Game Cinematic / PV

Explore free Game Cinematic / PV video prompts from YouMind's AI prompt library, grouped under use cases. Every prompt is curated from real creative workflows and ready to copy, adapt, and reuse.

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Seedance 2.5
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High-quality anime footage. 10 seconds, 16:9 ratio. High-density 3D toon/cel-shaded look. The outer square of a magic academy in a medieval fantasy setting with crumbled stone paving. From the beginning, a girl suppresses a large grey-black dragon using a two-stage magic of vortex and flame. The dragon maintains its living grey-black scales and solid body until the moment the result of the explosion is visible. [Reference: Character] @material:172460 1 is the highest priority reference for face and identity. Maintains a rounded girl's face, large blue-violet eyes, cherry-blossom colored bangs with long twin-tails, and purple flower ornaments. @material:172461 2 is the reference for costume, accessories, full-body design, and physique. Maintains a purple cape, white blouse, black ribbon, gold decorations, amethyst brooch, leather belt, purple skirt, white knee-high socks, dark purple boots, and a slender silhouette. In case of reference conflict, face/eyes/hair follow @material:172460 1, and costume/physique follow @material:172461 2. The same person, one girl. Equipment consists of a single grimoire only the protagonist possesses, held open in her left arm from the start. [Art Style] Thin dark brown to deep purple outlines, two-to-three-stage cel shading with soft mid-shadows, vivid rose pink, amethyst, and gold, with multilayered highlights in eyes and gems. Hair, fabric, leather, metal, glass, scales, and gravel have texture-specific reflections and roughness, giving the background movie-level density and depth. Avoid thick outlines, flat single-layer cel shading, generic 3D anime faces, smooth plastic CG, photorealistic/semi-photorealistic textures, dull colors, and mixed art styles. [Structure] Restraint by grey vortex → Single-point ignition by red-orange spark → Red flame, heat, and glow propagate from bottom to top along a spiral → Final clear explosion. Red occurs only after the spark touches. [Camera] The camera moves freely to the best positions to capture the vortex restraint, ignition point, red propagation, and explosion. Using zoom, pan, dolly, short orbits, and angle changes, the girl, the dragon, and the origin of causality are never lost. Pull back slightly during the explosion to simultaneously capture the edge of the fire pillar, the shockwave, and the girl's reaction. Cut 1: 0.0–1.8s | Start of Vortex Restraint From the start, the girl steps onto the stone pavement. While supporting the open grimoire, she swings her right hand up sharply, and a vortex of grey sand, dust, and pebbles rises instantly from the dragon's feet, wrapping around its legs and torso to begin stealing its movement. Hair, cape, and sand on the pavement move violently with the same wind pressure. Cut 2: 1.8–4.0s | Restraint Completion and Spark The vortex tightens and thickens, lifting the dragon's entire body. The dragon struggles, and surrounding stone fragments are drawn into the vortex. The girl steps deeply against the pull of the vortex. Continuing that movement, she condenses a tiny red-orange spark at a single point in her right palm. The vortex remains grey. Cut 3: 4.0–6.8s | Single-Point Ignition and Red Propagation The vortex is grey before contact. The girl shoots the spark straight at the base of the vortex, and the spark hits a single point at the bottom. Immediately after, red is generated by the contact, and red flame, heat, and glow propagate vigorously from bottom to top along the spiral lines. Midway, only the bottom half is red and the top half is grey. Upon reaching the peak, the entire vortex becomes a red fire pillar as the final form. Cut 4: 6.8–10.0s | Explosion and Ending in Motion Immediately after the red fire pillar contracts briefly, it bursts sharply horizontally, reaching the peak of the explosion and shockwave. At the edge of the flame, the dragon's silhouette briefly turns transparent and collapses, with stone fragments and ash flying outward, making the moment of destruction clearly readable. The girl takes the blast, stepping forward while supporting the grimoire. She withstands the impact with her whole body, hair and cape fluttering violently backwards. Sparks and gravel still fly, and the cut ends just as the girl is shifting her center of gravity to the next step.

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Seedance 2.0
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High-quality anime action RPG style video. One girl vs. two shadow enemies. References: @image1 for face identity (cobalt blue eyes, silver-white hair) and @image2 for outfit (gothic lace dress, Japanese katana). Style: 3D toon/cel-look, moonlit highlights, blue shadow tones. Scene: Rain-slicked rooftop. Action sequence: Character draws the sword, slides across the wet floor, performs a horizontal slash across both enemies, short hit-stop, enemies dissolve into particles, and she finishes by sheathing the sword. No music or dialogue, only atmospheric sound effects synced to the motion.

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Seedance 2.0
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A coordinated ultimate special move between [@Character A] and [@Character B]. Dynamic camera work, dramatic shots, handheld camera, extreme dolly-in deep into the screen, double exposure, 2x speed, 4x speed, lighting suited for a special move, excessively flashy special move effects, full-color Japanese anime, cut-ins, no dialogue, continuous sequence of extreme close-ups and extreme long shots, lighting processing, high quality, 10 million dollar blockbuster anime, climax scene, the greatest ultimate technique used only once in the entire series.

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Seedance 2.5
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Character A is an original Hell Tamer: a clearly adult female, late twenties to early thirties, tall and athletic, dark brown skin, grayish-green eyes, layered shoulder-length black hair with irregular bangs, fully original face. She wears blackened steel and dark leather tamer armor. She uses precise two-finger gestures to control power, remaining calm and silent with a confident smile at the end. Character B is an original Hell Colossus, about seven times the height of the woman, a mixture of a giant armored gorilla and a prehistoric quadrupedal predator with volcanic skin, bone-like armor, and a glowing crimson crystal in its forehead. Six smaller winged demons are present as silhouettes in the foreground and edges. Style: High-end pre-rendered stylized realistic 3D CGI, AAA dark fantasy film quality. The setting is a ruined hell amphitheater in a volcanic cave with lava and embers. Camera: Native 16:9, 30fps, exactly 20 seconds. Continuous shot with no cuts, using ARRI Alexa 35 anamorphic lens language. Timeline: 0-4s: Camera moves low between winged demon silhouettes towards the colossus emerging from smoke. 4-7.5s: Colossus hits the ground; tamer enters the frame, looking tiny next to it. 7.5-10.5s: Close up of tamer's calm face as she makes a two-finger gesture; the colossus responds. 10.5-13.5s: Tamer lowers her hand as the colossus leans its head close to her. 13.5-15.5s: Winged demons retreat in fear. 15.5-18s: Wide shot; colossus prepares to breathe fire while the tamer remains motionless. 18-20s: Colossus releases a cone of orange-white fire towards the foreground. Ends in mid-blast. Audio: Realistic sound effects only, no music or dialogue.

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Seedance 2.5
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30 seconds | 16:9 | 4K UHD | 24fps Ultra-realistic AAA cinematic fantasy action Pure visual storytelling No dialogue Continuous one-take. REFERENCE LOCK: @image1 controls the hunter's identity, outfit, face, hair and furnace weapon. @image2 controls the frozen environment and ice creatures. Do not redesign either reference. VFX RULE: All creature destruction happens only after physical weapon contact. No spontaneous burning or unexplained explosions. No blood or biological gore. 0.0s–5.0s: Camera races low across cracked black ice toward the hunter. Thousands of ice beasts charge toward her. She grips the massive furnace weapon with both hands and performs one heavy downward strike. Contact creates a circular orange-white thermal shockwave that instantly cracks the ice armor of nearby creatures. 5.0s–10.0s: She slides across the frozen ground while dragging the weapon behind her, carving a glowing molten line through the ice. She pivots and swings upward. A fan-shaped wave of compressed heat travels through the creature formation. Impacted armor glows from within, fractures, turns black and collapses into steam, ash and glowing fragments. 10.0s–15.0s: A gigantic armored ice beast leaps from the background. Hunter blocks its claws with the furnace weapon. The collision creates a violent burst of steam and shattered ice. Camera circles around both figures while maintaining one continuous shot. 15.0s–20.0s: Hunter pushes the creature backward, then runs along a collapsing frozen wall. She jumps from the wall and lands directly on the creature's shoulder armor. The weapon reaches maximum temperature, mechanical pistons extending and molten channels turning white-hot. 20.0s–26.0s: She raises the weapon above her head and delivers one enormous vertical strike from shoulder to torso. The exact contact point becomes a glowing thermal mark. Cracks of white-orange heat spread across the creature's armor. The entire body transforms into black volcanic ash, white steam and burning armor fragments without showing flesh. 26.0s–30.0s: The frozen battlefield becomes covered in drifting steam and falling ash. Hunter lands on one knee, slowly rises, rests the giant weapon over her shoulder and walks toward a gigantic ancient frozen gate. Camera smoothly pulls backward, revealing the enormous ruined landscape. Negative Prompt: blood, gore, flesh, organs, wounds, red liquid, severed bodies, dismemberment, spontaneous fire, blue magic, ocean, city, green grass, desert, duplicate character, duplicate weapon, sword morphing, weightless weapon, katana, dual weapons, outfit change, hair change, face distortion, extra limbs, extra fingers, fused hands, weapon clipping, text, subtitles, watermark, logo, UI, hard cuts, freeze frames, slow motion, black screen, camera teleportation.

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Seedance 2.5
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Live-action anime-style hybrid fox girl Kitsune Gumiho warrior with long blonde pigtails realistic fox ears, claws, and nine large, bushy, light orange and white fluffy tails She is wearing a modern Japanese school uniform with a white short sleeved collared shirt, dark green pleated shirt, red tie tactical shoulder straps, fingerless gloves, and high top sneakers Dynamic fast-paced martial arts fight sequence inside a gritty, dimly lim industrial warehouse filled with concrete pillars, wooden pallets, and volumetric skylight beams. She dodges strikes and spin kicks against heavily armored mercenary thugs and a giant muscular brute boss, using her tails for balance and sweeping attacks Cinematic camera angles dynamic action cuts low-angle shots, motion blur during combat, realistic textures, photorealistic CGI action scene Unreal Engine 5 render 8k resolution.

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Gemini
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High-octane 3D animated cinematic action scene. A young female protagonist with short silver-white hair and aviator goggles on her forehead, wearing a sleek black leather suit with glowing blue neon accents and a long dark coat flowing behind her. She rides a high-speed futuristic sci-fi motorcycle featuring glowing magenta-pink neon wheels and cyan chassis accents. She speeds down a wet, overcast highway littered with abandoned cars, pursued by a massive horde of aggressive zombies. Dynamic camera angles capture her drifting around corners emitting bright sparks, shooting a handgun at leaping zombies with slow-motion bullet-time effects, and performing a massive mid-air stunt jump over the crowd. Moody cinematic lighting, dark color grading with vibrant pink and cyan neon contrast, overcast daylight, photorealistic textures, action movie aesthetic, 8k resolution, hyper-detailed.

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Seedance 2.5
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16:9, 30 seconds, cinematic live-action texture, AAA Hollywood sci-fi / cosmic horror style, ultra-high quality CGI, authentic military scenes, realistic snow physics, cinematic VFX, SFX, and color grading. [Character Lock — @black] Use the uploaded image as the absolute appearance reference for @black, maintaining complete consistency throughout. @black: A pure black faceless humanoid entity, highly robust with superior muscular proportions. Skin is like liquid black cosmic matter, with a surface showing faint textures of stars, nebulae, and cosmic particles. No eyes, no mouth, no facial features. Subtle highlights and cosmic textures exist on the body surface. A massive, pure white, extremely bright halo always floats behind the head. @black absolutely does not speak, open its mouth, perform any mouth movements, or have dialogue throughout. All actions are expressed through body movements, spatial rifts, teleportation, telekinesis, and reality warping. [00:00–00:05 — Abnormal Signal] Late night, a massive Arctic ice field. A blizzard sweeps across a military base; a large radar station rotates continuously. Inside the command center, all radar screens suddenly show abnormal interference simultaneously. An unrecognizable massive signal appears in the center of the radar. RADAR OPERATOR: “Sir… we’ve detected an unidentified signal.” Radar data fluctuates wildly. COMMANDER: “Location?” RADAR OPERATOR: “The Arctic… directly beneath us.” Alarms sound instantly. Red warning lights flash continuously. [00:05–00:10 — Reality Rift Appears in the Arctic] The camera cuts quickly to the sky above the Arctic ice field. The entire space suddenly undergoes violent distortion. It’s not a common portal, but reality itself being torn from within by some force. The air shows dense cracks like glass. A massive black rift slowly opens in mid-air. The edges of the rift continuously eject white energy, electric arcs, and black cosmic particles. Nearby ice and snow are swept up by invisible forces. Military forces arrive quickly at the scene. Tanks, armored vehicles, helicopters, and hundreds of soldiers immediately form a perimeter. COMMANDER: “All units, establish a perimeter! Weapons hot!” [00:10–00:16 — @black Emerges by Tearing Reality] The camera slowly advances toward the massive spatial rift. Suddenly, a pure black hand emerges from within. @black doesn't just walk out of a portal; he uses his own power to grab the reality space itself. His five fingers pierce deep into the void. The entire space is grasped like a giant piece of glass. CRACK—!! Numerous white cracks instantly spread in all directions. @black exerts force with both hands. He tears the reality space apart from the center to both sides. The rupture of space generates a massive energy shock. The rift grows larger. @black slowly steps out from behind the shattered reality. His body fully enters the real world. The giant white halo behind his head pierces the darkness and blizzard, creating an extremely divine yet terrifying visual effect. All soldiers look at him in shock. SOLDIER: “What the hell is that…?” @black says nothing. [00:16–00:20 — Army Opens Fire] The commander completely loses his cool. COMMANDER: “OPEN FIRE!” Instantly, hundreds of rifles fire simultaneously. Machine guns, tank cannons, and missiles all lock onto @black. Gunfire illuminates the entire snow field. A large number of bullets and missiles hit @black simultaneously. Massive explosions occur continuously. Fire, thick smoke, ice, and debris completely swallow his figure. The camera shakes violently. Then—everything suddenly goes quiet. The thick smoke slowly dissipates. @black stands in place, unscathed. He hasn't moved a single step. [00:20–00:25 — Telekinetic Destruction of the Army] @black slowly raises his right hand. No exaggerated movements, just a slight lift of the hand. The next instant—the entire space begins to warp. All soldiers' bodies are simultaneously controlled by an invisible force. Hundreds of soldiers are instantly blown away. Tanks are lifted directly off the ground. Armored vehicles flip wildly. Weapons are forcibly sucked into the air. Helicopters lose control in the sky, their fuselages warping violently. A large amount of metal debris, ice blocks, firearms, and vehicles hover around @black. SFX: Deep cosmic low frequency, telekinetic shockwaves, metal twisting sounds, spatial resonance. The camera orbits @black at high speed. The entire army seems to lose gravity under his will. [00:25–00:28 — Teleportation] @black suddenly disappears. Space explodes. The next second, he teleports behind an armored vehicle. Disappears again. FLASH. Appears on top of a tank. Disappears again. FLASH. Appears in the center of dozens of soldiers. Each teleportation causes a brief black-and-white reality distortion effect; surrounding air, snowflakes, and light are instantly stretched and deformed. Soldiers fire frantically but simply cannot lock onto his true location. [00:28–00:30 — Final Shot] Suddenly, everything stops. Snowflakes hover in the air. Bullets are suspended mid-air. Broken tanks and metal fragments are all static. The entire battlefield falls into dead silence. @black stands alone in the center of the destroyed Arctic military base. The camera slowly zooms into his faceless head. The giant white halo behind him glows brighter and brighter. @black remains completely silent. No dialogue, no mouth movements, no sound coming from his body. The next instant—a massive crack appears in the reality space behind him again. A super-giant black-and-white spatial rift instantly tears open the entire sky. BOOM. Reality seems to be completely shredded. CUT TO BLACK. [Visual Style] Ultra-realistic live-action film, AAA-grade sci-fi blockbuster, dark cosmic horror, authentic military equipment, realistic snow physics, real explosions, volumetric fog, ice particles, spatial distortion, reality rupture, telekinesis, teleportation, extreme impact, IMAX-level composition. ARRI Alexa 35, 35mm film lens, anamorphic look, 24fps, high dynamic range, deep blacks, cold Arctic blue-gray color palette, white halo contrast, cinematic film grain, soft highlight roll-off, premium Hollywood VFX. NEGATIVE PROMPT: @black speaking, @black opening mouth, mouth movements, eyes, facial features, facial expressions, changes in character appearance, clothes, character deformation, common portals, cheap CGI, cartoon style, rubber skin, unrealistic explosions, low-quality VFX, blur, text, watermark, subtitles.

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Seedance 2.5
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High-quality anime footage. High-density 3D toon/cel look. [Fixed Art Style] Thin colored lines, 2-3 levels of cell shading, transparent mid-tones, vibrant teal, gold, and orange, multi-layered highlights, distinct material textures for skin, hair, cloth, leather, metal, and sparks, and a dense stone training ground. Avoid thick black outlines, flat single-layer cell shadows, generic 3D anime faces, smooth plastic CG, low-density backgrounds, realism/semi-realism, dull colors, and mixed art styles. [Character Fix/Reference Role] @image1 is the baseline for face reference and the same person. @image2 is the baseline for costume reference (clothing, decorations, full body) and the rapier. In case of reference conflict, always prioritize @image1 for the face and @image2 for the costume, decorations, full body, and rapier. Use the delicate features and amber eyes of @image1, the silver-white bob with temporal braids common to both references, black ribbons and teal gems, slender build, and the teal, black, white, and gold costume and slender teal-gold rapier from @image2. [Enemy] One light-armored swordsman in black iron. Handles one orange single-edged sword. Do not confuse, swap, or duplicate the features, faces, costumes, or weapons of the two characters. Both swords are complete pieces where the blade, guard, and hilt are connected, and the wielder grips the hilt to move the entire sword. The structure is EVASION → COUNTER → DECISIVE_FINISHER. The enemy attacks first, the protagonist counters after evading, and then delivers an independent finishing blow. The battle between the two is directed towards each other. The camera moves freely to the position that shows the offensive/defensive and hits most stylishly, choosing zooms, pans, dollies, orbits, height differences, and composition changes to match the action. Cut 1: 0.0–3.9s | Enemy-first EVASION The black-iron enemy strikes first with an orange single-edged sword towards the protagonist. Seeing the attack, the protagonist doesn't swing the rapier but moves out of the line of fire without touching the enemy's blade. Making the enemy's sword miss, the protagonist turns to counter using that momentum. Cut 2: 3.9–4.9s | COUNTER Reversing the evasive step, sending the rapier forward with the waist and shoulders, and immediately contacting the same enemy's torso once. The enemy's posture collapses after the hit, moving without delay to the next finisher. Cut 3: 4.9–7.0s | DECISIVE_FINISHER Delivering a deeper and more powerful second thrusting step to the same enemy's torso. The second contact becomes an independent decisive hit, creating a peak in the video with teal sparks and a large knockback for the enemy. While the enemy drops to one knee, the protagonist continues to advance, cutting at the moment when the protagonist's hair/costume and both swords are still moving.

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Seedance 2.0
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SEEDANCE 2.5 — PYONA Water System Combat / Korean School Restroom 4V1 FINAL\n\nUse exactly 1 uploaded image asset.\nimage1 = PYONA's sole and highest priority character identity and clothing reference. Strictly maintain her recognizable face, facial proportions, skin tone, body type, light pink-blue short hair, natural bangs, white cloud hairpin, blue fish hairpin, and the beautiful Korean school uniform in image1. It must look like the same real adult Korean woman re-shot in a real environment. Face swapping, AI plastic skin, 3D, and game CG are prohibited. Only one PYONA can exist in the entire video.\n\nGenerate a strictly 30-second, 16:9 horizontal, native 4K, 24fps, one continuous generation ultra-realistic live-action Korean campus supernatural action short film. REAL LIVE-ACTION + FAST AGGRESSIVE CINEMATIC ACTION + powerful physically believable transparent-water VFX. No BGM, no subtitles, no narration; all characters are adults.\n\n[Characters and Scene]\n\nNighttime Korean school girls' restroom. A long space with an entrance, light-colored stall doors, a row of white sinks, metal faucets, a long mirror, and wet tiled floor. Cold white fluorescent lights flicker slightly.\n\nThe sink basin closest to PYONA must clearly contain 70–80% clean water from the first frame: the drain plug is closed, the faucet continues to flow, the water surface is clearly visible, and a small amount of water is overflowing the edge. Generating empty basins is prohibited.\n\n4 adult young Korean female bully students, all with different faces, hairstyles, heights, body types, and temperaments, wearing messy but school-related Korean girl school uniforms. E is the LEADER, and the other three are A, B, and C. NO DUPLICATE FACES. Mirror reflections must synchronize with the real persons; generating extra people, incorrect faces, or a second PYONA is prohibited.\n\nOnly two lines of dialogue:\n\nE: "Let's wash our faces."\nA: "Grab her!"\n\nPYONA has no dialogue throughout.\n\n[PYONA Water Ability Ownership — Highest Priority]\n\nPYONA is the only person in the entire video with supernatural abilities. A, B, C, and E have no abilities.\n\nPYONA can actively generate and freely control large amounts of transparent water, not relying on faucets, sinks, or puddles. Water in the environment is only affected by her power, definitely not the source of it.\n\nAll water VFX must be clearly generated from PYONA's palms, fingers, forearms, feet, or the front of her body, then move along a continuous path visible to the audience and contact the enemy.\n\nPYONA ORIGIN\n→ VISIBLE WATER PATH\n→ WATER CONTACT\n→ ENEMY REACTION.\n\nIt is strictly prohibited for water to generate directly from the enemy's hands, bodies, feet, back, or inside their bodies. Prohibit wrongly placing PYONA's skills on enemies. Enemies must react only after water or physical attacks truly make contact.\n\n[Action Principles]\n\nFIGHT AGGRESSIVELY. ZERO CAUTIOUS CHOREOGRAPHY.\n\nAll actions are fast, sudden, strong, and unhesitating. Prohibit gentle pushing, slow waving, long charging, beautiful spellcasting, waiting for cooperation, or pausing after an attack.\n\nPYONA must use clearly identifiable powerful water skills along with real close-quarters combat. Engage one primary opponent at close range at a time; as the current opponent exits, the next enters quickly. E → A → B → C → A/B → E. Prohibit four people crowding together or waiting in line.\n\nEvery physical strike must be clearly expressed:\n\nVISIBLE TARGET\n→ ATTACK\n→ REAL CONTACT\n→ BODY / CLOTHING COMPRESSION\n→ LOSS OF BALANCE\n→ BELIEVABLE RECOVERY DELAY.\n\n[00:00–00:06 — E / Abdominal Knee Strike → Real Submersion]\n\nClearly see PYONA's face or 3/4 face in the first frame, alongside the sink basin already 70–80% full of clean water. Prohibit starting only from the back.\n\nE grabs PYONA's collar and says, "Let's wash our faces," then without warning slams her knee heavily into PYONA's abdomen.\n\nKNEE\n→ REAL ABDOMEN CONTACT\n→ UNIFORM AND BODY COMPRESSION\n→ PYONA BODY FOLDS\n→ BREATH CUT OFF.\n\nPYONA's upper body folds sharply, her expression instantly in pain, her legs weakening. E immediately grabs her hair and the back of her neck, pressing her face truly into the water-filled basin.\n\nMust clearly see:\n\nFACE TOUCHES WATER SURFACE\n→ NOSE AND MOUTH FULLY SUBMERGE\n→ WATER SPLASHES OVER BASIN EDGE\n→ BUBBLES ESCAPE UNDERWATER\n→ PYONA STRUGGLES.\n\nPYONA cannot cough or speak underwater, only hold her breath, struggle, and generate bubbles. The other three laugh but do not grab her at the same time.\n\n[00:06–00:10 — Physical Detachment → Frontal PALM WATER BLAST]\n\nPYONA slams one hand onto the sink, lowers her center of gravity, and uses real shoulder-hip rotation to strike backward with a short, heavy BACK ELBOW. The mirror must first show E's abdomen at the end point of the elbow strike.\n\nELBOW REAL CONTACT\n→ E ABDOMEN COMPRESSES\n→ E GRIP RELEASES.\n\nThis is a pure physical elbow strike; water cannot erupt from PYONA's back.\n\nPYONA immediately pulls her face out of the water. Only after completely leaving the water can she gasp for breath and cough 1–2 times. Wet hair sticks to her cheeks, her eyes briefly cannot open due to water, but she does not rest for long.\n\nShe immediately turns completely to face E, her right palm clearly pointing at E's upper body. A high-density transparent water core is generated only in front of PYONA's right palm.\n\nPALM WATER BLAST.\n\nA high-density transparent water jet is fired forward from PYONA's palm, crossing a clearly visible distance between the two, truly striking E's upper chest.\n\nPYONA PALM\n→ VISIBLE FORWARD WATER JET\n→ E CHEST CONTACT\n→ E THROWN BACK.\n\nProhibit water generating from E's body, PYONA's back, or outside the screen. PYONA does not stand and watch the result.\n\n[00:10–00:14 — A / WATER BIND → ELBOW → KNEE]\n\nA shouts, "Grab her!" and throws a punch from the front.\n\nPYONA points her left hand at A's attacking wrist. A transparent water band is fired from PYONA's left palm, clearly crossing the space between them before binding A's wrist and forearm.\n\nWATER BIND FROM PYONA PALM\n→ VISIBLE TRAVEL\n→ WRIST CONTACT\n→ TIGHT WRAP.\n\nPYONA violently pulls the water band downward and to the side, forcing A's punch off course, immediately steps inside, strikes A's upper body with a short elbow, then heavy knees the abdomen. A's body folds and stumbles back. Prohibit water appearing out of thin air directly on A's wrist.\n\n[00:14–00:18 — B / WATER GUARD → HYDRAULIC SIDE KICK]\n\nB quickly throws a heavy punch from the side-front. A high-speed rotating transparent water film actively generates on the outside of PYONA's forearm. WATER GUARD is only attached to PYONA's forearm; prohibit it from appearing on B's arm.\n\nB's fist truly hits the water film, the water explodes violently, PYONA's forearm is knocked back half a beat, but the punch is forced off course.\n\nPYONA immediately pushes off the ground, water generated by herself at her heels exploding backward at high speed. HYDRO STEP actively propels her into attack distance, not sliding or teleporting.\n\nShe locks onto B's torso and lands a powerful SIDE KICK.\nFOOT CONTACT\n→

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Seedance 2.0
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Seedance 2.5 — Cinematic sci-fi mecha short film, photorealistic CGI, Hollywood VFX blockbuster style, moody teal-and-orange color grade, volumetric light, 16:9, 60fps motion clarity, anamorphic lens flares. SHOT 1 (0-3s): Extreme close-up, low angle, shallow depth of field. Worn yellow leather work boots step slowly through a dark, dripping mechanical corridor. Thick rusted cables and hydraulic pipes cover the walls. Cold blue rim light, wet reflective floor, dust particles drifting in the air. SHOT 2 (3-9s): Slow dolly-back reveal down a circular blast-door tunnel, ribbed metal walls covered in hanging cables converging toward a bright glowing exit. Abandoned, atmospheric, sci-fi bunker aesthetic. Hold long enough to build dread before the reveal. SHOT 3 (9-15s): A massive white-and-black bipedal combat mech powers on, its single orange visor-eye flickering to life, and strides forward through the tunnel opening toward camera, backlit by blown-out daylight. Steam vents from its joints with each step. Heroic low-angle hero shot, slow motion emphasis on the third step. SHOT 4 (15-18s): POV close-up of a young female pilot, short white/silver hair, blue flight jacket, tactical earpiece, looking up in determined awe at the towering mech above her, tunnel light reflecting in her eyes. SHOT 5 (18-21s): Extreme macro close-up on the mech's mechanical hand — articulated white-and-black armor plating, a red reactor core igniting and pulsing with light between its fingers, sparks and lens flare. SHOT 6 (21-24s): Tracking shot from behind the pilot as she walks toward the mech, which reaches a hand down to receive her, backlit silhouette against bright sky. SHOT 7 (24-33s): Dynamic tracking side shot — the mech bursts into a full sprint down a devastated, rubble-strewn city street, heavy motion blur, camera shake, debris kicked up with each heavy footstep, collapsed buildings on both sides. This is the longest, highest-energy shot — building momentum toward the climax. SHOT 8 (33-38s): First-person cockpit POV — inside the mech's head, red-orange holographic HUD with crosshair reticle, health/ammo bars, targeting brackets locking onto a distant humanoid enemy standing amid rubble at the end of a ruined street, faint laser targeting line, HUD glitch flicker. SHOT 9 (38-42s): Low worm's-eye-view finale — the mech lands hard from a jump, camera whip-pans up past its legs as a massive shockwave of dust, smoke and debris explodes outward in all directions, tiny human silhouette visible far below for scale. Orange cockpit glow visible through the smoke. Hard cut to black on impact for a punchy ending. Audio: deep bass impacts, servo/mechanical whirs, distant wind, tense orchestral rise building to a percussive hit on the final landing, sudden silence on the cut to black. Camera: mix of static close-ups, slow reveals, and fast tra

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Seedance 2.5
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Cinematic action sequence, dynamic tracking shot in a modern glass-and-concrete architectural hall. A stylish anime-inspired girl with vibrant light-blue bob hair and cute blue/white hair clips wields a handgun and a katana, engaging in intense hand-to-hand combat against a nimble blonde rival armed with dual daggers. High-speed bullet-time perspective, dramatic close-ups, flying wood splinters, dynamic smoke effects, volumetric lighting, photorealistic skin texture, dramatic cinematic framing, 8k resolution, highly detailed martial arts choreography.

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Seedance 2.0
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High-octane 3D animated cinematic action scene. A young female protagonist with short silver-white hair and aviator goggles on her forehead, wearing a sleek black leather suit with glowing blue neon accents and a long dark coat flowing behind her. She rides a high-speed futuristic sci-fi motorcycle featuring glowing magenta-pink neon wheels and cyan chassis accents. She speeds down a wet, overcast highway littered with abandoned cars, pursued by a massive horde of aggressive zombies. Dynamic camera angles capture her drifting around corners emitting bright sparks, shooting a handgun at leaping zombies with slow-motion bullet-time effects, and performing a massive mid-air stunt jump over the crowd. Moody cinematic lighting, dark color grading with vibrant pink and cyan neon contrast, overcast daylight, photorealistic textures, action movie aesthetic, 8k resolution, hyper-detailed.

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Seedance 2.5
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Use exactly 2 uploaded image assets. image1 = The only and highest priority reference for character identity and clothing. Strictly maintain her recognizable face, facial feature proportions, skin tone, body type, hairstyle, hair color, and all visible accessories to match the image1 clothing. Must continue the fight as the same real Korean woman from PART 1. Face swapping, AI plastic skin, 3D, or game CG are prohibited. image2 = The only and highest priority reference for the male fire-element opponent's identity and clothing. Strictly maintain his recognizable face, facial feature proportions, skin tone, hairstyle, body type, clothing, and all visible features. Must be the exact same real Korean male as in PART 1. Generate a strictly 30-second, 16:9 widescreen, native 4K, 24fps, one continuous generation ultra-realistic live-action Korean campus supernatural action short film. REAL LIVE-ACTION + EXTREMELY FAST CONTINUOUS ELEMENTAL COMBAT. No BGM, no subtitles, no narration, no dialogue. [Continuity] Strictly continue from the final frame of PART 1. The same late-night Korean school corridor. In the first frame, both are already in a close-range frontal collision: the male's right fist and forearm are wrapped in high-density orange-red flames, pressing against PYONA; PYONA has a large amount of transparent water forming a high-speed rotating water shield in front of her arms, with white steam generated where fire meets water. No re-positioning, no re-confrontation, no slow preparation. Continue the fight immediately from the first frame. [Ability Rules] PYONA can directly and continuously generate large amounts of real transparent water from her own abilities, completely independent of the environment. She not only uses water to enhance her strikes but must also actively use distinct, powerful, and varied water-based skills. The male generates fire and high heat directly, primarily using close-quarters fire combat. Prohibit massive tsunamis, fire dragons, magic circles, or game-style energy balls. Water and fire must maintain the feel of real liquid, steam, thermal pressure, inertia, and weight. [PHYSICAL CONTACT LOCK — Highest Priority] All close-combat actions must follow: VISIBLE TARGET → BODY ENTRY → REAL STRIKE MOTION → CLEAR CONTACT → IMMEDIATE BODY REACTION → BALANCE CHANGE / DISPLACEMENT → NEXT ACTION. Prohibit hit reactions before contact occurs. Prohibit water/fire VFX replacing real human movement. Both sides must successfully land hits on each other. Must counter-attack immediately after defending. NO CAUTIOUS ACTION. NO HESITATION. NO LIGHT SPARRING. NO WAITING. NO LONG RESET. FULL COMMITMENT ON EVERY ATTACK. [00:00–00:05 — VORTEX REDIRECT + HYDRAULIC BURST] Immediate explosion from the first frame. FIRE FIST PRESSURE → ROTATING WATER SHIELD COMPRESSES → DENSE STEAM BURST. PYONA does not retreat. She suddenly changes the rotation direction of the water shield, forming a WATER VORTEX REDIRECT, physically pushing the male's right arm outward, causing his shoulder and upper body to turn with the force. PYONA immediately closes in: LEFT ELBOW CONTACT → RIGHT BODY PUNCH → KNEE STRIKE. Three close-range attacks occur in rapid succession without pause. Finally, as PYONA's palms make real contact with the male's chest, she immediately triggers: HYDRAULIC BURST. PALM CONTACT FIRST → WATER RAPIDLY COMPRESSES BETWEEN HANDS → POINT-BLANK HIGH-PRESSURE WATER BURST. A short but extremely strong burst of transparent water pressure explodes from the point of contact, and the male is clearly pushed back several steps. [00:05–00:10 — FIRE RUSH vs WATER WHIP] As the male retreats, he immediately stabilizes his center, using short bursts of fire behind his feet to assist a real forward charge, returning at high speed with FIRE RUSH. LEFT FIRE HOOK → PYONA ducks under it; RIGHT FIRE ELBOW actually connects with the side of PYONA's shoulder → PYONA's upper body takes the force and moves a step sideways. PYONA does not continue to retreat. She swings her right hand forcefully and directly generates a thick, high-speed water stream: WATER WHIP. The water whip accurately entangles the male's attacking forearm, and PYONA uses her full-body rotation to pull forcefully, mandating his upper body and attack line to be dragged to the side. She rushes in along the direction of the pull: KNEE CONTACT → WATER-ASSISTED SIDE KICK. The male is forced away again but immediately re-enters the fight. [00:10–00:15 — PRESSURE WAVE] The male quickly evaporates the Water Whip with high heat and charges again. PYONA does not wait, pushing both hands forward while instantly generating a large amount of transparent water from herself: PRESSURE WAVE. Not a tsunami. It is a thick, short-distance, high-density, high-pressure wall of water that fills a local section of the corridor width, advancing fiercely. The male crosses his arms, meeting it head-on with high-density FIRE PRESSURE. PRESSURE WAVE → FIRE CONTACT → VIOLENT STEAM GENERATION. The male is pushed but does not fall, surprisingly forcing his way through the gradually evaporating water wall. He bursts out from the steam and immediately connects with PYONA's upper body using a FIRE FOREARM; PYONA is forcefully pushed back. [00:15–00:20 — VORTEX BREAK + Strong Counter-attack] The male continues the pursuit: FIRE BODY HOOK actually hits → PYONA clearly takes the force; Followed by a FIRE KNEE pressing forward. As the third attack is about to land, PYONA forcefully spreads her arms upward. VORTEX BREAK. A large amount of water instantly forms a brief, high-speed spiral water pressure field around her body. Not a protective shield, not sustained defense. ROTATING WATER PRESSURE EXPANDS OUTWARD → The male's attacking arms, shoulders, and center are briefly forced open. PYONA immediately rushes out from inside the vortex: HYDRO STEP ENTRY → ELBOW CONTACT → BODY KICK → HYDRAULIC PALM. After final palm contact, a short burst of water pressure pushes the male away again. [00:20–00:25 — HYDRO DRILL] As soon as he lands, the male uses FIRE RUSH again, with his right forearm forming a very high-density flame layer. PYONA simultaneously pulls her right arm back, and a large amount of transparent water instantly spirals and compresses at high speed along her palm, forearm, and upper arm. HYDRO DRILL. The water is not a magic beam, but a thick, high-pressure stream of water rotating rapidly around her real arm. Both sides enter head-on at high speed: FIRE FOREARM vs ROTATING HYDRO DRILL. Real forearm distance closes → Frontal collision of fire and water → Violent burst of high-temperature steam. After a brief struggle of strength, PYONA suddenly rotates the Hydro Drill outward, dragging the male's flame arm and shoulder line off-target. Do not stop to pose. [00:25–00:30 — MAXIMUM HYDRO FINISH] The male immediately launches one last high-speed counter-attack with his other fire fist. PYONA's left forearm generates a short ROTATING WATER LAYER, redirecting the fire fist after real contact. The male's torso opens up due to his own high-speed forward momentum. PYONA stands

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