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Attack on Titan Game Cinematic

A very long, detailed Chinese prompt for generating an Attack on Titan style video that looks like a high-quality AAA game cinematic, specifying lighting, character details, and shot-by-shot actions.

Prompt
All characters, creatures, and buildings are unified as obviously computer-generated high-quality AAA fantasy game cinematics. Human faces also use digital sculpted face models, art-designed skin lighting and bundled modeled hair. Do not mix in live-action actors, do not use 2D animation, cel shading, or normal gameplay. Maintain warm golden sunlight, yellow-orange backlight, gray-green shadows, and deep red creature surfaces. The sky consists of thick clouds illuminated by the sun. Do not change day to night, do not add snow, neon, magic beams, or lightning transformations. Environment: A densely populated medieval stone-walled city with reddish-brown tile roofs, light gray/beige stucco walls, dark brown timber frames, narrow cobblestone streets, chimneys, clock towers, and spired buildings. Outside the city are low trees and grass. A giant continuous gray-white wall extends into the distance with repeating vertical buttresses. Roofs within the wall spread layer by layer, and another section of city defense outline is visible in the distance. The city gate is located at the lower part of the high wall. On the inner side of the city, there is a brick and stone gate tower, dark archways, support pillars, and adjacent half-timbered houses. The shield decorations on the wall retain only plain old stone slabs. The wall is much higher than ordinary houses. The gate area and streets maintain a continuous geographical relationship. The only giant creature always stands outside the city wall, facing inward, with its head and hands able to cross the top of the wall. Ordinary three-to-five-story houses only reach near its calves. It is not an ordinary tall person standing on the city streets. The giant has no hair. Its large forehead and part of its face are covered by pale ivory aponeurosis. Deep red longitudinal muscle bundles are visible in the center of the forehead, under the eyes, cheeks, jaw, and neck. Deep dark eye sockets, heavy brow ridges, narrow eyes, exposed pale ivory teeth, and a wide jaw remain consistent. The back, shoulders, hips, legs, and limbs are a complete non-human form interwoven with red muscle bundles and pale aponeurosis. It is not a wound, no bleeding. Broad shoulders and back, huge legs. The soles of the feet have clear deep red longitudinal fibers and pale edges. No helmet, armor, or handheld weapons. Thick white-gray steam continuously rises from the body surface. Steam rolls upward near the body. Do not generate fireballs out of nowhere. All long and short shots feature the same creature. Civilians wear simple medieval cloth clothes, vests, long skirts, aprons, and caps. Do not wear modern clothing. Among them, a blonde adult woman wears a light-colored long-sleeved top, light-colored apron, and reddish-brown long skirt. She is the same person later blown off the ground by the blast wave. The man running in the foreground at the end has light brown short hair, beige shirt, dark green sleeveless vest, and brown pants. 0.00–1.60s: Open directly with an extremely high overhead view from inside the city. Dense red tile roofs and light-colored streets fill the screen. A giant humanoid shadow covers the central block. Ordinary pedestrians and roofs appear extremely small. The camera advances downwards with restraint, preserving the proportional relationship between houses, alleys, and shadows. No player progress bar or any screen text should appear. 1.60–5.60s: Hard cut to a slightly tilted low-angle close-up looking up at the top of the wall from inside the city. The giant's huge head overlooks the city from above the wall top. The dark wall edge in the foreground cuts diagonally across the lower part of the screen. Fingers of one of its large hands gripping the top of the wall are visible on the right side of the screen. It slightly lifts its head and gazes downward. The brow ridge and deep red facial muscle bundles gradually become clear. It does not speak or roar with an open mouth. The sun forms a warm gold rim light on the upper side. White-gray steam rolls along the head and neck. Fine dust particles float in the backlight. The camera approaches slowly, preserving the oppressive huge face and foreground wall edge. 5.60–8.40s: Cut to an extremely wide panoramic view at the height of the city roofs. Red tiles, gables, and chimneys fill the foreground. The complete high wall spans the distance. The giant's head and hand only protrude from one position at the top of the wall. The camera is nearly fixed, making only slight lateral drifts, highlighting the disproportionate scale between the city, wall, and giant. Do not duplicate a second giant. Do not blow up the wall prematurely. 8.40–12.20s: Cut to a clearly tilted rear three-quarter panoramic view from a high position outside the city. The giant faces away from the camera, towards the high wall. Both hands grip the top of the wall. The left leg supports the ground weight. The right knee bends, lifting the right foot backwards. The huge sole enters the close-up from the bottom edge of the screen. Back muscles are continuous from scapula to waist and hips. The right leg remains connected to the right hip. The sole is not a second head or another creature. The camera follows the leg-lifting action slightly downwards. White-gray steam rises around the right leg. Trees outside the city and the base of the wall serve as scale references far smaller than it. Pulling the foot back is preparation for a kick, not walking backwards, crossing the wall, or crawling into the city. 12.20–16.00s: Cut back to inside the city, adopting a distant frontal composition observed through foreground towers. Two ordinary clock towers and spired buildings are in the foreground. The giant's huge forehead in the distance almost fills the background. Initially, the top of the forehead and the dark muscle bundle area in the center of the forehead are visible. Then its head slowly lifts. The brow ridge, eyes, and upper half of the face gradually emerge from the bottom edge of the screen. The eyes overlook the urban area. Foreground towers remain in place, not moving with the face, clearly demonstrating the movement of the same huge head behind the buildings. Warm light, steam, and floating particles persist. Do not add new transformations. 16.00–19.00s: Cut to an extremely wide rear panoramic view at a low position close to the grass outside the city. Defocused long grass sways horizontally in the foreground forming parallax. The giant is located in front of the distant wall. It still grips the wall with both hands, supports weight with the left leg, and keeps the right foot in the retracted preparatory state. Steam rolls upwards from the shoulders, back, and legs. Surrounding trees are much shorter than it. The right leg prepares to send accumulated power to the gate area under the wall. The camera cuts away before direct contact. This entire segment corresponds to only one gate area kick. It cannot become continuous wall kicking, punching, or body ramming. 19.00–20.40s: Hard cut to a ground-level perspective of the gate area inside the city. Giant buttresses and dark archways extend upwards. Half-timbered houses on the right press against the edge of the screen. Three civilians in simple clothes look up in the lower foreground. First, retain a brief quiet complete gate tower image. The nearest civilian senses movement and hastily raises arms or turns. Immediately after, the same off-screen kick causes the bricks and stones of the gate area to suddenly burst towards the inside of the city. Strong backlight shines through the breach. Stones, wood chips, and dust spray towards the street and camera in the same direction. The camera shakes violently and briefly at the moment of the burst, then continues to keep the gate area direction discernible. Do not insert additional close-ups of feet piercing the wall. Do not blow up the entire circle of high walls. 20.40–21.40s: Cut to a short shot following scattered rubble close to the ground. Rubble of various sizes speeds past from the gate area direction, flipping and falling down. Closer fragments have strong directional motion blur. A few bounce off the ground. Gray-brown dust rapidly spreads over the cobblestone road. The camera tilts and rolls shortly with the impact. Rubble does not float and stop. Movement comes from the same gate area destruction. 21.40–23.00s: Cut to a slightly tilted medium-wide street-side shot. The blonde woman stands in front of a half-timbered house. Lateral blast waves sweep from screen-left to screen-right. She first bends her knees against the wind, shrugs her shoulders, and raises both arms to protect her face. Blonde hair, light-colored apron, and reddish-brown skirt hem are blown to the right. Nearby tree canopies and debris deflect synchronously with the wind. She briefly tries to stand firm. Then a stronger wind pressure lifts her body. Arms lose their original defensive position. Feet leave the ground. The whole person is swept to the right side of the screen and exits the frame. Must preserve the sequential process of resisting wind pressure and then being blown off the ground. Do not change to ordinary running, do not actively jump, and do not add shots of her landing. 23.00–23.90s: Cut to an upward tilt of the narrow street and upper floors of houses. The same impact carries debris sweeping over eaves and wall surfaces. Tiles, wooden strips, and light-colored wall fragments fall off successively. Local collapse occurs on building surfaces. Dust mist sweeps from the upper layer into the street. The camera briefly chases the destruction direction. Sunlight still shines between roofs. Do not arbitrarily turn buildings into a sea of fire. 23.90–24.80s: Quickly insert a close-range image engulfed by dust waves. A thick gray architectural fragment rotates as it passes through the foreground. Smaller fragments roll at different depths nearby. Gray-brown dust clouds surge rapidly towards the lens, briefly obscuring buildings behind. Retain solid stone weight and clear local edges. Do not turn into intangible energy balls. 24.80–27.00s: Cut to a tilted high-altitude city overhead view. Red tile houses and clock towers spread continuously below. Light gray dust waves generated by the gate area diffuse along streets and over roofs. Larger architectural fragments rush through the foreground. Near-large far-small creates strong depth. The camera skims forward along the direction of fragment propagation. White-gray dust bands cross the city diagonally. Streets and roofs are intermittently recognizable. This is a continuous impact caused by one breach. Do not add a second explosion or teleport the giant into the city. 27.00–30.00s: Cut back to a low-angle street view. Rows of half-timbered houses on the left and right form a deep long channel. Light green-gray twin tower outlines are visible in the distance. The sky is already covered by warm gray dust clouds. A huge hollow brick and stone architectural fragment flies from a high altitude in the distance, having thick broken wall edges...

How to use this prompt

  1. 1

    Copy the full prompt above.

  2. 2

    Open a platform that supports Seedance 2.5, such as YouMind, and paste the prompt in.

  3. 3

    Swap the subject, style, or details to fit your idea, then generate.

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