg battlefield at night, flying only centimeters above shattered metal, burning wreckage, and rivers of glowing energy. It violently snap-rolls between the legs of towering combat mechs, knife-edges through collapsing steel structures, dives beneath gigantic walking war machines, then instantly climbs through exploding industrial ruins. Swarms of autonomous combat drones streak overhead while colossal cybernetic titans exchange devastating energy blasts that illuminate the battlefield. The camera constantly changes direction with brutal FPV precision,rapid S-turns, vertical dives, barrel rolls, power loops around gigantic reactor towers, split-S reversals, wall-hugging passes through ruined megafactories, and razor-close proximity flights beneath collapsing bridges. Neon holograms flicker through dense smoke as thousands of laser tracers, plasma arcs, sparks, and electrical storms fill the sky. Gigantic cybernetic creatures emerge from the darkness while endless ranks of futuristic soldiers and armored exosuits advance across the battlefield beneath towering ruined skyscrapers. The camera threads through impossibly tight gaps as collapsing buildings, burning aircraft, and massive mechanical debris crash around it, then rockets into a colossal mechanical canyon formed by fallen war machines. At the climax, the battlefield opens into an unimaginably vast cybernetic wasteland where a planet-sized artificial intelligence core rises above the horizon, surrounded by colossal rotating rings, lightning storms, and endless mechanical cities stretching to infinity. Continuous POV shot, no cuts, relentless acceleration, extreme high-speed FPV racing, aggressive banking, rapid altitude changes, barrel rolls, corkscrews, split-S maneuvers, power loops, knife-edge turns, realistic inertia, cinematic motion blur, volumetric smoke, dynamic lighting, neon reflections, hyper-detailed dystopian environments, surreal cyberpunk architecture, blockbuster sci-fi VFX, IMAX quality. Made in @LumaLabsAI #LumaCPP
Near-future fantasy action RPG magic library battle. High-density 3D toon/cel-shaded look. [Role of Reference Images] Maintain a single character from the source image strictly across all cuts. Use for face, eyes, hair, costume, and silhouette only. Do not reproduce the background, UI, or specific posing from the source. Ensure features don't blend with enemies. [Protagonist and Fixed Gear] One protagonist. Fixed accessory is a single grimoire. No other weapons or items. Grimoire design should match character's motif and color scheme. [Style] High-density anime game 3D. Fine colored outlines, clear cel-shading (2-3 levels), theatrical quality animation. Smooth, weight-aware movement. No generic 3D faces or flat shading. [Setting] A giant magical library at night. High bookshelves, spiral staircases, and glowing lamps. Intense camera movement with deep parallax. [The Enemy] A single giant organic demon, roughly twice the protagonist's size. Dark rough skin, two horns, glowing eyes. Clear color contrast with the protagonist. [Action Sequence] Cut 1: Close-up. Demon's claws approach as protagonist opens the grimoire, triggering a magic flake wipe. Cut 2: Protagonist swings right hand, deploying five magic bands that trap the demon's ankles, wrists, and torso against magic circles on the floor. Camera captures the tension of the pull. Cut 3: Protagonist thrusts right palm forward, firing a single piercing magic bolt from the grimoire's center into the demon's chest through the gaps in the bands. Cut 4: Star-shaped cracks spread from the hit point, shattering the demon into dark ash flakes that dissolve, while the magic bands unravel.
[Slot Execution Instructions] No replaceable slots are configured. Bracketed sections like [Project Overview] and [Output Checklist] are fixed column names, not slots. Execute directly according to these specifications without inquiring. Do not alter the game genre, model names, 3-column layout, art style, shot count, target duration, or audio design. [Global Highest Priority: Complete Action and Duration Adaptation] This rule takes precedence over all other generation, editing, and compositing requirements. Target Duration: The final Master duration is approximately 28 seconds. Fable 5, Kimi K3, and GPT-5.6 Sol are three parallel tracks playing simultaneously, each running for about 28 seconds. Their durations must not be added together; the Master is not 84 seconds. Sequential Generation: Prioritize generating a continuous 28-second clip for each column in a single pass. If limited by the model's single-generation duration, use last-frame continuation to produce sequential segments. The next segment must seamlessly connect from the last frame of the previous one, inheriting the spaceship, enemies, barrages, items, background scrolling, and HUD visual style. Unified Speed Multiplier: If the total duration of the raw sequential footage in a column exceeds 28 seconds, it is strictly forbidden to crop the clips, delete intermediate actions, or only keep the first few seconds. You must apply a unified speed multiplier (speed_factor = Total Duration / 28) to compress the entire continuous track. Action coverage must be 100%, preserving the sequence from the first frame to the final frame. Continuity: Do not use hard cuts, black/white flashes, or cross-dissolves to mask discontinuities. If a segment fails to inherit the state, it must be regenerated. Audio Resync: After video retiming is complete, resync and produce the BGM and game sound effects. Use pitch-preserving time stretching if original audio must be retained; never delete video actions to match audio length. [Project Overview] Duration & Framerate: Approx. 28 seconds, ~30fps. Aspect Ratio: Horizontal 16:9 (Reference: 1212×720 or proportional HD). Theme: Side-by-side comparison of vertical space shooter games generated by three AI models: Fable 5, Kimi K3, and GPT-5.6 Sol. Art Style: White minimalist tech display frame, deep blue-black space interiors, retro arcade style, cyber neon, vector HUD, and slight CRT glow. Fixed Constraints: Single continuous shot with no camera movement or montages. No real people, live-action devices, or watermarks. Only use doubao or keling 2.6 if video models are required. [Three-Column Detailed Differences] The three game windows are identical in size and alignment, separated by light gray vertical lines. Headers and HUDs are locked as stable graphic layers in post-production. Fable 5 (Left): Minimalist near-black space with sparse stars. Cyan triangular wireframe spaceship firing thin cyan bullets. Magenta geometric wireframe enemies with low density and weak explosion feedback. Top HUD displays score, WAVE, and 3 hearts. Kimi K3 (Center): Traditional arcade style. Deep blue-purple gradient sky. Blue solid spaceship with exhaust flames firing vertical yellow bullets. Magenta, purple, and orange geometric enemies dropping items and showing +100/+200 points upon destruction. Top HUD displays SCORE, LEVEL (advancing 1–6), and heart lives. GPT-5.6 Sol (Right): High-density neon style. Scrolling perspective grid with a planet in the upper right. Fast-moving cyan-white glowing spaceship firing dense yellow-white bullets. Neon-colored enemies entering in scattered, diagonal, or full-row formations, causing massive bullet hells and intense particle explosions. Top HUD displays SCORE, SECTOR, and heart lives. [Storyboard Rhythm] This is a single continuous shot with escalating combat intensity: 00:00–00:08: Simultaneous base shooting. Center column enters Level 2; Right column adds colored enemies and barrages. 00:08–00:20: Intensity increases. Center column reaches Level 4; Right column forms complete formations and drops power-up items; Left column maintains a minimalist pace. 00:20–00:28: Climax. Center column reaches Level 6; Right column unleashes massive bullet hells and multi-row enemy arrays. The video ends abruptly while intense combat is still ongoing. [Standard Execution Steps] Setup Parameters: Initialize fixed specifications (16:9, 28s, 1 shot, 3 parallel tracks, no cropping) in project_spec.json. Video Generation: Generate the three vertical game tracks independently. Maintain strict state inheritance using continuity_state.json at every continuation point to track spaceship, enemies, and UI. Retiming & Assembly: Combine all sequential clips per column and apply the calculated speed_factor to compress each full timeline to exactly 28 seconds. Embed the three tracks into the static white tech frame. UI & Audio Post-Production: Overlay and lock the Logos, titles, and HUD layers. Create a retro electronic arcade audio track with fast synth pulses and 8-bit game SFX (lasers, explosions, level-ups) synchronized to the retiming. Quality Control: Inspect all continuation points to ensure 100% action coverage, stable layouts, and continuous HUD numeric progression. [Output Checklist] project_spec.json, storyboard_final.json, duration_map.json, continuity_state.json, run_log.json assets/ (Static UI, frames, and sprites) source_clips/ (Un-trimmed raw clips) and clips/ (Full sequences and retimed 28s tracks) audio/ (SFX tracks and final mix) final/master.mp4 (Final composite video)
stadium flyover – 80k-seat bowl, argentina vs spain, one continuous descending aerial spiral, tifo + flares, golden-hour / floodlight split penalty – lamine yamal (spain #19) vs emiliano martínez (argentina keeper): run-up, single strike, full-stretch dive, ball in the net. real faces via reference free kick – messi 25m out, five-man wall, curl up and over the wall into the top corner. the wall has to face the ball with arms pinned down, like a real wall
SHOT 1 (-00:01) — Opening Impact (Real residential area / Image9 road). EFFECT: Speed ramp (deceleration) + strong motion blur + paint splash composite. Whip pan frame-in. Intense blur and neon yellow paint streaks cross the screen. Yellow-haired Image1 character lands at a crosswalk. Paint splashes radially upon landing, spreading as liquid on asphalt. Low-angle wide camera with a slight shake. Exit: Paint drop hits lens, turning the screen yellow for transition. SHOT 2 (-00:03) — Three-way Confrontation (Real boulevard / Image8). EFFECT: High-speed dolly-in + three-part sequential focus. Blue-haired Image3 on the left, pink-haired Image2 on the right, yellow-haired Image1 in the center-back facing off. Low dolly move forward. Rack focus to each character every 0.5s as they ready paint weapons. Lighting matches real background and cel-look 3D characters. Exit: Pink flashes a spray, rainbow paint smear covers the screen. SHOT 3 (-00:05) — Paint Battle Explosion (Real alley / Image4). EFFECT: Speed ramp (accel -> decel) + paint fluid simulation + camera shake. Blue Image3 and yellow Image1 duel in an alley; blue and pink paint splashes on old wooden houses, restoring saturation to the street. High-speed tracking follow. 30% speed at the pass-by to show paint trajectories in slow motion. Exit: Sudden speed recovery, whip pan blur smear. SHOT 4 (-00:07) — Signature Effect: Color Erosion (Real trackside path / Image7). EFFECT: Color wave + low-speed drone climb. Yellow Image1 slams paint roller weapon down. Rainbow waves spread concentrically, painting the greenway, rusted tracks, and poles in vivid colors as they erode. Vertical climb from 1m to 8m to capture the spread. Neon liquid texture. Exit: White bloom overexposure. SHOT 5 (-00:09) — Stone Bridge Clash (Real river and bridge / Image6). EFFECT: Slow motion (20-25%) + enhanced water reflection. Blue Image3 and yellow Image1 cross paths on a bridge. Yellow backflips to dodge; blue paint hits the river creating rainbow ripples. Detailed depiction of droplets and hair. Low angle near water. Exit: Sudden speed return, 15-degree Dutch angle rotation. SHOT 6 (-00:11) — Pink's Counterattack (Real suburban street / Image5). EFFECT: Digital zoom punch + strobe flash + camera jitter. Pink Image2 kicks a pole and fires dual sprays in the air. Punch-in zoom with high-frequency jitter and flashes. Pink/cyan ribbons run along power lines. Strobe feel emphasizes speed. Exit: Ribbons cross camera for match cut transition. SHOT 7 (-00:13) — Climax Trio (Return to Image9 crosswalk). EFFECT: Time-slice orbital + three-color simultaneous impact. 180-degree high-speed orbital around the trio (40% speed). All three fire upward. Three pillars of paint collide in a giant rainbow firework explosion. Sharp character/paint against blurred background. Exit: Flash swallows frame. SHOT 8 (-00:15) — Landing & Resolution. EFFECT: Scale out + paint rain. Slow pull-back. Rainbow paint falls like rain, completing the colored intersection. The three stand back-to-back in poses. Final frame: Static view of the colored town with subtle paint dripping.
Inside a high-end professional MMA octagon arena, Ares and Titan's combat escalates as they fight with heavy metal weapons on the floor. Ares swings a massive glowing red steel axe at Titan. Titan parries with a heavy rusted steel sword, generating an explosive shower of brilliant sparks. Titan fires rapid forearm cannon rounds, muzzle flashes illuminating the cage. Massive bursts of real orange flames and embers erupt from the concrete floor behind them. Shot from a handheld ringside third-person POV camera angle, panning quickly to follow the weapon swings, with dramatic natural camera shake on impacts, capturing a highly realistic, intense raw broadcast feel. - 0–5s: Ares sweeps the glowing red axe in a heavy arc; Titan parries with a rusted steel sword, creating a brilliant burst of dynamic sparks, handheld camera shaking with impact. - 6–10s: Titan raises his forearm cannon, firing a rapid barrage of bullets with intense muzzle flashes; bullets spark off Ares's crimson armor shields. - 11–15s: Large real flames erupt from the concrete floor in the background, casting dramatic orange reflections as both robots clash weapon-to-weapon in the center, sparks and embers flying. Photo-realistic cinematic style, 8k resolution,
[Genre] High-density 3D toon/cel-look. A fast-paced spear vs axe combat sequence in a vast open-world city plaza. Emphasize depth, weapon weight, speed, and recoil. [References] @1 for spear-wielder features/gear; @2 for axe-wielder features/gear. Maintain character consistency; no merging or role-swapping. [Character Adaptation] Adjust lighting and atmosphere to match both characters while keeping their unique identifying colors. Maintain tails/wings only if in reference. [Style] Theatrical key animation, multi-layer cel shading, delicate outlines. sunset lighting. No photorealism. [Weapons] Exactly one spear and one axe. Weapons are rigid bodies; no melting or duplication. 0.1s hit-stops on impact. [Setting] Open-world city plaza with stone paving, arches, and distant towers. No crowds/subtitles. [Camera] 8 cuts following causal action. No aimless orbiting. [Action] Cut 1: Axe user slams floor to spark and start swing. Cut 2: Spear thrust parried by axe handle. Cut 3: Low axe sweep; spear user jumps over. Cut 4: Tail or spear butt attack countered by axe handle. Cut 5: Mid-air spin parry by spear wielder. Cut 6: Overhead axe slam dodged by sliding. Cut 7: Multi-hit combo exchange. Cut 8: Simultaneous deep lunge.
1:1 square, 15 seconds, high-quality theatrical anime-style high-speed action. The setting is a bright afternoon futuristic coastal aero-city. High-speed cuts between the blue sky, sea, huge white deck, glass corridor outer walls, aerial transit routes, connecting bridges, terminal rooftops, 3D structures between buildings, and observation decks. Avoid enclosed spaces or monotonous combat in the same location. [Reference Image] Use [image_name] only to fix the appearance of one cyborg woman and one partner robot. Prioritize the upper body views of the woman and the full robot; face, head, arm weapons, back, and leg parts are supplementary. Do not reproduce outlines, white backgrounds, headings, multiple views, expressions, or details of face/legs/weapons as intro cuts or compositions. Animate the two in a completed anime world from the start. The woman and robot are allies in the same battle but act independently in the first half to middle, converging on the same large enemy only at the end. Maintain face, hairstyle, body type, armor, weaponry, back structure, and color scheme; no costume/armor/unit changes, transformations, merging, giantization, duplication, or color swaps. Enemies are graphite-colored non-humanoid small drones and one large graphite unmanned aerial vehicle at the end. Aerial traffic in the background is civilian and does not participate in combat. [Field of View & Movement] Wide to ultra-wide based. Do not make it feel cramped even at 1:1; leave sky, sea, city, architecture, and margins. Close-ups are used only momentarily. Movement should not be photorealistically smooth but shown as a chain of: strong stance -> short tension -> screen occlusion -> strong pose at another point -> contact -> short hit stop -> large reaction. Avoid long runs or flights; use arcs, diagonal crossings, sudden reversals, vertical differences, X-shapes, S-shapes, and jumping between buildings. The camera also uses bold diagonal dives, sudden climbs, crossings, gaps between buildings, and quick reversals. [Effects] Effects should not be blue light lines, beams, lasers, or auroras. Use primary and accent colors from @image1 as opaque color planes with clear outlines, thick stroke marks, long sweeping tail-like threads, flying color chips, and diagonal color blocks. Every movement, appearance, or impact must be accompanied by a fast-feeling effect like dragged paint. [Composition] 0.0-1.5s: Ultra-wide view of the coastal city. Drones invade from multiple directions. The woman from the corridor wall and the robot from the lower deck deploy separately. The robot parries a blow in an arc, sending shockwaves through the city. 1.5-3.3s: Woman's part. Color planes cover the foreground, switching between the corridor, transit way, and rooftop. She shows only key poses of stance, slash, and landing reaction with strong thread effects. 3.3-5.1s: Robot's part. Uses deck edges and bridges for crescent trajectories and heavy hits to blow away drones. 5.1-6.9s: Woman's part. Vertical space between buildings. Appears instantly from different angles after occlusion, changing height for continuous attacks. 6.9-8.7s: Robot's part. Uses high structures for wall reversals and diving through drones. 8.7-10.2s: Large UAV enters. Huge shadow crosses the terminal. Woman and robot jump in from different directions to converge on the enemy. 10.2-12.2s: High-speed combo climax. Robot breaks armor in an arc; viewpoint flips for the woman to appear from above and slash the weak point. No long grappling. 12.2-15.0s: Large unit explodes not as a fireball but as opaque color planes and sharp fragments. Camera moves through debris to the observation deck. The two land at different times and re-accelerate away. The city responds with celebratory smoke and functional restoration. Ends with a full city view and tracks stretching into the distance. [Audio & Forbidden] High-density theatrical anime BGM. Strong dynamics for impact, slashes, and destruction. Avoid cheap TV anime style, constant speed movement, long slow motion, UI, subtitles, or merging weapons.
15-second, 480p, 16:9 widescreen video. A theatrical robot anime-style launch sequence utilizing the 'character', 'manned robot', and 'cockpit' from the attached reference images.
Many 3d blueprints come out of the portal, anti gravity drives, nanotechnology, DNA, chips, wireless, new technologies, the wonders of alien tech, engineering gifts to humanity, no talking, golden blueprints, yellow, green, blue, red, manufacturing
[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]
Based on my photo, create a photo in the style of The Sims game, character creation block. [Guy] Sim in [black jeans, black T-shirt, and black cap]. To the right of the character are white squares. In these squares, from top to bottom: [MacBook, iPhone, AirPods max]. Above the Sim's head is a green plumbob, and above it is the inscription [ALEX PROMPTS], made in the style of The Sims game. Add arrows to the right and left of the Sim, as in The Sims character editor. 9:16 A stylized character creation screen from The Sims video game. A [men] wearing a [black t-shirt, black trousers, black cap] stands in the center. He is subtly dancing in place, swaying her hips and arms gently. Above his head, a green Plumbob floats and rotates slowly. The user interface with clothing choices, arrows, and the [ALEX PROMPTS] label stays completely static. The background does not move.
Драматичный общий план: Ахиллес в сверкающих бронзовых доспехах несется через задымленное поле битвы под Троей на рассвете, подняв меч, с выражением яростного боевого клича на лице. На заднем плане — павшие воины и горящие стрелы, эпический масштаб, силуэт гигантского деревянного коня. Кинематографичные объемные «лучи бога», прорезающие облака пыли и кровавый туман, гипердетализированные металлические блики и рваная ткань. Шедевр, сочетающий фэнтезийную детализацию Грега Рутковски, эпическую композицию Вильнева и мастерство освещения Дикинса, 8K IMAX. Ахиллес в сверкающих бронзовых доспехах бросается вперед с мощным взмахом меча и боевым ревом посреди хаотичного задымленного поля битвы на рассвете. Медленный драматичный трекинг-шот: движение от общего плана к героическому крупному, эффект параллакса на летящих стрелах и вихрях пыли. Безупречная физика звуков лязга доспехов и ударов о землю. Нативная синхронизированная озвучка воина: «За Трою!» с реалистичными боевыми звуковыми эффектами (лязг металла, военные кличи, свист пламени) и нарастающей оркестровой музыкой. Золотистые рассветные объемные лучи и кинематографичное контурное освещение. Стиль, сочетающий Рутковски, Вильнева и Дикинса, безупречные 24 кадра в секунду, 15-секундное непрерывное движение, гипердетализированный шедевр в 8K, готовый для вирусного трейлера.
Subject: A 20-year-old young East Asian woman, confident, with delicate facial features, cold white skin, long black hair in a high ponytail, wearing a white sports tank top accented with red and blue triangular patches and yellow trim, a white tennis skirt with red and blue triangular patches and yellow trim, and white-and-blue sneakers. At night, she is performing parkour on the Brooklyn Bridge in downtown New York. She first greets the camera and then immediately runs past the base of the Statue of Liberty. She jumps from car roofs onto the Brooklyn Bridge railings, Flatiron Building window sills, billboards in front of Grand Central Station, the Chrysler Building entrance, Rockefeller Center, and then onto a third-floor balcony of the Empire State Building. She looks up at the towering, flashing neon lights of the Empire State Building, gathers her strength for a sprint, and quickly runs up the exterior wall of the building. Her body is almost perpendicular to the facade. Using her superpowers, she runs up the wall from the bottom to the top in just 3 seconds. Her final leap lands her on a small platform on top of the lightning rod at the tower's peak, only 0.5 meters wide. She stands steadily on it as the camera circles around, overlooking the brightly lit night view of New York. The action is incredibly cool and thrilling, filmed with a low-angle follow shot and high-difficulty sports cinematography with camera shake.
Full magical transformation sequence: a firestorm demon hunter floating in a dark volcanic void as glowing embers rise from below and thick smoke coils around them in slow ceremonial waves — sparks attach to the body, igniting their hair into white with burning red tips, forging dark obsidian armor from heated metal, tracing molten protective markings across the face and hands, and forming twin curved blades from compressed flame. A circular lava-forged ritual seal opens beneath their feet with orange cracks spreading outward, the camera pushes through smoke layers in a slow heroic spiral, each ember burst synced to a rising drum hit, ending in a crossed-blade signature pose held inside a firestorm starburst. Stock-footage grandeur, played sincere. Made in @LumaLabsAI #LumaCPP
Near-future fantasy action RPG magic library battle. High-density 3D toon/cel-shaded look. [Role of Reference Images] Maintain a single character from the source image strictly across all cuts. Use for face, eyes, hair, costume, and silhouette only. Do not reproduce the background, UI, or specific posing from the source. Ensure features don't blend with enemies. [Protagonist and Fixed Gear] One protagonist. Fixed accessory is a single grimoire. No other weapons or items. Grimoire design should match character's motif and color scheme. [Style] High-density anime game 3D. Fine colored outlines, clear cel-shading (2-3 levels), theatrical quality animation. Smooth, weight-aware movement. No generic 3D faces or flat shading. [Setting] A giant magical library at night. High bookshelves, spiral staircases, and glowing lamps. Intense camera movement with deep parallax. [The Enemy] A single giant organic demon, roughly twice the protagonist's size. Dark rough skin, two horns, glowing eyes. Clear color contrast with the protagonist. [Action Sequence] Cut 1: Close-up. Demon's claws approach as protagonist opens the grimoire, triggering a magic flake wipe. Cut 2: Protagonist swings right hand, deploying five magic bands that trap the demon's ankles, wrists, and torso against magic circles on the floor. Camera captures the tension of the pull. Cut 3: Protagonist thrusts right palm forward, firing a single piercing magic bolt from the grimoire's center into the demon's chest through the gaps in the bands. Cut 4: Star-shaped cracks spread from the hit point, shattering the demon into dark ash flakes that dissolve, while the magic bands unravel.
stadium flyover – 80k-seat bowl, argentina vs spain, one continuous descending aerial spiral, tifo + flares, golden-hour / floodlight split penalty – lamine yamal (spain #19) vs emiliano martínez (argentina keeper): run-up, single strike, full-stretch dive, ball in the net. real faces via reference free kick – messi 25m out, five-man wall, curl up and over the wall into the top corner. the wall has to face the ball with arms pinned down, like a real wall
Inside a high-end professional MMA octagon arena, Ares and Titan's combat escalates as they fight with heavy metal weapons on the floor. Ares swings a massive glowing red steel axe at Titan. Titan parries with a heavy rusted steel sword, generating an explosive shower of brilliant sparks. Titan fires rapid forearm cannon rounds, muzzle flashes illuminating the cage. Massive bursts of real orange flames and embers erupt from the concrete floor behind them. Shot from a handheld ringside third-person POV camera angle, panning quickly to follow the weapon swings, with dramatic natural camera shake on impacts, capturing a highly realistic, intense raw broadcast feel. - 0–5s: Ares sweeps the glowing red axe in a heavy arc; Titan parries with a rusted steel sword, creating a brilliant burst of dynamic sparks, handheld camera shaking with impact. - 6–10s: Titan raises his forearm cannon, firing a rapid barrage of bullets with intense muzzle flashes; bullets spark off Ares's crimson armor shields. - 11–15s: Large real flames erupt from the concrete floor in the background, casting dramatic orange reflections as both robots clash weapon-to-weapon in the center, sparks and embers flying. Photo-realistic cinematic style, 8k resolution,
1:1 square, 15 seconds, high-quality theatrical anime-style high-speed action. The setting is a bright afternoon futuristic coastal aero-city. High-speed cuts between the blue sky, sea, huge white deck, glass corridor outer walls, aerial transit routes, connecting bridges, terminal rooftops, 3D structures between buildings, and observation decks. Avoid enclosed spaces or monotonous combat in the same location. [Reference Image] Use [image_name] only to fix the appearance of one cyborg woman and one partner robot. Prioritize the upper body views of the woman and the full robot; face, head, arm weapons, back, and leg parts are supplementary. Do not reproduce outlines, white backgrounds, headings, multiple views, expressions, or details of face/legs/weapons as intro cuts or compositions. Animate the two in a completed anime world from the start. The woman and robot are allies in the same battle but act independently in the first half to middle, converging on the same large enemy only at the end. Maintain face, hairstyle, body type, armor, weaponry, back structure, and color scheme; no costume/armor/unit changes, transformations, merging, giantization, duplication, or color swaps. Enemies are graphite-colored non-humanoid small drones and one large graphite unmanned aerial vehicle at the end. Aerial traffic in the background is civilian and does not participate in combat. [Field of View & Movement] Wide to ultra-wide based. Do not make it feel cramped even at 1:1; leave sky, sea, city, architecture, and margins. Close-ups are used only momentarily. Movement should not be photorealistically smooth but shown as a chain of: strong stance -> short tension -> screen occlusion -> strong pose at another point -> contact -> short hit stop -> large reaction. Avoid long runs or flights; use arcs, diagonal crossings, sudden reversals, vertical differences, X-shapes, S-shapes, and jumping between buildings. The camera also uses bold diagonal dives, sudden climbs, crossings, gaps between buildings, and quick reversals. [Effects] Effects should not be blue light lines, beams, lasers, or auroras. Use primary and accent colors from @image1 as opaque color planes with clear outlines, thick stroke marks, long sweeping tail-like threads, flying color chips, and diagonal color blocks. Every movement, appearance, or impact must be accompanied by a fast-feeling effect like dragged paint. [Composition] 0.0-1.5s: Ultra-wide view of the coastal city. Drones invade from multiple directions. The woman from the corridor wall and the robot from the lower deck deploy separately. The robot parries a blow in an arc, sending shockwaves through the city. 1.5-3.3s: Woman's part. Color planes cover the foreground, switching between the corridor, transit way, and rooftop. She shows only key poses of stance, slash, and landing reaction with strong thread effects. 3.3-5.1s: Robot's part. Uses deck edges and bridges for crescent trajectories and heavy hits to blow away drones. 5.1-6.9s: Woman's part. Vertical space between buildings. Appears instantly from different angles after occlusion, changing height for continuous attacks. 6.9-8.7s: Robot's part. Uses high structures for wall reversals and diving through drones. 8.7-10.2s: Large UAV enters. Huge shadow crosses the terminal. Woman and robot jump in from different directions to converge on the enemy. 10.2-12.2s: High-speed combo climax. Robot breaks armor in an arc; viewpoint flips for the woman to appear from above and slash the weak point. No long grappling. 12.2-15.0s: Large unit explodes not as a fireball but as opaque color planes and sharp fragments. Camera moves through debris to the observation deck. The two land at different times and re-accelerate away. The city responds with celebratory smoke and functional restoration. Ends with a full city view and tracks stretching into the distance. [Audio & Forbidden] High-density theatrical anime BGM. Strong dynamics for impact, slashes, and destruction. Avoid cheap TV anime style, constant speed movement, long slow motion, UI, subtitles, or merging weapons.
Many 3d blueprints come out of the portal, anti gravity drives, nanotechnology, DNA, chips, wireless, new technologies, the wonders of alien tech, engineering gifts to humanity, no talking, golden blueprints, yellow, green, blue, red, manufacturing
Based on my photo, create a photo in the style of The Sims game, character creation block. [Guy] Sim in [black jeans, black T-shirt, and black cap]. To the right of the character are white squares. In these squares, from top to bottom: [MacBook, iPhone, AirPods max]. Above the Sim's head is a green plumbob, and above it is the inscription [ALEX PROMPTS], made in the style of The Sims game. Add arrows to the right and left of the Sim, as in The Sims character editor. 9:16 A stylized character creation screen from The Sims video game. A [men] wearing a [black t-shirt, black trousers, black cap] stands in the center. He is subtly dancing in place, swaying her hips and arms gently. Above his head, a green Plumbob floats and rotates slowly. The user interface with clothing choices, arrows, and the [ALEX PROMPTS] label stays completely static. The background does not move.
A majestic valkyrie with long platinum hair, glowing sapphire eyes, divine white armor, enormous spear crackling with lightning, athletic and graceful silhouette, rendered in ultra-premium Japanese anime rendering, MAPPA-inspired sakuga, cinematic anime lighting, hand-drawn speed lines, explosive impact frames - Descends from storm clouds onto a battlefield where thousands of armored giants advance toward a kingdom, camera diving beside her through lightning; - Crashes into the battlefield, spinning her spear through giant enemies, thunder exploding across the ground, bodies and debris launched into the air while the camera circles every impact; - Flies above the battlefield and hurls the spear like a divine thunderbolt, vaporizing the colossal giant king, ending with the surviving army kneeling as she lands beneath a clearing sky.
Worldview: A cinematic high-fantasy action RPG set in a rainy, magnificent magic city. Maintain consistency with the source reference image's character. Style: High-density 3D toon/cel-look with thin delicate outlines and 2-3 step cel shadows. High-quality magic effects, lighting, and rain. The scene features the protagonist on the left attacking a giant black dragon on the right. Multi-cut sequence includes: Cut 1: Magic convergence at the right palm with concentric rings. Cut 2: Continuous high-output beam firing and pushing through rain. Cut 3: Beam stop and massive mana explosion on impact. Cut 4: The dragon kneeling and disintegrating into particles. No text, logos, or UI elements.
Анимируй этого робота так, будто он демонстрирует все свои возможности на конкурсе футуристических роботов. Заставь его повернуться и прыгнуть в конце.
Immersive first-person flying camera perspective, no visible drone or flying device. The camera launches at insane speed across a colossal dystopian cyborg battlefield at night, flying only centimeters above shattered metal, burning wreckage, and rivers of glowing energy. It violently snap-rolls between the legs of towering combat mechs, knife-edges through collapsing steel structures, dives beneath gigantic walking war machines, then instantly climbs through exploding industrial ruins. Swarms of autonomous combat drones streak overhead while colossal cybernetic titans exchange devastating energy blasts that illuminate the battlefield. The camera constantly changes direction with brutal FPV precision,rapid S-turns, vertical dives, barrel rolls, power loops around gigantic reactor towers, split-S reversals, wall-hugging passes through ruined megafactories, and razor-close proximity flights beneath collapsing bridges. Neon holograms flicker through dense smoke as thousands of laser tracers, plasma arcs, sparks, and electrical storms fill the sky. Gigantic cybernetic creatures emerge from the darkness while endless ranks of futuristic soldiers and armored exosuits advance across the battlefield beneath towering ruined skyscrapers. The camera threads through impossibly tight gaps as collapsing buildings, burning aircraft, and massive mechanical debris crash around it, then rockets into a colossal mechanical canyon formed by fallen war machines. At the climax, the battlefield opens into an unimaginably vast cybernetic wasteland where a planet-sized artificial intelligence core rises above the horizon, surrounded by colossal rotating rings, lightning storms, and endless mechanical cities stretching to infinity. Continuous POV shot, no cuts, relentless acceleration, extreme high-speed FPV racing, aggressive banking, rapid altitude changes, barrel rolls, corkscrews, split-S maneuvers, power loops, knife-edge turns, realistic inertia, cinematic motion blur, volumetric smoke, dynamic lighting, neon reflections, hyper-detailed dystopian environments, surreal cyberpunk architecture, blockbuster sci-fi VFX, IMAX quality. Made in @LumaLabsAI #LumaCPP
[Slot Execution Instructions] No replaceable slots are configured. Bracketed sections like [Project Overview] and [Output Checklist] are fixed column names, not slots. Execute directly according to these specifications without inquiring. Do not alter the game genre, model names, 3-column layout, art style, shot count, target duration, or audio design. [Global Highest Priority: Complete Action and Duration Adaptation] This rule takes precedence over all other generation, editing, and compositing requirements. Target Duration: The final Master duration is approximately 28 seconds. Fable 5, Kimi K3, and GPT-5.6 Sol are three parallel tracks playing simultaneously, each running for about 28 seconds. Their durations must not be added together; the Master is not 84 seconds. Sequential Generation: Prioritize generating a continuous 28-second clip for each column in a single pass. If limited by the model's single-generation duration, use last-frame continuation to produce sequential segments. The next segment must seamlessly connect from the last frame of the previous one, inheriting the spaceship, enemies, barrages, items, background scrolling, and HUD visual style. Unified Speed Multiplier: If the total duration of the raw sequential footage in a column exceeds 28 seconds, it is strictly forbidden to crop the clips, delete intermediate actions, or only keep the first few seconds. You must apply a unified speed multiplier (speed_factor = Total Duration / 28) to compress the entire continuous track. Action coverage must be 100%, preserving the sequence from the first frame to the final frame. Continuity: Do not use hard cuts, black/white flashes, or cross-dissolves to mask discontinuities. If a segment fails to inherit the state, it must be regenerated. Audio Resync: After video retiming is complete, resync and produce the BGM and game sound effects. Use pitch-preserving time stretching if original audio must be retained; never delete video actions to match audio length. [Project Overview] Duration & Framerate: Approx. 28 seconds, ~30fps. Aspect Ratio: Horizontal 16:9 (Reference: 1212×720 or proportional HD). Theme: Side-by-side comparison of vertical space shooter games generated by three AI models: Fable 5, Kimi K3, and GPT-5.6 Sol. Art Style: White minimalist tech display frame, deep blue-black space interiors, retro arcade style, cyber neon, vector HUD, and slight CRT glow. Fixed Constraints: Single continuous shot with no camera movement or montages. No real people, live-action devices, or watermarks. Only use doubao or keling 2.6 if video models are required. [Three-Column Detailed Differences] The three game windows are identical in size and alignment, separated by light gray vertical lines. Headers and HUDs are locked as stable graphic layers in post-production. Fable 5 (Left): Minimalist near-black space with sparse stars. Cyan triangular wireframe spaceship firing thin cyan bullets. Magenta geometric wireframe enemies with low density and weak explosion feedback. Top HUD displays score, WAVE, and 3 hearts. Kimi K3 (Center): Traditional arcade style. Deep blue-purple gradient sky. Blue solid spaceship with exhaust flames firing vertical yellow bullets. Magenta, purple, and orange geometric enemies dropping items and showing +100/+200 points upon destruction. Top HUD displays SCORE, LEVEL (advancing 1–6), and heart lives. GPT-5.6 Sol (Right): High-density neon style. Scrolling perspective grid with a planet in the upper right. Fast-moving cyan-white glowing spaceship firing dense yellow-white bullets. Neon-colored enemies entering in scattered, diagonal, or full-row formations, causing massive bullet hells and intense particle explosions. Top HUD displays SCORE, SECTOR, and heart lives. [Storyboard Rhythm] This is a single continuous shot with escalating combat intensity: 00:00–00:08: Simultaneous base shooting. Center column enters Level 2; Right column adds colored enemies and barrages. 00:08–00:20: Intensity increases. Center column reaches Level 4; Right column forms complete formations and drops power-up items; Left column maintains a minimalist pace. 00:20–00:28: Climax. Center column reaches Level 6; Right column unleashes massive bullet hells and multi-row enemy arrays. The video ends abruptly while intense combat is still ongoing. [Standard Execution Steps] Setup Parameters: Initialize fixed specifications (16:9, 28s, 1 shot, 3 parallel tracks, no cropping) in project_spec.json. Video Generation: Generate the three vertical game tracks independently. Maintain strict state inheritance using continuity_state.json at every continuation point to track spaceship, enemies, and UI. Retiming & Assembly: Combine all sequential clips per column and apply the calculated speed_factor to compress each full timeline to exactly 28 seconds. Embed the three tracks into the static white tech frame. UI & Audio Post-Production: Overlay and lock the Logos, titles, and HUD layers. Create a retro electronic arcade audio track with fast synth pulses and 8-bit game SFX (lasers, explosions, level-ups) synchronized to the retiming. Quality Control: Inspect all continuation points to ensure 100% action coverage, stable layouts, and continuous HUD numeric progression. [Output Checklist] project_spec.json, storyboard_final.json, duration_map.json, continuity_state.json, run_log.json assets/ (Static UI, frames, and sprites) source_clips/ (Un-trimmed raw clips) and clips/ (Full sequences and retimed 28s tracks) audio/ (SFX tracks and final mix) final/master.mp4 (Final composite video)
SHOT 1 (-00:01) — Opening Impact (Real residential area / Image9 road). EFFECT: Speed ramp (deceleration) + strong motion blur + paint splash composite. Whip pan frame-in. Intense blur and neon yellow paint streaks cross the screen. Yellow-haired Image1 character lands at a crosswalk. Paint splashes radially upon landing, spreading as liquid on asphalt. Low-angle wide camera with a slight shake. Exit: Paint drop hits lens, turning the screen yellow for transition. SHOT 2 (-00:03) — Three-way Confrontation (Real boulevard / Image8). EFFECT: High-speed dolly-in + three-part sequential focus. Blue-haired Image3 on the left, pink-haired Image2 on the right, yellow-haired Image1 in the center-back facing off. Low dolly move forward. Rack focus to each character every 0.5s as they ready paint weapons. Lighting matches real background and cel-look 3D characters. Exit: Pink flashes a spray, rainbow paint smear covers the screen. SHOT 3 (-00:05) — Paint Battle Explosion (Real alley / Image4). EFFECT: Speed ramp (accel -> decel) + paint fluid simulation + camera shake. Blue Image3 and yellow Image1 duel in an alley; blue and pink paint splashes on old wooden houses, restoring saturation to the street. High-speed tracking follow. 30% speed at the pass-by to show paint trajectories in slow motion. Exit: Sudden speed recovery, whip pan blur smear. SHOT 4 (-00:07) — Signature Effect: Color Erosion (Real trackside path / Image7). EFFECT: Color wave + low-speed drone climb. Yellow Image1 slams paint roller weapon down. Rainbow waves spread concentrically, painting the greenway, rusted tracks, and poles in vivid colors as they erode. Vertical climb from 1m to 8m to capture the spread. Neon liquid texture. Exit: White bloom overexposure. SHOT 5 (-00:09) — Stone Bridge Clash (Real river and bridge / Image6). EFFECT: Slow motion (20-25%) + enhanced water reflection. Blue Image3 and yellow Image1 cross paths on a bridge. Yellow backflips to dodge; blue paint hits the river creating rainbow ripples. Detailed depiction of droplets and hair. Low angle near water. Exit: Sudden speed return, 15-degree Dutch angle rotation. SHOT 6 (-00:11) — Pink's Counterattack (Real suburban street / Image5). EFFECT: Digital zoom punch + strobe flash + camera jitter. Pink Image2 kicks a pole and fires dual sprays in the air. Punch-in zoom with high-frequency jitter and flashes. Pink/cyan ribbons run along power lines. Strobe feel emphasizes speed. Exit: Ribbons cross camera for match cut transition. SHOT 7 (-00:13) — Climax Trio (Return to Image9 crosswalk). EFFECT: Time-slice orbital + three-color simultaneous impact. 180-degree high-speed orbital around the trio (40% speed). All three fire upward. Three pillars of paint collide in a giant rainbow firework explosion. Sharp character/paint against blurred background. Exit: Flash swallows frame. SHOT 8 (-00:15) — Landing & Resolution. EFFECT: Scale out + paint rain. Slow pull-back. Rainbow paint falls like rain, completing the colored intersection. The three stand back-to-back in poses. Final frame: Static view of the colored town with subtle paint dripping.
[Genre] High-density 3D toon/cel-look. A fast-paced spear vs axe combat sequence in a vast open-world city plaza. Emphasize depth, weapon weight, speed, and recoil. [References] @1 for spear-wielder features/gear; @2 for axe-wielder features/gear. Maintain character consistency; no merging or role-swapping. [Character Adaptation] Adjust lighting and atmosphere to match both characters while keeping their unique identifying colors. Maintain tails/wings only if in reference. [Style] Theatrical key animation, multi-layer cel shading, delicate outlines. sunset lighting. No photorealism. [Weapons] Exactly one spear and one axe. Weapons are rigid bodies; no melting or duplication. 0.1s hit-stops on impact. [Setting] Open-world city plaza with stone paving, arches, and distant towers. No crowds/subtitles. [Camera] 8 cuts following causal action. No aimless orbiting. [Action] Cut 1: Axe user slams floor to spark and start swing. Cut 2: Spear thrust parried by axe handle. Cut 3: Low axe sweep; spear user jumps over. Cut 4: Tail or spear butt attack countered by axe handle. Cut 5: Mid-air spin parry by spear wielder. Cut 6: Overhead axe slam dodged by sliding. Cut 7: Multi-hit combo exchange. Cut 8: Simultaneous deep lunge.
15-second, 480p, 16:9 widescreen video. A theatrical robot anime-style launch sequence utilizing the 'character', 'manned robot', and 'cockpit' from the attached reference images.
[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]
Драматичный общий план: Ахиллес в сверкающих бронзовых доспехах несется через задымленное поле битвы под Троей на рассвете, подняв меч, с выражением яростного боевого клича на лице. На заднем плане — павшие воины и горящие стрелы, эпический масштаб, силуэт гигантского деревянного коня. Кинематографичные объемные «лучи бога», прорезающие облака пыли и кровавый туман, гипердетализированные металлические блики и рваная ткань. Шедевр, сочетающий фэнтезийную детализацию Грега Рутковски, эпическую композицию Вильнева и мастерство освещения Дикинса, 8K IMAX. Ахиллес в сверкающих бронзовых доспехах бросается вперед с мощным взмахом меча и боевым ревом посреди хаотичного задымленного поля битвы на рассвете. Медленный драматичный трекинг-шот: движение от общего плана к героическому крупному, эффект параллакса на летящих стрелах и вихрях пыли. Безупречная физика звуков лязга доспехов и ударов о землю. Нативная синхронизированная озвучка воина: «За Трою!» с реалистичными боевыми звуковыми эффектами (лязг металла, военные кличи, свист пламени) и нарастающей оркестровой музыкой. Золотистые рассветные объемные лучи и кинематографичное контурное освещение. Стиль, сочетающий Рутковски, Вильнева и Дикинса, безупречные 24 кадра в секунду, 15-секундное непрерывное движение, гипердетализированный шедевр в 8K, готовый для вирусного трейлера.
Worldview: A cinematic high-fantasy action RPG set in a rainy, magnificent magic city. Maintain consistency with the source reference image's character. Style: High-density 3D toon/cel-look with thin delicate outlines and 2-3 step cel shadows. High-quality magic effects, lighting, and rain. The scene features the protagonist on the left attacking a giant black dragon on the right. Multi-cut sequence includes: Cut 1: Magic convergence at the right palm with concentric rings. Cut 2: Continuous high-output beam firing and pushing through rain. Cut 3: Beam stop and massive mana explosion on impact. Cut 4: The dragon kneeling and disintegrating into particles. No text, logos, or UI elements.
Near-future fantasy action RPG magic library battle. High-density 3D toon/cel-shaded look. [Role of Reference Images] Maintain a single character from the source image strictly across all cuts. Use for face, eyes, hair, costume, and silhouette only. Do not reproduce the background, UI, or specific posing from the source. Ensure features don't blend with enemies. [Protagonist and Fixed Gear] One protagonist. Fixed accessory is a single grimoire. No other weapons or items. Grimoire design should match character's motif and color scheme. [Style] High-density anime game 3D. Fine colored outlines, clear cel-shading (2-3 levels), theatrical quality animation. Smooth, weight-aware movement. No generic 3D faces or flat shading. [Setting] A giant magical library at night. High bookshelves, spiral staircases, and glowing lamps. Intense camera movement with deep parallax. [The Enemy] A single giant organic demon, roughly twice the protagonist's size. Dark rough skin, two horns, glowing eyes. Clear color contrast with the protagonist. [Action Sequence] Cut 1: Close-up. Demon's claws approach as protagonist opens the grimoire, triggering a magic flake wipe. Cut 2: Protagonist swings right hand, deploying five magic bands that trap the demon's ankles, wrists, and torso against magic circles on the floor. Camera captures the tension of the pull. Cut 3: Protagonist thrusts right palm forward, firing a single piercing magic bolt from the grimoire's center into the demon's chest through the gaps in the bands. Cut 4: Star-shaped cracks spread from the hit point, shattering the demon into dark ash flakes that dissolve, while the magic bands unravel.
SHOT 1 (-00:01) — Opening Impact (Real residential area / Image9 road). EFFECT: Speed ramp (deceleration) + strong motion blur + paint splash composite. Whip pan frame-in. Intense blur and neon yellow paint streaks cross the screen. Yellow-haired Image1 character lands at a crosswalk. Paint splashes radially upon landing, spreading as liquid on asphalt. Low-angle wide camera with a slight shake. Exit: Paint drop hits lens, turning the screen yellow for transition. SHOT 2 (-00:03) — Three-way Confrontation (Real boulevard / Image8). EFFECT: High-speed dolly-in + three-part sequential focus. Blue-haired Image3 on the left, pink-haired Image2 on the right, yellow-haired Image1 in the center-back facing off. Low dolly move forward. Rack focus to each character every 0.5s as they ready paint weapons. Lighting matches real background and cel-look 3D characters. Exit: Pink flashes a spray, rainbow paint smear covers the screen. SHOT 3 (-00:05) — Paint Battle Explosion (Real alley / Image4). EFFECT: Speed ramp (accel -> decel) + paint fluid simulation + camera shake. Blue Image3 and yellow Image1 duel in an alley; blue and pink paint splashes on old wooden houses, restoring saturation to the street. High-speed tracking follow. 30% speed at the pass-by to show paint trajectories in slow motion. Exit: Sudden speed recovery, whip pan blur smear. SHOT 4 (-00:07) — Signature Effect: Color Erosion (Real trackside path / Image7). EFFECT: Color wave + low-speed drone climb. Yellow Image1 slams paint roller weapon down. Rainbow waves spread concentrically, painting the greenway, rusted tracks, and poles in vivid colors as they erode. Vertical climb from 1m to 8m to capture the spread. Neon liquid texture. Exit: White bloom overexposure. SHOT 5 (-00:09) — Stone Bridge Clash (Real river and bridge / Image6). EFFECT: Slow motion (20-25%) + enhanced water reflection. Blue Image3 and yellow Image1 cross paths on a bridge. Yellow backflips to dodge; blue paint hits the river creating rainbow ripples. Detailed depiction of droplets and hair. Low angle near water. Exit: Sudden speed return, 15-degree Dutch angle rotation. SHOT 6 (-00:11) — Pink's Counterattack (Real suburban street / Image5). EFFECT: Digital zoom punch + strobe flash + camera jitter. Pink Image2 kicks a pole and fires dual sprays in the air. Punch-in zoom with high-frequency jitter and flashes. Pink/cyan ribbons run along power lines. Strobe feel emphasizes speed. Exit: Ribbons cross camera for match cut transition. SHOT 7 (-00:13) — Climax Trio (Return to Image9 crosswalk). EFFECT: Time-slice orbital + three-color simultaneous impact. 180-degree high-speed orbital around the trio (40% speed). All three fire upward. Three pillars of paint collide in a giant rainbow firework explosion. Sharp character/paint against blurred background. Exit: Flash swallows frame. SHOT 8 (-00:15) — Landing & Resolution. EFFECT: Scale out + paint rain. Slow pull-back. Rainbow paint falls like rain, completing the colored intersection. The three stand back-to-back in poses. Final frame: Static view of the colored town with subtle paint dripping.
1:1 square, 15 seconds, high-quality theatrical anime-style high-speed action. The setting is a bright afternoon futuristic coastal aero-city. High-speed cuts between the blue sky, sea, huge white deck, glass corridor outer walls, aerial transit routes, connecting bridges, terminal rooftops, 3D structures between buildings, and observation decks. Avoid enclosed spaces or monotonous combat in the same location. [Reference Image] Use [image_name] only to fix the appearance of one cyborg woman and one partner robot. Prioritize the upper body views of the woman and the full robot; face, head, arm weapons, back, and leg parts are supplementary. Do not reproduce outlines, white backgrounds, headings, multiple views, expressions, or details of face/legs/weapons as intro cuts or compositions. Animate the two in a completed anime world from the start. The woman and robot are allies in the same battle but act independently in the first half to middle, converging on the same large enemy only at the end. Maintain face, hairstyle, body type, armor, weaponry, back structure, and color scheme; no costume/armor/unit changes, transformations, merging, giantization, duplication, or color swaps. Enemies are graphite-colored non-humanoid small drones and one large graphite unmanned aerial vehicle at the end. Aerial traffic in the background is civilian and does not participate in combat. [Field of View & Movement] Wide to ultra-wide based. Do not make it feel cramped even at 1:1; leave sky, sea, city, architecture, and margins. Close-ups are used only momentarily. Movement should not be photorealistically smooth but shown as a chain of: strong stance -> short tension -> screen occlusion -> strong pose at another point -> contact -> short hit stop -> large reaction. Avoid long runs or flights; use arcs, diagonal crossings, sudden reversals, vertical differences, X-shapes, S-shapes, and jumping between buildings. The camera also uses bold diagonal dives, sudden climbs, crossings, gaps between buildings, and quick reversals. [Effects] Effects should not be blue light lines, beams, lasers, or auroras. Use primary and accent colors from @image1 as opaque color planes with clear outlines, thick stroke marks, long sweeping tail-like threads, flying color chips, and diagonal color blocks. Every movement, appearance, or impact must be accompanied by a fast-feeling effect like dragged paint. [Composition] 0.0-1.5s: Ultra-wide view of the coastal city. Drones invade from multiple directions. The woman from the corridor wall and the robot from the lower deck deploy separately. The robot parries a blow in an arc, sending shockwaves through the city. 1.5-3.3s: Woman's part. Color planes cover the foreground, switching between the corridor, transit way, and rooftop. She shows only key poses of stance, slash, and landing reaction with strong thread effects. 3.3-5.1s: Robot's part. Uses deck edges and bridges for crescent trajectories and heavy hits to blow away drones. 5.1-6.9s: Woman's part. Vertical space between buildings. Appears instantly from different angles after occlusion, changing height for continuous attacks. 6.9-8.7s: Robot's part. Uses high structures for wall reversals and diving through drones. 8.7-10.2s: Large UAV enters. Huge shadow crosses the terminal. Woman and robot jump in from different directions to converge on the enemy. 10.2-12.2s: High-speed combo climax. Robot breaks armor in an arc; viewpoint flips for the woman to appear from above and slash the weak point. No long grappling. 12.2-15.0s: Large unit explodes not as a fireball but as opaque color planes and sharp fragments. Camera moves through debris to the observation deck. The two land at different times and re-accelerate away. The city responds with celebratory smoke and functional restoration. Ends with a full city view and tracks stretching into the distance. [Audio & Forbidden] High-density theatrical anime BGM. Strong dynamics for impact, slashes, and destruction. Avoid cheap TV anime style, constant speed movement, long slow motion, UI, subtitles, or merging weapons.
[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]
A majestic valkyrie with long platinum hair, glowing sapphire eyes, divine white armor, enormous spear crackling with lightning, athletic and graceful silhouette, rendered in ultra-premium Japanese anime rendering, MAPPA-inspired sakuga, cinematic anime lighting, hand-drawn speed lines, explosive impact frames - Descends from storm clouds onto a battlefield where thousands of armored giants advance toward a kingdom, camera diving beside her through lightning; - Crashes into the battlefield, spinning her spear through giant enemies, thunder exploding across the ground, bodies and debris launched into the air while the camera circles every impact; - Flies above the battlefield and hurls the spear like a divine thunderbolt, vaporizing the colossal giant king, ending with the surviving army kneeling as she lands beneath a clearing sky.
Full magical transformation sequence: a firestorm demon hunter floating in a dark volcanic void as glowing embers rise from below and thick smoke coils around them in slow ceremonial waves — sparks attach to the body, igniting their hair into white with burning red tips, forging dark obsidian armor from heated metal, tracing molten protective markings across the face and hands, and forming twin curved blades from compressed flame. A circular lava-forged ritual seal opens beneath their feet with orange cracks spreading outward, the camera pushes through smoke layers in a slow heroic spiral, each ember burst synced to a rising drum hit, ending in a crossed-blade signature pose held inside a firestorm starburst. Stock-footage grandeur, played sincere. Made in @LumaLabsAI #LumaCPP
[Slot Execution Instructions] No replaceable slots are configured. Bracketed sections like [Project Overview] and [Output Checklist] are fixed column names, not slots. Execute directly according to these specifications without inquiring. Do not alter the game genre, model names, 3-column layout, art style, shot count, target duration, or audio design. [Global Highest Priority: Complete Action and Duration Adaptation] This rule takes precedence over all other generation, editing, and compositing requirements. Target Duration: The final Master duration is approximately 28 seconds. Fable 5, Kimi K3, and GPT-5.6 Sol are three parallel tracks playing simultaneously, each running for about 28 seconds. Their durations must not be added together; the Master is not 84 seconds. Sequential Generation: Prioritize generating a continuous 28-second clip for each column in a single pass. If limited by the model's single-generation duration, use last-frame continuation to produce sequential segments. The next segment must seamlessly connect from the last frame of the previous one, inheriting the spaceship, enemies, barrages, items, background scrolling, and HUD visual style. Unified Speed Multiplier: If the total duration of the raw sequential footage in a column exceeds 28 seconds, it is strictly forbidden to crop the clips, delete intermediate actions, or only keep the first few seconds. You must apply a unified speed multiplier (speed_factor = Total Duration / 28) to compress the entire continuous track. Action coverage must be 100%, preserving the sequence from the first frame to the final frame. Continuity: Do not use hard cuts, black/white flashes, or cross-dissolves to mask discontinuities. If a segment fails to inherit the state, it must be regenerated. Audio Resync: After video retiming is complete, resync and produce the BGM and game sound effects. Use pitch-preserving time stretching if original audio must be retained; never delete video actions to match audio length. [Project Overview] Duration & Framerate: Approx. 28 seconds, ~30fps. Aspect Ratio: Horizontal 16:9 (Reference: 1212×720 or proportional HD). Theme: Side-by-side comparison of vertical space shooter games generated by three AI models: Fable 5, Kimi K3, and GPT-5.6 Sol. Art Style: White minimalist tech display frame, deep blue-black space interiors, retro arcade style, cyber neon, vector HUD, and slight CRT glow. Fixed Constraints: Single continuous shot with no camera movement or montages. No real people, live-action devices, or watermarks. Only use doubao or keling 2.6 if video models are required. [Three-Column Detailed Differences] The three game windows are identical in size and alignment, separated by light gray vertical lines. Headers and HUDs are locked as stable graphic layers in post-production. Fable 5 (Left): Minimalist near-black space with sparse stars. Cyan triangular wireframe spaceship firing thin cyan bullets. Magenta geometric wireframe enemies with low density and weak explosion feedback. Top HUD displays score, WAVE, and 3 hearts. Kimi K3 (Center): Traditional arcade style. Deep blue-purple gradient sky. Blue solid spaceship with exhaust flames firing vertical yellow bullets. Magenta, purple, and orange geometric enemies dropping items and showing +100/+200 points upon destruction. Top HUD displays SCORE, LEVEL (advancing 1–6), and heart lives. GPT-5.6 Sol (Right): High-density neon style. Scrolling perspective grid with a planet in the upper right. Fast-moving cyan-white glowing spaceship firing dense yellow-white bullets. Neon-colored enemies entering in scattered, diagonal, or full-row formations, causing massive bullet hells and intense particle explosions. Top HUD displays SCORE, SECTOR, and heart lives. [Storyboard Rhythm] This is a single continuous shot with escalating combat intensity: 00:00–00:08: Simultaneous base shooting. Center column enters Level 2; Right column adds colored enemies and barrages. 00:08–00:20: Intensity increases. Center column reaches Level 4; Right column forms complete formations and drops power-up items; Left column maintains a minimalist pace. 00:20–00:28: Climax. Center column reaches Level 6; Right column unleashes massive bullet hells and multi-row enemy arrays. The video ends abruptly while intense combat is still ongoing. [Standard Execution Steps] Setup Parameters: Initialize fixed specifications (16:9, 28s, 1 shot, 3 parallel tracks, no cropping) in project_spec.json. Video Generation: Generate the three vertical game tracks independently. Maintain strict state inheritance using continuity_state.json at every continuation point to track spaceship, enemies, and UI. Retiming & Assembly: Combine all sequential clips per column and apply the calculated speed_factor to compress each full timeline to exactly 28 seconds. Embed the three tracks into the static white tech frame. UI & Audio Post-Production: Overlay and lock the Logos, titles, and HUD layers. Create a retro electronic arcade audio track with fast synth pulses and 8-bit game SFX (lasers, explosions, level-ups) synchronized to the retiming. Quality Control: Inspect all continuation points to ensure 100% action coverage, stable layouts, and continuous HUD numeric progression. [Output Checklist] project_spec.json, storyboard_final.json, duration_map.json, continuity_state.json, run_log.json assets/ (Static UI, frames, and sprites) source_clips/ (Un-trimmed raw clips) and clips/ (Full sequences and retimed 28s tracks) audio/ (SFX tracks and final mix) final/master.mp4 (Final composite video)
Inside a high-end professional MMA octagon arena, Ares and Titan's combat escalates as they fight with heavy metal weapons on the floor. Ares swings a massive glowing red steel axe at Titan. Titan parries with a heavy rusted steel sword, generating an explosive shower of brilliant sparks. Titan fires rapid forearm cannon rounds, muzzle flashes illuminating the cage. Massive bursts of real orange flames and embers erupt from the concrete floor behind them. Shot from a handheld ringside third-person POV camera angle, panning quickly to follow the weapon swings, with dramatic natural camera shake on impacts, capturing a highly realistic, intense raw broadcast feel. - 0–5s: Ares sweeps the glowing red axe in a heavy arc; Titan parries with a rusted steel sword, creating a brilliant burst of dynamic sparks, handheld camera shaking with impact. - 6–10s: Titan raises his forearm cannon, firing a rapid barrage of bullets with intense muzzle flashes; bullets spark off Ares's crimson armor shields. - 11–15s: Large real flames erupt from the concrete floor in the background, casting dramatic orange reflections as both robots clash weapon-to-weapon in the center, sparks and embers flying. Photo-realistic cinematic style, 8k resolution,
15-second, 480p, 16:9 widescreen video. A theatrical robot anime-style launch sequence utilizing the 'character', 'manned robot', and 'cockpit' from the attached reference images.
Based on my photo, create a photo in the style of The Sims game, character creation block. [Guy] Sim in [black jeans, black T-shirt, and black cap]. To the right of the character are white squares. In these squares, from top to bottom: [MacBook, iPhone, AirPods max]. Above the Sim's head is a green plumbob, and above it is the inscription [ALEX PROMPTS], made in the style of The Sims game. Add arrows to the right and left of the Sim, as in The Sims character editor. 9:16 A stylized character creation screen from The Sims video game. A [men] wearing a [black t-shirt, black trousers, black cap] stands in the center. He is subtly dancing in place, swaying her hips and arms gently. Above his head, a green Plumbob floats and rotates slowly. The user interface with clothing choices, arrows, and the [ALEX PROMPTS] label stays completely static. The background does not move.
Subject: A 20-year-old young East Asian woman, confident, with delicate facial features, cold white skin, long black hair in a high ponytail, wearing a white sports tank top accented with red and blue triangular patches and yellow trim, a white tennis skirt with red and blue triangular patches and yellow trim, and white-and-blue sneakers. At night, she is performing parkour on the Brooklyn Bridge in downtown New York. She first greets the camera and then immediately runs past the base of the Statue of Liberty. She jumps from car roofs onto the Brooklyn Bridge railings, Flatiron Building window sills, billboards in front of Grand Central Station, the Chrysler Building entrance, Rockefeller Center, and then onto a third-floor balcony of the Empire State Building. She looks up at the towering, flashing neon lights of the Empire State Building, gathers her strength for a sprint, and quickly runs up the exterior wall of the building. Her body is almost perpendicular to the facade. Using her superpowers, she runs up the wall from the bottom to the top in just 3 seconds. Her final leap lands her on a small platform on top of the lightning rod at the tower's peak, only 0.5 meters wide. She stands steadily on it as the camera circles around, overlooking the brightly lit night view of New York. The action is incredibly cool and thrilling, filmed with a low-angle follow shot and high-difficulty sports cinematography with camera shake.
Анимируй этого робота так, будто он демонстрирует все свои возможности на конкурсе футуристических роботов. Заставь его повернуться и прыгнуть в конце.
Immersive first-person flying camera perspective, no visible drone or flying device. The camera launches at insane speed across a colossal dystopian cyborg battlefield at night, flying only centimeters above shattered metal, burning wreckage, and rivers of glowing energy. It violently snap-rolls between the legs of towering combat mechs, knife-edges through collapsing steel structures, dives beneath gigantic walking war machines, then instantly climbs through exploding industrial ruins. Swarms of autonomous combat drones streak overhead while colossal cybernetic titans exchange devastating energy blasts that illuminate the battlefield. The camera constantly changes direction with brutal FPV precision,rapid S-turns, vertical dives, barrel rolls, power loops around gigantic reactor towers, split-S reversals, wall-hugging passes through ruined megafactories, and razor-close proximity flights beneath collapsing bridges. Neon holograms flicker through dense smoke as thousands of laser tracers, plasma arcs, sparks, and electrical storms fill the sky. Gigantic cybernetic creatures emerge from the darkness while endless ranks of futuristic soldiers and armored exosuits advance across the battlefield beneath towering ruined skyscrapers. The camera threads through impossibly tight gaps as collapsing buildings, burning aircraft, and massive mechanical debris crash around it, then rockets into a colossal mechanical canyon formed by fallen war machines. At the climax, the battlefield opens into an unimaginably vast cybernetic wasteland where a planet-sized artificial intelligence core rises above the horizon, surrounded by colossal rotating rings, lightning storms, and endless mechanical cities stretching to infinity. Continuous POV shot, no cuts, relentless acceleration, extreme high-speed FPV racing, aggressive banking, rapid altitude changes, barrel rolls, corkscrews, split-S maneuvers, power loops, knife-edge turns, realistic inertia, cinematic motion blur, volumetric smoke, dynamic lighting, neon reflections, hyper-detailed dystopian environments, surreal cyberpunk architecture, blockbuster sci-fi VFX, IMAX quality. Made in @LumaLabsAI #LumaCPP
stadium flyover – 80k-seat bowl, argentina vs spain, one continuous descending aerial spiral, tifo + flares, golden-hour / floodlight split penalty – lamine yamal (spain #19) vs emiliano martínez (argentina keeper): run-up, single strike, full-stretch dive, ball in the net. real faces via reference free kick – messi 25m out, five-man wall, curl up and over the wall into the top corner. the wall has to face the ball with arms pinned down, like a real wall
[Genre] High-density 3D toon/cel-look. A fast-paced spear vs axe combat sequence in a vast open-world city plaza. Emphasize depth, weapon weight, speed, and recoil. [References] @1 for spear-wielder features/gear; @2 for axe-wielder features/gear. Maintain character consistency; no merging or role-swapping. [Character Adaptation] Adjust lighting and atmosphere to match both characters while keeping their unique identifying colors. Maintain tails/wings only if in reference. [Style] Theatrical key animation, multi-layer cel shading, delicate outlines. sunset lighting. No photorealism. [Weapons] Exactly one spear and one axe. Weapons are rigid bodies; no melting or duplication. 0.1s hit-stops on impact. [Setting] Open-world city plaza with stone paving, arches, and distant towers. No crowds/subtitles. [Camera] 8 cuts following causal action. No aimless orbiting. [Action] Cut 1: Axe user slams floor to spark and start swing. Cut 2: Spear thrust parried by axe handle. Cut 3: Low axe sweep; spear user jumps over. Cut 4: Tail or spear butt attack countered by axe handle. Cut 5: Mid-air spin parry by spear wielder. Cut 6: Overhead axe slam dodged by sliding. Cut 7: Multi-hit combo exchange. Cut 8: Simultaneous deep lunge.
Many 3d blueprints come out of the portal, anti gravity drives, nanotechnology, DNA, chips, wireless, new technologies, the wonders of alien tech, engineering gifts to humanity, no talking, golden blueprints, yellow, green, blue, red, manufacturing