Drag the clip sideways
Exactly 15 seconds, 16:9. THIS IS A VIDEO GAME, not live-action, not a real camera, not a real person on a real street. Look: modern open-world crime-game cinematics. Pre-rendered game engine. Stylized PBR, slight subsurface on skin but clearly CGI characters, game anti-aliasing, in-game depth of field, game lighting, no film grain, no documentary shake. Think third-person console gameplay trailer — never photoreal street photography. @image1 is the playable character's FACE only — lock that face on a game-character body. Do not turn them into a real-world pedestrian. @image2 is the jacket they wear as in-game armor/clothing. Fit that exact jacket onto the game body. Do not change the jacket design, cut, colours or graphics. Only the drape. Frame 1 is already in-game, third-person camera behind the character on a New York–like city street. Never a studio portrait. Never a real iPhone clip. Camera: locked third-person follow, over-the-shoulder, typical game camera boom, slight analog stick drift, no handheld documentary. City: game-NYC — yellow taxi models, sidewalks, steam vents, crowds as NPCs (no readable faces), traffic AI, shopfronts, skybox. Optional simple game HUD: tiny minimap corner, no brand names, no titles. 0-4s — already walking. Game camera behind. Jacket fully visible. NPC traffic. 4-8s — cross the street on a walk light. Camera holds third-person. Jacket reads front and back. 8-12s — turn onto a wider avenue. Game sun, specular on the leather. Same face, same jacket. 12-15s — keep walking. Half-orbit game camera, then settle behind. Abrupt end. Audio: game-mix city bed, footsteps, engines. No music, no subtitles, no logos, no real-world film tone. No on-screen text except a tiny generic minimap. Duration: exactly 15 seconds. Aspect ratio: 16:9.
CHARACTER LOCK — HIGHEST PRIORITY: The person in every shot is exactly the person in @image1. Preserve their facial identity, facial structure, eye shape and spacing, nose, mouth, exact skin tone, hairline, hairstyle, hair length, texture and colour, freckles and distinctive marks, apparent age, build and body proportions — identically, shot to shot. Preserve their gender presentation exactly as shown; do not masculinize, feminize or reinterpret it. Do not beautify, slim, de-age or restyle them. The attached image outranks every word below it: wherever the image and the text disagree, follow the image. Frame 1 is already in the scene — never a studio portrait, grey backdrop, or the attached still as an opening plate. Use they/them throughout. No other people. Create a 30-second 16:9 2D hand-painted storybook animation — not photoreal, not live-action, not 3D CGI. Visible brush, soft painted edges, night-forest colour. The person in the attached reference is the only person. They are a fairy in this scene: same face as @image1, plus delicate translucent wings. OPENING — MANDATORY: Frame 1 is already a close-up of a hanging bell-shaped glowing flower on a mossy log, bare feet stepping into frame. Handheld-feeling but painted. Do not open on a studio portrait, grey backdrop, still headshot, or the attached image as a plate. Wardrobe, locked, gender-neutral: hand-knitted blue tunic, loose dark trousers, plain blue wool cap, small brown leather pouch on a strap, barefoot, translucent fairy wings. Fit these clothes and the wings to the attached person's body. No dress, no skirt, no gown. Hair stays as in the attached reference — mist can dampen it, do not recut or recolour it. Setting: enchanted night forest. Deep blue trees, mossy log, many hanging bell-shaped flowers on thin vines, floating pink purple and blue glow-lights, fog, tiny sparkles. One person only. 0-6s — hook: Bare feet on wet moss. A large pale-lilac bell flower hangs in the foreground, glowing softly. They step along the log toward it. Wings flutter. 6-14s — approach: They walk the log in the knitted tunic, trousers and cap, pouch at their side. Painted bokeh lights behind. Slow move toward the hanging flower. 14-22s — the key: They crouch, open the pouch, take out a small ornate golden key. Look at the flower. Reach toward it. 22-30s — glow: They touch the flower with the key. The bell lights from inside, sways, brighter. Hold on the glowing flower as they watch. No on-screen text. Cut. Diegetic forest night only: soft wing flutter, faint chime when the flower lights, breeze. No music, no speech, no subtitles, no logos, no watermark. Duration: exactly 30 seconds. Aspect ratio: 16:9.
[PROJECT TYPE] Text-to-video. 30-second cinematic action sequence. High-altitude mountain adventure. [GLOBAL SETTING] Vast snow-covered alpine landscape. Mix of massive slopes, rocky outcrops, sparse alpine vegetation. Golden hour or dramatic daylight lighting. Clear sky, distant peaks. Cold, pristine atmosphere. [ACTION & PROGRESSION] 00-06s: Drone POV — Wide establishing shot of vehicle launching down massive slope. Fast acceleration, spray, power. 06-12s: Rider POV — Close follow, technical driving through tight terrain. Speed + precision. Spray catches light. 12-18s: Ground-level tracking — Low angle, vehicle charging past camera. Terrain detail visible. 18-24s: Aerial arc — High drone swooping over open white landscape, vehicle small against scale. 24-30s: Final descent — Silhouette against sunset sky, vehicle carving final turn, momentum and mastery. [TECHNICAL] Seamless transitions between camera angles. No cuts, flowing motion. Cinematic color grade. Snow/dust spray glistens. Clean, athletic, powerful energy.
subject_definitions: @image_1 is the performer. Gender, face, hair, skin and body proportions come entirely from @image_1 and not from this text. @image_1 defines identity only - its clothing, pose, framing, background and lighting are ignored. The sprite is a fictional cartoon invented from this text alone and comes from no reference: a tiny 2D cel-shaded character with clean black outlines and flat colour fill, pointed ears, large round eyes, a simple pink-and-white tunic and translucent pink wings. The sprite stays flat 2D in every frame and is roughly the size of @image_1's hand. summary: [reference generation] The target video is a 15-second 16:9 live-action film in which @image_1 and one tiny 2D cartoon sprite play off each other across eight shots inside an empty neon roller rink at night, ending with both of them facing camera. retention_analysis: @image_1 (appears in [Shot 2], [Shot 3], [Shot 4], [Shot 5], [Shot 6], [Shot 7], [Shot 8]): fully_preserved - gender, face, hair, skin and body proportions stay exactly as in @image_1 in every shot. detailed_description: The target video is live-action and cinematic, lit only by hard magenta and ice-blue neon tubes along the rink walls, with a glossy varnished floor that mirrors every light, and a palette of magenta, cyan and black. Only two characters exist: @image_1 and the sprite. The rink is otherwise empty, with no other people and no reflection that resolves into a face, and no lettering, numerals, signage or screens anywhere in frame. @image_1 wears the same outfit in every shot: a glossy black cropped bomber jacket over a plain white tee, wide-leg dark cargo trousers, chunky white trainers and one thin silver chain. That outfit's cut and colour are fixed and only its drape adapts to the body; @image_1's gender, face, hair and skin come from @image_1 and never from this text. [Shot 1] A low-angle wide shot frames a black vintage convertible parked at the edge of the rink floor. Only the sprite is visible, sitting behind the wheel. The sprite waves, snaps its wings open, rises past the windshield, clears the open roof, half-spins and flies off frame right, leaving the driver seat empty. The camera pedestals up slowly. [Shot 2] At 00:01.800, the shot cuts to @image_1 leaning against the open car door, head down, turning a ring on one finger. The sprite curves in and stops at @image_1's shoulder in a proud ta-da pose. @image_1 lifts their head, looks at the sprite, then at camera. The camera pushes in slowly from beside the headlight. [Shot 3] At 00:03.600, the shot cuts to a waist-up framing as @image_1 flicks one finger toward the sprite on a hard beat. The sprite tumbles through one continuous half-spin to camera right and rights itself as @image_1 breaks into a crooked grin. The camera arcs right with large amplitude at fast speed. [Shot 4] At 00:05.400, the shot cuts to the sprite flying a full circle around the outer edge of a hanging mirror ball, passing above and below it, never through it. The camera tracks with the sprite and finds @image_1 sitting on the rink barrier, one foot on the rail. @image_1 holds up a thumb and the sprite copies it beside @image_1's face. [Shot 5] At 00:07.200, the shot cuts to @image_1 opening one palm flat. The sprite descends in one continuous motion and visibly lands, both feet making contact with the skin, then plants a proud stance and copies the tilt of @image_1's head. @image_1 holds still, then smiles. The camera pushes in slowly from the hand up to both faces. [Shot 6] At 00:09.000, the shot cuts to the sprite lifting off the palm first. @image_1 stands and takes three unhurried steps onto the rink floor, their reflection moving under them, while the sprite flies backward in front of them. The camera tracks backward with large amplitude at slow speed along a lateral arc. [Shot 7] At 00:11.000, the shot cuts to a low angle with the convertible sitting diagonally behind @image_1. @image_1 plants a confident stance and pushes their hair back off their face; the sprite copies the gesture on its own hair and @image_1 notices and laughs. The camera pushes in slowly. [Shot 8] At 00:13.000, the shot cuts to a medium close-up of @image_1 raising two fingers in a peace sign beside their face. The sprite hovers at @image_1's shoulder, wings spread, both arms up in the same sign, and both look straight into camera. A single camera flash fires on the last beat and the neon holds its level through it. The camera holds a static shot through the final frame. overall_soundscape: The empty rink carries a low room tone with the electric hum of the neon tubes and the far-off whirr of a ventilation fan. Footsteps land and squeak on the varnished floor, fabric shifts as @image_1 moves, and the sprite's wings make a light dry flutter each time it changes direction. One short breath of a laugh lands near the end. non_diegetic_music: Bubblegum dance pop at 128 BPM with a punchy kick and snare, a bouncing bass line, crisp handclaps and sparkling synth arpeggios. The arrangement stays at one even, moderate level from start to finish, with accents landing on the wing snap, the finger flick, the landing on the palm and the final flash.
Exactly 15 seconds, 16:9. ONE CONTINUOUS UNBROKEN TAKE. Live-action fantasy comedy, 35mm grain, bright noon daylight, saturated but natural skin. Same world palette as before: floating grass islands, red-and-white mushrooms, green pipes, gold coins, waterfalls, pink-roofed castle, red-and-white curb, blue sky with big clouds. @image1 is GREEN — lock this exact face 100%. Dark bob, green cap, denim overalls, cream top, white gloves, brown boots. Green kart. @image2 is RED — lock this exact face 100%. Light brown hair, red cap, denim overalls, cream top, white gloves, brown boots. Red kart. Do not swap faces. Do not open on a studio portrait; frame 1 is already racing. Prince at the finish line, slightly to one side of the checkered stripe: blond curls, gold crown, pink costume, arms open. Directly BEHIND him, not beside: Bront the teal-scale copper-shell horned creature, white crest, brown eyes. Bront is clearly behind the prince. 0-2s — Already racing, side by side. RED shouts, exact lip sync: "My prince!" GREEN: "No! MY prince!" 2-6s — GREEN steers hard into RED and SHOVES her completely off the track. RED's red kart leaves the road entirely — over the curb, off the floating island, falling away. GREEN stays on the racing line and keeps going. This is a full knockout, not a bump. 6-10s — GREEN alone, full speed, drifts the last bend, crosses the finish line still in the green kart. Prince is ahead with arms open. She does NOT stop in front of him. She drives past him, around his left side, and brakes behind him next to Bront. 10-13s — GREEN jumps out, ignores the prince, runs around him and throws her arms around Bront. Tight hug. Bront grins. Prince turns, confused. 13-15s — Prince drops to his knees and sobs, kicking. GREEN keeps hugging Bront. RED is gone off-track. Abrupt end. One uninterrupted shot. No cuts. Audio: engines, a hard kart impact, wind, two spoken lines, hug, prince sobbing. No music, no subtitles, no logos. No on-screen text. Duration: exactly 15 seconds. Aspect ratio: 16:9.
CHARACTER LOCK — HIGHEST PRIORITY: The person in every shot is exactly the person in @image1. Preserve their facial identity, facial structure, eye shape and spacing, nose, mouth, exact skin tone, hairline, hairstyle, hair length, texture and colour, freckles and distinctive marks, apparent age, build and body proportions — identically, shot to shot. Preserve their gender presentation exactly as shown; do not masculinize, feminize or reinterpret it. Do not beautify, slim, de-age or restyle them. The attached image outranks every word below it: wherever the image and the text disagree, follow the image. Frame 1 is already in the scene — never a studio portrait, grey backdrop, or the attached still as an opening plate. Use they/them throughout. No other people. The avatar reference shows their face and build, not this outfit — put the outfit on them. Fit each garment to the character's body naturally without altering its design, cut, proportions or colour — the garment is fixed, only its drape adapts. VISUAL CONSISTENCY: the person in the attached reference, frost-dusted face, tattered pale-blue and silver samurai armor, ice katana — adapt only pose, lighting, and surroundings. Do not alter their facial structure. STYLE: Highly realistic dark fantasy, brutal close-quarters combat, subterranean glacial cavern, falling ice crystals, cinematic wide scale, dramatic chiaroscuro lighting, deep atmospheric depth. 0–5 SEC — DESCENT INTO THE ABYSS Ice-lit subterranean ruins → obsidian-blue frost-demons scale massive frozen pillars → ice crystals fall heavily → camera tracks downward rapidly → the fighter plunges into the abyss, hair whipping, pale armor glowing in the ambient cold → rapid cinematic tracking dive directly toward the demonic swarm. 5–10 SEC — IMPACT The fighter crashes onto a shattered frozen platform → cracked ice, frost shards, and snow explode outward → fierce shockwave scatters the nearest demons → camera circles rapidly as they rise from the crater → katana drawn, gleaming with reflected glacier light → they dash forward as demons lunge from the shadows. 10–18 SEC — THROUGH THE HORDE The fighter slices through the horde with fluid, brutal precision → katana severs frost-black limbs, spraying glittering ice-blood → sparks and ice shards burst from sword clashes → aggressive tracking and rapid whip pans follow each strike → brief slow-mo captures flying shards, falling snow, and their unyielding expression → they push deeper without losing momentum. 18–24 SEC — THE PLUNGING STRIKE The fighter leaps off a crumbling ice pillar high into the cavernous airspace → camera follows vertically through cold shimmer → a towering ice beast emerges from the frozen lake below → they grip their katana with both hands, cyan energy building rapidly along the blade → they dive downward into a devastating plunging strike. 24–27 SEC — FROST ERUPTION Katana pierces the ice beast's chest → massive burst of cyan and silver energy erupts → shockwaves shatter surrounding ice pillars → lesser demons disintegrate into snow → ice splashes, shattered frost, and glowing shards fill the frame → camera pulls rapidly backward and upward revealing the immense destruction. 27–30 SEC — VICTORIOUS ENDING Remaining demons crumble to dust → smoke and snow drift slowly → the fighter stands at the center of the shattered platform → hair and tattered garments move naturally in the rising icy winds → frost-stained katana rests at their side → camera pulls back into a final wide aerial shot → they stand alone and victorious amidst the glowing rivers of ice. CAMERA & MOTION: Rapid cinematic movement, rapid whip pans for impacts, smooth aerial tracking, realistic motion blur, natural camera inertia, no random teleportation. PHYSICS & VFX: Cold shimmer, realistic snow and cloth interaction, believable ice-blood, grounded creature movement, controlled energy blasts, large-scale shockwaves integrated into the environment. QUALITY: Photographic skin, detailed weathered metal, glowing glacier lighting, cinematic depth of field, high dynamic range, epic fantasy realism. NEGATIVE: No cartoon, no anime style, no plastic armor, no modern objects, no inconsistent character design, no deformed anatomy, no extra limbs, no random costume changes, no text, no watermark.
CHARACTER LOCK — HIGHEST PRIORITY: The person in every shot is exactly the person in @image1. Preserve their facial identity, facial structure, eye shape and spacing, nose, mouth, exact skin tone, hairline, hairstyle, hair length, texture and colour, freckles and distinctive marks, apparent age, build and body proportions — identically, shot to shot. Preserve their gender presentation exactly as shown; do not masculinize, feminize or reinterpret it. Do not beautify, slim, de-age or restyle them. The attached image outranks every word below it: wherever the image and the text disagree, follow the image. Frame 1 is already in the scene — never a studio portrait, grey backdrop, or the attached still as an opening plate. Use they/them throughout. No other people. The person in every shot is exactly the person in @image1 — face, bone structure, silver-grey hair, age, body. The photo is identity only, not wardrobe. Do not keep the waffle robe or white tee. Do not give them black hair. WARDROBE: black ink-wash kimono, wide dripping sleeves, wrapped sash, barefoot. The garment is made of wet sumi ink and watercolor that keeps flowing. SETTING: a sheet of white xuan paper. No studio, no floor, no crowd. Real time, 15 seconds, 4:3. Frame 1 is already dancing — never a portrait plate. No slow motion. No on-screen text. One person only. Ink and watercolor bleed from feet, hands, sleeves, hair and every joint. Each step stains the paper. After 5s most of the white is already layered with strokes. Crimson, indigo and gold mix into the black from shot 3 onward. SHOT 1 (0–2.5s) Already mid-step. Weight shifts, arms flowing. Wet ink spreads under each foot. Sleeves throw black ribbons. Full body. SHOT 2 (2.5–5s) Axis changes, low arm sweeps, short spins. Sleeve ribbons blur into clouds. Paper heavily stained. Full body, slight handheld. SHOT 3 (5–7.5s) Rotations and arm spirals. Long ink trails. Crimson, indigo and gold enter the black. Full body. SHOT 4 (7.5–10s) Reverse spin, a short dance jump (not a hop in place), torso twist, another spin. Foreground splashes and airborne ribbons. Full body to medium. SHOT 5 (10–12.5s) The ink is now the world. Two rotations and a large sleeve sweep. They stay visible. No final pose yet. Camera does not pull back. SHOT 6 (12.5–15s) Final pose: weight on one leg, one arm high, opposite sleeve hanging in the air. Body freezes; ink and watercolor keep dripping. Slow constant-speed pullback. Ends as a living sumi-e: paper fibers, uneven bleeds, hand-drawn strokes. No intro, no walking, no mid-pose freeze before shot 6, no empty white paper after 5s, no dancer vanishing.
Animate this ink painting. 15 seconds, one continuous shot, no cuts, the camera never moves. Real-time speed, no slow motion. @image1 is the first frame - figure, garment, pose and style are already set. Continue directly from it. She is already dancing and never stops - turning, arms sweeping wide, hair whipping, the painted fabric flaring. Fast and fluid throughout. THE GARMENT KEEPS ITS OWN COLOUR. It is never recoloured or repainted. Ink follows her. Brushstroke ribbons fly off her sleeves and hem in wide arcs and dissolve. Wet spatter flicks onto the paper and pools where her feet land. Colour builds in three ways. First in the air: the trailing ribbons turn crimson, then gold, then violet and blue. Then on the fabric: blooms of those same colours soak into the garment in irregular patches, bleeding at the edges, never covering it evenly. Finally downward: in the last seconds long coloured drips run from the hem onto the paper. By five seconds the paper is already stained with layers of brushwork. Hand-painted throughout - wet ink, soft bleeding edges, visible paper grain. Never photoreal, never 3D. Audio: soft slow instrumental music, a single stringed instrument. No voices.