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Seedance 2.530s · 1:1

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Inspired by @Mayz1169on X

THIRD-PERSON ACTION GAME CAPTURE. ONE PLAYABLE CHARACTER. NO DIALOGUE. FIFTEEN SECONDS. ASSET MAP - every reference is bound here and cited by tag below: @avatar_1 - the playable character, and the only named performer in the film. Face, hair, skin, age, build and every physical characteristic come entirely from @avatar_1 and never from this text. IDENTITY LOCK - HIGHEST PRIORITY: the playable character is exactly the person in @avatar_1. Keep their face, hair, skin tone and build the same from the first frame to the last. Do not restyle them, do not age them up or down, do not slim or bulk the build, and never swap in a different character. One playable character, the same one, for the whole capture. STYLISED, NOT PHOTOGRAPHED: @avatar_1 is rebuilt as a modern game character - clean stylised 3D shading, soft subsurface skin, rim light on the hair, crisp material separation - and never composited in as a photograph. Their face still has to read as unmistakably theirs: the same features, the same proportions, the same hair and skin tone, rebuilt in the game's own look. ATTACHED REFERENCES ARE MANDATORY AND FINAL: if a reference is attached, that is the character - reproduce them exactly, in every shot, and never invent a different one. The attached reference outranks every word written below it. FACE TIME: the camera sits behind and slightly above the right shoulder for most of the capture, but @avatar_1's face is clearly visible and clearly lit at least twice - once early, once at the end - as the character turns through the action. WARDROBE LOCK: @avatar_1 wears a fitted white and pale pink armoured jacket with hard shoulder plates, a utility harness across the chest, dark leggings with armoured shin guards, and a large rounded backpack. The backpack is white with warm yellow panels and it stays white and warm yellow in every single shot - it never turns green, blue, pink or any other colour. The whole outfit is fixed in cut and colour for the capture and only its drape adapts to the body wearing it. No lettering, no numerals and no logo anywhere on the clothing or the pack. THE LOOK: a captured frame from a modern third-person action game running at high settings. Clean stylised 3D rendering, physically lit, shallow game-camera depth of field, mild motion blur on fast turns, crisp specular highlights on metal and wet floor. Saturated colour, heavy use of practical light sources in frame. Nothing hand-drawn, nothing photoreal - it should read as a game, not as film. THE PLACE: a sealed underground facility. It opens in a cold teal service corridor with a wall-mounted data terminal glowing on one side. It moves into a red-lit loading corridor with heavy blast doors, warning chevrons painted on the metal, and pipework overhead. It ends in a long amusement arcade - two facing rows of upright arcade game machines with big lit marquees and glowing screens, the floor wet and reflecting magenta and cyan. THE OPPOSITION: three armoured figures in matte dark grey combat gear with full face visors. Faces never visible. No badges, no flags, no unit markings, no readable lettering anywhere on them. 00:00-00:03 Over the right shoulder of @avatar_1 in the teal service corridor, walking up to the wall terminal and reaching out to work it. The light from the screen falls across the side of the face. The camera holds behind the shoulder. 00:03-00:06 Cut to the red loading corridor: one of the opposition rushes in from the left and @avatar_1 turns hard into them, striking the weapon aside and putting them down in two fast movements. The face comes round to camera through the turn. The camera whips with the turn. 00:06-00:09 Cut to a low wide shot as a second figure comes over a crate and @avatar_1 drops them with a short burst, the muzzle flash lighting the blast doors, smoke rolling out across the floor. The camera tracks right at speed. 00:09-00:12 Cut to the arcade, camera behind the shoulder, @avatar_1 advancing slowly between the two rows of arcade machines with the weapon up. Marquee light slides across the armour plates. The camera pushes forward with them. 00:12-00:15 The last of the opposition breaks from cover at the far end and @avatar_1 drops them, then turns back toward camera, lit clean by the arcade screens, and holds. The camera settles to a stop and holds to the last frame. AUDIO: a sealed underground room - low air handling, a fluorescent tube buzzing, footsteps on wet concrete. Terminal beeps at the start, cloth and armour under strain, two short weapon bursts, shell casings on the floor, arcade machines idling in the background at the end. A tense electronic bed on low synth pulse, kept well under the effects and never rising to a peak. No voices, no shouting, no dialogue, no lyrics. Do not generate subtitles, captions, on-screen text, a mission banner, a minimap, a health bar, a HUD of any kind, a title card, a logo, a wordmark, a watermark or any readable lettering or numerals anywhere in frame. The frame must be left completely clean of interface. Do not generate spoken dialogue or narration.

2 steps13363
Seedance 2.515s · 1:1
Inspired by umesh_aion X

15-second 16:9 cinematic. @image1 is the traveler’s face. @image2 is the storyboard — photocopy outfit, canoe, forest, and the WATER DRAGON from the board. Do not describe appearance, hair, or clothes. Use they / their / them only. One traveler, one canoe, one lantern. Current carries the canoe; no paddle. One inhabitant: a colossal WATER DRAGON, not a stag or elk. Concealed until the end, then a gentle bow toward the lantern. SHOT 01 | 00.00–01.75 | water-level 24mm. Already moving. Glide just above the lake. Canoe toward screen right. Lantern reflection. Enormous overhead branch. SHOT 02 | 01.75–03.00 | 100mm moss at the waterline. A tremor, one droplet. Lantern passes as a blur. SHOT 03 | 03.00–05.00 | 20mm over the bow, through hanging roots. A hand sweeps one strand aside. SHOT 04 | 05.00–07.00 | 50mm, track backward. They kneel and lower the lantern ~20cm above the water. Offering, not panic. SHOT 05 | 07.00–09.00 | 35mm overhead. A broad swell lifts the bow. They keep the lantern steady. SHOT 06 | 09.00–11.50 | 18mm underwater. Flooded roots. One enormous scaled dragon limb settles on the silt. Not a tentacle. Sediment curl. SHOT 07 | 11.50–15.00 | 24mm over their shoulder. The water dragon was there in the mist all along. Slow bow toward the lantern. Exhale of mist. Hold the last 0.70s. No fade. Seven clean cuts. No on-screen text. AUDIO: water on wood, canopy air, muffled pulse underwater, a breath at the bow. No lyrics.

3 steps21832
Seedance 2.515s · 16:9
Inspired by AvaSmith771on X

Create a video of 15s 16:9: vanity commercial, with your face and your product.

3 steps327.7K
Seedance 2.515s · 16:9
Red Carpet Reveal - Fantasy Haute Couture

Red carpet reveal 80's Hollywood glamour. Avatar in dramatic black coat and oversized hat walks down red carpet toward camera. Reaches center under intense spotlight, dramatically drops coat revealing stunning [PRODUCT DESCRIPTION]. Photographers erupt with flashing cameras and paparazzi chaos. Avatar poses alone under all spotlight lights. Dark cinematic fashion aesthetic with deep shadows, intense golden-amber spotlight, and film grain throughout. Realistic professional luxury editorial quality.

3 steps
Seedance 2.59:16
Inspired by @meAsifAion X

@image1 is an absolute character lock for the figure: face, body, hair, outfit, materials and colour are taken exactly from it and must not drift or be reinterpreted at any point. @image2 is the graphic system and holds its off-white ground, mid-grey panel, sage teal and dusty rose blocks, thin black rules, corner tick brackets and type style throughout. @image3 is the storyboard and is followed exactly — same beat order, same framing, same staging, same scale. Style: a high-end editorial fashion lookbook. Photorealistic live-action figure, physically lit against a clean studio seamless, composited inside a flat Swiss-editorial graphic layout that rebuilds itself around them. Real skin, real denim, real jersey, fine fabric texture, natural depth of field, calm neutral colour, no heavy grade. The graphics stay flat, hard-edged and print-clean with no shadow or bevel. Movement is unhurried and confident throughout, never posed or bouncy, the whole piece reading as one continuous studio take with the layout changing around a figure who never cuts away. The figure walks toward camera in a relaxed three-quarter turn, one leg swinging through, arms loose at the sides. They continue the turn away from camera, then look back over one shoulder, the hips staying angled off. They come back around and walk straight toward camera, square to lens, arms swinging naturally with the stride. They arrive and settle, bringing one hand to rest on the hip as the weight drops onto one leg. They hold still and square with the arms at the sides, standing smaller in the frame with more ground around them. The camera moves closer to frame them from mid-thigh up, and they stand relaxed with the shoulders level. They turn slightly off axis at that same closeness, the weight shifting across, one shoulder easing toward camera. The camera draws back to full length and they finish with one hand on the hip, chin level, holding the pose. Through all of it the graphic layout rebuilds itself around the figure between beats: the masthead FASHION holds across the top, the labels LOOK_01, LOOK_02 and LOOK_03 exchange positions at the left and upper right, and the teal and rose blocks, thin rules and corner brackets slide and resettle into a new arrangement each time. The type is crisp, correctly formed and stable while on screen, never garbled, never flickering, never warping. (A calm minimal electronic music bed, soft and even, no vocals.) The figure is never duplicated and no second person enters. Do not generate any text beyond FASHION, LOOK_01, LOOK_02 and LOOK_03. Do not generate a logo. Do not generate a watermark. No filming equipment visible in frame. Skin and movement look like real footage, not AI-generated imagery, with no distorted hands, no extra fingers and no smeared contact where a hand meets the body.

5 steps1807.1K
MiniMax H310s · 9:16
Inspired by Arvin010717on X

Generate a video of 15s 16:9: desert, one-finger array, your avatar, fighting monsters.

2 steps1298.8K
Seedance 2.515s · 16:9
Inspired by ZephyraLeighon X

A 15-second 16:9 photoreal tech unboxing. Sound ON. ALAN is exactly the attached portrait — dark hair, beard, hazel-green eyes, black shirt. Same face every frame. Do not change him into a woman. PRODUCT is the DJI Osmo Pocket 3 from the stills: compact black gimbal camera, flip screen, joystick, orange ring button, white Creator Combo box with the camera printed on it. NEVER a MacBook. NEVER a laptop. OPENING: Frame 1 is already the sealed white box sliding toward camera. Never a grey studio portrait of Alan. 0–4s: Extreme close-up of the white Osmo Pocket 3 Creator Combo box sliding toward camera. Pull-tab, CLICK, lid rises. Cut to Alan’s face, natural: “Today we’re unboxing the Osmo Pocket 3.” 4–9s: Overhead. He lifts the lid, takes out the black Pocket 3, flips the screen, fingers on the joystick. 9–12s: Macro of the lens, screen, orange button. He powers it, screen lights. 12–15s: He holds the Pocket 3 toward camera, small smile. “First impression — this is going to be fun.” Studio desk, mic in background. AUDIO: cardboard, click, his voice, studio room. No other people. Duration 15s. Aspect 16:9.

3 steps
Seedance 2.515s · 16:9
Inspired by arvinaqon X

10-second 9:16 colorful giant-product city film. @image1 is the product: photocopy that tall black matte tumbler with handle, black lid, stainless rim and base. Not a soda can. No invented label. No on-screen text. 0.0–1.33s: Extreme macro of the matte black wall and handle in bright sunlight. Cut wider into cyan sky. 1.33–2.67s: The same tumbler floats among chunky pink and yellow voxel blocks and miniature cargo stacks. Geometric glyphs orbit outside the product. Energetic scale shift. 2.67–4.0s: Dramatic low city angle. Giant tumbler towers over stacked cargo. Hard sunlight, cyan sky. Full geometry intact, handle visible. 4.0–5.33s: Top-down miniature cargo yard. Oversized tumbler among pink, yellow, cyan stacks. 5.33–8.0s: Open-sky. Blocks assemble around the tumbler. One brief water splash ~6.4–7.2s without deforming it. Splash settles by 8.0s. 8.0–10.0s: Low-angle oversized hero against cyan sky. Tumbler fully visible, larger than surrounding structures. Hold. No captions. AUDIO: original electronic beat, dry clicks, one splash accent, no vocals.

2 steps066
MiniMax H310s · 9:16
Inspired by Noor_ul_ain43on X

18-second 16:9 cinematic fantasy martial-arts sequence in a vast verdant forest under a dramatic stormy sky. Moss, ferns, wet leaves, tall trees — not desert, not sand. @image1 is absolute character truth for person 1. @image2 is absolute character truth for person 2. Photocopy both sheets. Do not describe appearance, hair, clothes, or faces. Use they / their / them only. SHOT 1 — 0:00–0:02 Extreme close-up. The frame is almost filled with swirling green leaves, mist, and bright shafts of forest light rushing toward the camera. Motion blur, volumetric rays. SHOT 2 — 0:02–0:04 Reveal a huge empty forest clearing, dark rocky ridge behind the trees. @image1 and @image2 appear in the distance, moving rapidly across the moss. Camera tracks low. SHOT 3 — 0:04–0:06 @image1 launches a martial-arts cut, rotating through the air. A brilliant blue-white energy trail follows the sword; a warm orange-golden energy arc sweeps around. Energy is physical and luminous, lighting the mist. SHOT 4 — 0:06–0:09 Overhead / three-quarter. @image1 spins across the forest floor; @image2 mirrors at a distance. Robes make large circular shapes. Orange energy ring, blue-white pulses from the blades. Leaves and earth spiral outward. SHOT 5 — 0:09–0:12 Camera pulls back. A gigantic leaf-and-mist vortex forms around both. Particles and chunks of earth rotate. They stay visible in the center, blue-white and golden energy. Enormous scale. SHOT 6 — 0:12–0:14 Wide. A massive tornado-like column of leaves and mist rises from the clearing into the dark clouds. Both partially visible inside. Circular disturbances on the moss. Dark storm vs illuminated foliage. SHOT 7 — 0:14–0:16 Fast push-in through the vortex toward @image1. They emerge, sword extended. Blue-white energy streams from the blade. Debris flies past the camera. @image2 still in the wind behind. SHOT 8 — 0:16–0:18 Heroic close/medium. @image1 faces the camera, calm, sword diagonal. @image2 stands just behind and to the side. Mist and sunlight. End on a still, powerful hold. No on-screen text. AUDIO: wind, leaves, energy whoosh, no lyrics.

5 steps37483
Wan 3.018s · 16:9
Inspired by LudovicCreatoron X

Generate a video of 30s 16:9: underwater berserker vs cosmic leviathan, glowing axe.

2 steps6290
Seedance 2.530s · 16:9
One Day in TaipeiSeedance 2.5 · 1:1 · 30sRecreate workflow