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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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A cinematic 3D animation style trailer. A fierce anime-style female warrior with long dark hair tied in a ponytail, wearing futuristic white and gold armor with flowing ribbons, stands on a snowy mountain peak. She wields a glowing cyan-energy broadsword. Suddenly, a massive, ferocious ice-crystal monster with glowing blue eyes charges forward through swirling snow. The warrior leaps dynamically across jagged ice shards, flips through the air, and plunges her glowing sword into the ground, creating a massive circular shockwave and shattering ice across the frozen landscape. Epic fantasy action style, high-end CGI, dramatic lighting, 4k resolution.

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Seedance 2.5
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THE BELL OF ASHFALL ENGINE DIRECTIVE: Create an exactly 30-second, 16:9 photorealistic live-action dark-fantasy film, targeting 60fps where supported. Hollywood-level VFX, realistic textures, storm lighting, volumetric rain, natural motion blur, and cinematic camera movement. HERO LOCK: @image1 is the only hero. Preserve his exact face, hairstyle, facial hair, skin tone, age, body, outfit, accessories, and weapon in every shot. No identity drift, clones, or costume changes. Keep his face recognizable. ANTAGONIST: A 15-meter horned Cinder Colossus with black basalt skin, glowing ember-orange cracks, amber eyes, and a damaged left shoulder. LOCATION: Ruined gothic Ashfall Monastery above a bottomless gorge, with a collapsing rope bridge, flooded courtyard, broken statues, and a timber bell tower containing a massive bronze bell. TIMELINE: 00:00–00:05 | STORM BRIDGE Aerial 24mm shot reveals the storm-lashed monastery. Ground-level tracking follows the hero sprinting across a swaying rope bridge. Planks snap behind him as lightning illuminates the gorge. 00:05–00:10 | THE COLOSSUS The bridge collapses. The hero leaps, catches a hanging rope, and climbs to the cliff. The Colossus rises from the abyss, roars, and slams its enormous hand beside him. 00:10–00:15 | COURTYARD CHASE The hero races through shin-deep water as the giant destroys statues and arches. He slides beneath a crushing fist, and a stone column shatters. He reaches the bell tower. 00:15–00:20 | THE BELL TOWER The hero climbs unstable timber scaffolding. The Colossus punches through the tower wall, cracking beams. The hero cuts the bell's restraining rope, sending the massive bronze bell swinging outward. 00:20–00:25 | THE STRIKE The hero jumps onto a beam as the bell swings through the breach and slams into the Colossus's chest at 00:22. Slow-motion impact, expanding shockwave, airborne rain, and glowing cracks spreading across its body. 00:25–00:30 | DAWN OF ASH At 00:26, the Colossus explodes into stone fragments and ash, falling into the gorge. Storm clouds part as golden dawn illuminates the victorious hero. End with a cinematic close-up, drifting ash, and the humming bell. AUDIO: Dark orchestral strings, distant choir, pounding war drums, thunder, rain, creaking wood, crushing stone, and monstrous roars. At 00:22, a powerful bronze gong triggers near-silence and a lingering resonance. Finish with hopeful choir, warm strings, and fading wind. CONTINUITY: Grounded, readable action; progressive destruction; consistent screen direction; no extra characters, text, or logos.

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Seedance 2.0
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15-second cinematic photorealistic science-fiction action short, 16:9. Two enormous space fleets race toward a dying red giant. The first fleet is trying to reach the star. The second fleet is trying to destroy them before they arrive. Hundreds of fighters collide in combat while both fleets plunge directly into the star's outer atmosphere. Ships weave between colossal solar eruptions. Missiles vanish inside rivers of plasma. A small spacecraft breaks away from the battle and dives toward the star's surface. An enemy fighter follows. The two ships disappear beneath the glowing surface. Suddenly everything becomes silent. The camera reveals an enormous geometric structure hidden inside the star. Its surface begins opening. A blinding beam erupts outward. The star isn't dying. Something inside it has just awakened. Photorealistic stellar physics, extreme scale, aggressive space combat, fast pursuit, plasma environments, dramatic reveal, cinematic camera movement, detailed spacecraft, no text, no logos, no anime, no cartoon.

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Seedance 2.5
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Create a 30-second, high-budget cinematic Japanese fantasy action sequence featuring two adult Japanese women fighting with extraordinary weapon mastery. Photorealistic live-action cinematography, breathtaking martial arts choreography, extremely fast combat, acrobatic movement, dramatic near-miss dodges, rapid counterattacks, dynamic multi-camera angles, supernatural weapon effects, and a spectacular final energy explosion. The fight starts immediately on frame one. No introductions, no establishing shot, no dialogue, no preparation. Every attack must trigger a purposeful defense, evasion, redirection, or counterattack. Both women continuously change positions, attack angles, elevation, and distance. The choreography must feel fluid, tactical, aggressive, and physically convincing rather than repetitive weapon clashing. CHARACTER LOCK IZUNA — WHITE SHAKUJO A real Japanese young adult woman with light skin, natural visible pores, delicate eyelid lines, peach-fuzz highlights, dark-brown almond-shaped eyes, long natural lashes, and neatly shaped brows. Only her eyes and eyebrows are visible. Her nose, mouth, chin, and jaw are completely concealed behind a thick, layered, fully opaque ivory-white silk veil. She wears an oversized ivory-white cowl hood draped loosely over her shoulders, a flowing floor-length pale ivory traditional robe with wide sleeves and layered woven fabric, a wide white sash without a visible knot, and white leather forearm bracers. Her weapon is a Japanese shakujo magical staff, slightly taller than her, featuring a pale ivory wooden shaft, a pale silver crescent-and-ring ornament, loose metal rings, white cloth tassels, and a small pearl-white glowing orb. She primarily wields it in her right hand and uses both hands for powerful blocks and strikes. Her aura is EXCLUSIVELY WHITE: luminous pearl-white energy, silver crescent trails, white particles, flowing light ribbons, and compressed white shockwaves. Her fighting style combines elegant staff techniques, precise redirections, explosive footwork, acrobatic vaults, spinning evasions, and devastating counters. AKIKO — BLACK NAGINATA A real Japanese young adult woman with fair neutral-toned skin, natural pores, delicate eyelid lines, peach-fuzz highlights, sharply elongated dark-brown eyes, long natural lashes, and straight defined brows. Only her eyes and eyebrows are visible. Her nose, mouth, cheeks, chin, jaw, ears, neck, and upper chest are completely concealed behind a thick, double-layered, fully opaque black silk mask. She wears an oversized black raw-silk cowl hood, a heavy floor-length traditional black silk brocade coat-robe with subtle tone-on-tone damask texture, V-shaped lapels, deep vertical folds, a wide black-and-dark-brown obi belt with antique-gold ornaments, black lacquered leather forearm bracers, and a cape-like outer layer with subtle dark-gold embroidery. Her weapon is a long Japanese naginata with a black urushi-lacquered shaft, antique-gold fittings, black silk grip wrapping, and an exposed curved steel blade. She uses realistic two-handed grips for powerful attacks and controlled grip changes for close-range combat. Her aura is EXCLUSIVELY BLACK: dense black-violet energy, ink-like ribbons, dark particles, shadow distortions, and razor-thin energy trails. Her fighting style is aggressive, precise, commanding, and relentless. ABSOLUTE CONSISTENCY: Izuna always wears white, carries the shakujo, and produces white energy. Akiko always wears black, carries the naginata, and produces black-violet energy. Never swap weapons, costumes, colors, or powers. Preserve both characters' opaque face coverings and distinctive silhouettes in every shot. ENVIRONMENT AND VISUAL STYLE An ancient Japanese temple complex at night, featuring a vast stone courtyard, moss-covered staircases, traditional wooden verandas, tiled rooftops, weathered stone lanterns, cedar trees, and distant vermilion torii gates. Cool moonlight, drifting mist, scattered leaves, cinematic rim lighting, deep shadows, and physically realistic environmental interactions. Photorealistic live-action, premium theatrical cinematography, realistic cloth dynamics, believable weapon weight, natural motion blur, detailed material textures, high-contrast cinematic grading, and physically convincing stunt choreography. White and black supernatural lighting should illuminate the surroundings without obscuring the action. 30-SECOND FIGHT CHOREOGRAPHY [00:00–00:02 | IMMEDIATE ATTACK AND COUNTER] Open mid-fight. Izuna instantly sweeps her shakujo toward Akiko's head. Akiko ducks beneath the silver rings and counters with a diagonal naginata slash aimed at Izuna's torso. Izuna pivots, deflects the blade with her staff, slides along the naginata shaft, and thrusts the crescent ornament toward Akiko's shoulder. Akiko twists away and immediately reverses into a horizontal slash. Izuna leans backward, narrowly evading the blade. A brief 0.25-second dramatic slow-motion beat captures the near miss, then instantly returns to full speed. Rapid close-ups, ground-level tracking, and a whip-pan. [00:02–00:04 | RAPID COMBINATION AND WEAPON TRAP] Akiko attacks with a horizontal slash, an upward diagonal cut, and a straight thrust. Izuna blocks the first, ducks beneath the second, and sidesteps the third. Izuna hooks the shakujo's silver crescent around the naginata shaft and twists it outward, attempting to redirect the weapon. Akiko drops her center of gravity, frees the shaft through a controlled wrist rotation, and spins the naginata around her body. Izuna ducks under the returning blade and counters with a staff strike toward Akiko's armored forearm. Akiko blocks with the naginata shaft. Metallic impact, white sparks, black particles. [00:04–00:06 | ACROBATIC DODGE] Akiko immediately performs a low sweeping attack at Izuna's ankles. Izuna plants the end of her staff against the stone and vaults sideways over the blade. Akiko follows with a rising slash. Izuna lands low, deflects the blade upward, and springs backward. Akiko charges again without hesitation. Izuna sprints toward a row of stone lanterns, turns while running, and swings her staff backward to intercept Akiko's airborne attack. The weapons collide above the courtyard path, releasing a sharp white-black flash. Both fighters rebound apart and land in balanced stances. [00:06–00:08 | HIGH-SPEED PURSUIT] Akiko pursues Izuna across the courtyard, leaps onto a stone pedestal, and launches forward with an aerial diagonal strike. Izuna sidesteps, jumps onto a low stone ledge, and vaults over Akiko's follow-up sweep. Akiko plants a foot against a stone retaining wall and rebounds sideways into another naginata attack. Izuna springs upward to meet her in midair. They exchange a rapid sequence of upward strike, overhead parry, shaft redirection, and reverse counter. They pass shoulder-to-shoulder in opposite directions and land several meters apart. Dynamic lateral tracking and a brief overhead spatial shot. [00:08–00:10 | CLOSE-RANGE COUNTERATTACK] Akiko slides across the ground with a low sweep. Izuna jumps over the blade and descends with a vertical staff strike. Akiko blocks overhead, rotates the naginata shaft, and forces Izuna's weapon aside. Akiko delivers a short-range reverse shaft strike toward Izuna's ribs. Izuna blocks with the lower end of her staff, rotates around the impact, and counters toward Akiko's torso. Akiko turns sideways and narrowly evades. Izuna pursues with a quick horizontal strike. Akiko ducks, pivots, and thrusts forward. Izuna deflects the thrust and rolls sideways into a stable stance. Every defense immediately creates the next attack. [00:10–00:12 | WHITE AURA AWAKENING] Izuna's pearl-white orb intensifies. Luminous white ribbons and silver crescent trails spiral around

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Claude Opus 5.5
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I want to make a character introduction PV. [Purpose] 1. Promotional video for the trial version of "Sugoroku Drifter" 2. Planning to make at least 3 types; this is the first one 3. Character introduction PV for "Great Universe Integration Will Senior" 4. Want to make it in size/duration suitable for general short videos [How to Show the Character] - Display the character large - Use the 4-frame animation assets used in the game [Abilities to Introduce] Great Universe Integration Will Senior has the following features: - Has a "2D6" piece from the start - Dice increases by 1 when ultimate move is activated So I want to introduce this clearly. [Video Flow] Don't go into ability explanation right after the video starts; begin with gameplay footage like a game PV. First scene: A "Big Cow" piece moving across the board. No need to show the entire movement of one turn from the beginning; start from the middle depending on duration. Rather, create the highlight starting backwards from "the moment one turn ends, stops, and goes Pirolin!" At that timing: - Great Universe Integration Will Senior slides up from the bottom of the screen - Display character name - Display character intro-style subtitles - Display used pieces largely in the center - Add outlines and glow to pieces to make them look slightly flashy - Explain that they "have a 2D6 piece from the start" Next, With the explanation "Further +1 dice with Ultimate!", show the actual moment the dice increase. After that, return to gameplay footage again, show the Big Cow moving while having used its ultimate. Near the end, display one haiku, and conclude with "Stylish Infinite Loop! Sugoroku Drifter" "Trial Version Now Available" such announcements. This is just my image, so please adjust the composition as necessary to improve tempo and appearance for a short video.

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Claude Opus 5.5
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Create a pure-code 3D short film depicting the entrance of Transformers Autobots. Use Claude Code + Blender integration to write approximately 20,000 lines of code to construct Optimus Prime, Bumblebee, and Ironhide from scratch. Animate the transformation of armor pieces (specifically referencing counts like 154, 89, 108 parts) in a rainy street scene. Do not use any AI-generated video frames; rely solely on procedural animation and rendering.

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Seedance 2.0
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White Robed Swordsman: Dragon Abyss Showdown [Act 1 | Summoning 0-10s] 0-3s: A white-robed warrior stands in the shallow waters of a dark canyon riverbank, surrounded by black cliffs, with pale sandbars in the distance. Cold moonlight falls through cracks at the top; the water surface is damp, mist permeates. The warrior holds an unsheathed long sword in a ready stance, blue-white lightning flowing along the blade. Medium shot, slow dolly in. Lightning particles, sword qi, waterfall mist. 3-5s: The warrior spins rapidly and swings the sword, lightning arcs stretching out, then charges forward, lightning bursts. Tracking orbit turning into wide-angle distant view. Lightning trails, afterimages, exploding water splashes, sonic boom shockwaves. 5-7.5s: A giant water dragon rises from the surface, skeleton forming, water body taking shape. Medium shot dolly. Fluid effects, dragon whiskers fluttering, electric arcs wrapping around. 7.5-10s: The water dragon circles the warrior at high speed, rushes toward the camera, then turns back to the side. Dragon eyes glow, water splashes fly. Side tracking turning into low-angle upward shot. Water dragon vortex, mist, water flow particles. [Act 2 | Final Battle 10-27s] 10-11.5s | Dragon Head Dive: The dragon head dives down, the warrior explodes up from a half-kneel, shockwave lifting white robes and water surface, bare sword bursting with lightning, counter-thrusting upwards. Ultra-low angle upward shot, rising from feet near water surface, camera passing through sword light. Radial explosion of water surface, overexposed lightning, white light trails. 11.5-13s | Frontal Collision: Sword tip collides with dragon head, ring-shaped shockwave lifts shallow water. Warrior flips in mid-air, slashes three times grazing the dragon head, compressed into three flash moments. Extreme low angle upward shot, rotating 180° with character, cutting to 90° vertical overhead shot. Dragon body and lightning form a huge spiral on water surface. 13-15s | Dragon Body Chase: Warrior races along dragon body, lightning-style teleportation, toes touch water causing splashes. Dragon tail sweeps horizontally, warrior bends waist to dodge, reverses spin and slashes sideways. 24mm ultra-wide high-speed side follow, dragon tail blocks lens, camera rolls. Afterimages, water splashes, lightning trails. 15-17s | Extreme Dive: Warrior jumps to high ground in canyon, shrinks to a white dot in darkness, then falls vertically head-down like a white thunderbolt targeting dragon head. Top 90° vertical overhead shot falling at same speed, last 0.2s cuts to ultra-low angle near water surface. Ground, water surface, dragon body rapidly enlarging. 17-19s | Close Combat: Dragon head turns to bite, fangs graze lens. Warrior teleports away, backhand slash across dragon neck, dragon body explodes into water flow then reassembles. 14-18mm extreme wide angle, strong perspective, camera passes through dragon mouth, real-time speed throughout. Water flow explosion, scattered droplets. 19-21.5s | Surrounding Duel: Water dragon spirals around warrior forming huge water dragon vortex. Warrior at storm center, flashes to four positions slashing one sword each time, four cold white sword lights intersect as lightning patterns. High-speed 360° orbit, height continuously changes, sudden rise from water surface then vertical dive. Water dragon vortex, lightning patterns, afterimages. 21.5-23.5s | Head-on Charge: Giant dragon rushes along entire canyon length, size fills screen. Warrior charges back explosively, distance zero, disappears just before collision. Ultra-low angle frontal composition, warrior as tiny white shadow in center. Speed lines, water surface shockwaves. 23.5-25.5s | Reverse Slash Dragon Head: Warrior teleports above dragon head, flips in air, grips sword with both hands and strikes downwards, lightning penetrates entire water body. Extreme upward shot from directly below dragon head towards sky, camera slams vertically towards water surface following sword tip. Lightning penetration, backlight silhouette. 25.5-27s | Ultimate Water Explosion: Sword light touches water, shallows explode into huge circular water burst. Dragon body cut into countless floating water droplets, briefly freeze then all scatter. Instant cut to extreme high altitude 90° bird's eye view, scale contrast. Floating droplets, ring-shaped water explosion. [Act 3 | Return to Silence 27-30s] Water drops fall back to river surface, divine dragon dissipates into thin mist. Warrior stands in center of shallow water, back to camera, right hand naturally lowered, residual lightning on sword blade gradually extinguishes, white robe and hair sway gently in wind. Slow pull back from behind character, revealing empty dark canyon waters, only last ripple remains. Thin mist, ripples, fading lightning. [Forced Lock] Throughout, hold only one unsheathed long sword, no scabbard, no drawing/storing sheathing actions. Maintain white-robed warrior styling and dark canyon environment consistency. No dialogue, no extra characters, no new weapons.

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Seedance 2.0
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Created a 15-second ultra-realistic cinematic fantasy action video featuring a powerful female warrior with long silver hair, glowing golden eyes, and a stylish black battle outfit, holding a massive spear surrounded by blazing orange flames. She rushes forward across a dark battlefield, performing fast and powerful weapon attacks with glowing fiery trails and flying sparks. The camera follows her movements smoothly, capturing dramatic close-ups, wide action shots, and intense combat moments. She jumps high into the air, spinning her spear as magical fire energy gathers around her body. She strikes the ground with incredible force, creating a massive explosion of flames, smoke, and glowing embers. Her silver hair flows naturally in the wind while her golden eyes shine with fierce determination. The battlefield lights up with orange energy as enemies disappear into the smoke. End with a dramatic heroic pose, her spear glowing brightly as fire swirls around her. Maintain consistent character details, realistic movement, cinematic lighting, smooth transitions, and stunning high-quality visual effects throughout the entire video.

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Seedance 2.5
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The faces, bodies, forest, lightning, and destruction effects of the two titans consistently use a distinct computer-generated AAA fantasy game cinematic aesthetic, not live-action photography, makeup, cosplay, standard gameplay footage, 2D animation, or cel-shading; close-ups maintain digitally sculpted faces, bundled hair strands, and refined motion. Environment: A vast broadleaf forest under an overcast daytime sky, with deep green canopies, grey-green storm clouds, restrained warm golden sunlight breaking through cloud gaps in the right rear, distant blue-grey mountains, and ground consisting of wet brown soil, bare rocks, thick tree roots, and broken branches. In the center of the forest lies a wide east-west clearing connecting to dense woods on both ends; all action occurs within this same clearing and its bordering tree lines, without switching to cities, walls, or arenas. The two titans are roughly equal in height, with mature tree canopies reaching only their waist/hip level, trunks appearing thin beside their legs, and individual canopies clearly smaller than the titans' chests; Titan B has broader shoulders and chest, while Titan A is more slender. Wide shots continuously retain trees, foot-level soil, and distant mountains to provide scale, ensuring close-ups do not reduce them to human size. The entire video features exactly two adult male-proportioned titans, with no human soldiers, weapons, or additional titans. Titan A is fixed as the Black-Haired Titan: shoulder-length messy black hair divided into thick bundles, a gaunt fierce long face, deep eye sockets, prominent cheekbones, and a wide toothy jaw; eyes have clear emerald green light, controlled intensity, with visible gaze direction. Physique is lean yet powerful, with broad shoulders, defined pectoral and abdominal muscles, and thick arms; full-body complete biological skin ranging from pale grey-brown to flesh color, with deep shadows between muscles, continuous material across face and body. No clothing, armor, helmets, or weapons; waist/hips naturally obscured by foreground canopies, side/rear angles, and motion dust, not exposing private parts, though limbs and foot contact must remain clear. Hands and bare feet anatomically correct. Titan B is fixed as the White-Haired Armored Titan: extremely broad shoulders, thick chest, sturdy limbs, solid hips, short dense silver-white hair, thick bundled strands, deep eye sockets, fierce gaze, and wide jaw; eyes do not emit green light. Rough bone-colored to dark gold-brown segmented biological hard armor covers the entire body, horizontally layered on the chest, plates aligned with muscle flow on shoulders, arms, and thighs, irregular island-like distribution on the back; deep dark red muscle bundles and tendons continuously exposed between armor plates, representing his inherent complete biological appearance, not bleeding wounds. Similar bone-colored hard structures on the face, jaw naturally opens for roaring, teeth fixed; hands and bare feet complete, narrow ring-like hard edges at wrists and ankles. No coats, capes, helmets, shoes, or weapons. Titan A's long black hair, pale complete skin, green eyes, and Titan B's short white hair, bone-brown bio-armor, dark red muscle bundles must remain distinct throughout, never mixing, swapping, duplicating, or changing identities during cuts. Spatial and punching relationships are fixed: Titan A charges from left woodland to right, Titan B from right woodland to left; initially A's right fist knocks B back to the right tree line, then B counterattacks knocking A back to the left tree line. Camera stays primarily on one side of the combat axis, using foreground trunks and terrain to maintain orientation. A uses only his right fist for the first cross punch and subsequent missed downward smash; B hits A's ribs with left fist immediately followed by right uppercut. Each attack has clear attacker, target, contact point, and force direction; they cannot simultaneously mimic the same move. 0.00–3.00s: First frame golden lightning strikes left and right ends of clearing, strike points separated by approx four titan heights, leaving central clearing fully visible. Use one continuous low-angle ultra-wide shot, framing both strike points from lightning until titans emerge, camera tilts up only, no cut to another nearby forest section. Steam column near left bare rock surrounds A, steam column near right forked tree surrounds B; A rises from crouched posture at original left strike point, B stands straight from half-crouch at original right strike point, heads, shoulders, chests, and arms revealed above respective canopies. Titans' feet always land on same ground surface at base of respective light columns, still four heights apart after standing, bare rocks, forked tree, and central clearing do not move. They were already titans, revealed by rising from behind trees, no small-to-large scaling insertion. Thick bright golden main arcs branch along each titan's shoulders/back/chest, thinner arcs rapidly travel along upper arms, forearms, thighs, flashing several times continuously; electric light illuminates A's black hair, pale muscles, green eyes, and B's silver hair, bone armor, dark red seams, locally illuminating steam. Bodies and faces remain clearly readable, canopies bent by airflow, leaves and steam curling outward from strike points; before 3s both stand firm, main lightning between clouds/ground weakens, clinging arcs continue into roars. 3.00–5.00s: Two quickly connected low-angle chest-up shots, A then B, both remaining at distant strike points. A faces distant B to right, long black hair flying back, mouth erupts low rough massive roar, neck/chest tense with exhalation; immediately cut to B facing distant A to left, opening bone-colored jaw, responding with heavier roar, fists clenched, shoulder armor tightening. Both close-ups retain respective canopy/steam backgrounds, not placing other titan suddenly beside shoulder. Golden branching arcs continue flashing on chest/shoulders/arms, gradually extinguishing before 5s, steam continues drifting backward. Both lean forward toward opponent in tail of roars, eyes locked, not posing after roaring stops. 5.00–8.00s: Cut back to side low-angle dual wide shot seeing both original strike points and central clearing. A sprints right from left end, B sprints left from right end simultaneously full speed; faces, chests, knees, toes always oriented toward respective advance directions, upper bodies leaning toward opponent, arms swinging powerfully with strides. Each supporting foot briefly plants on ground, kicking dirt backward, pushing pelvis/torso forward; other foot lands closer to opponent, dirt kicks up only when rear foot lifts. Camera lateral position stable, slight push-in only, ground rocks/roots/end trunks as fixed references, no fast lateral pan obscuring feet. Clearly see both leaving original steam columns, continuously crossing new ground toward center, starting points receding, gap between chests shrinking from four heights to punch distance. Retain continuous approach to meeting, not substituting actual displacement with foot close-ups; no backing up, sliding feet, looping in place. Camera cuts close only approaching center, preparing composition for first contact. 8.00–12.00s: A plants front foot, rotates hips/shoulders driving right arm in powerful cross punch; B brakes front foot to intercept momentum, raises left forearm defense, but A's right fist arcs over unsteady guard. Approx 9.00s, side medium-close clearly shows A's right fist hitting B's left lower jaw armor, arm still connected to A's shoulder; from real contact moment to 10.00s enter ultra slow motion. B's jaw/head turns first toward force direction, shoulders/torso follow, center of gravity pushed off support, silver hair/steam/fine dust lagging; fist compresses then exits along natural arc, not penetrating skull. Camera tracks punch path short lateral movement, always distinguishing A's fist, B's jaw, identities, no irrelevant 360-degree spins. 10.00s immediate return to normal speed, B stumbles backward right, shoulder/back crashing into right tree line, trunk snaps after impact, canopy falls toward force direction, B collapses backward, shoulder/back sliding on mud, chest up. A remains left, immediately pursues right, not admiring fist, no pause after B falls. 12.00–17.00s: Three-quarter medium-wide shot on same combat axis side frames A's face/right arm, B's upper body still fallen on right ground, and visible earth beside him, continuously showing aiming, punching, dodging, landing spot. A closes in, retracts right fist high, gaze directly on B's upper chest, shoulders pressing forward, aligning punch drop path with B's current chest position. As A smashes down toward B's chest, B is still under punch path, looks up seeing approaching fist; only after smash begins does B urgently roll sideways toward camera by one body width, shoulder/back/hip rolling sequentially on ground, moving chest out of path at last moment. A's committed smash continues original route, right fist slamming into same earth patch B's back just pressed, forming crater, roots/mud/stones exploding outward. Must show A originally intended to hit B, missing due to timely dodge; fist cannot find empty space near A's feet, cannot start swing only after B rolled far away. Fist does not hit B. Camera retains relationship of B's chest leaving original position and fist landing there, then follows B's short lateral rise: B supports with right palm/one foot, tucks other leg under, steps firmly with both feet before lifting torso, right hand leaving ground. A's post-punch lean exposes ribs, B rises from low position in side-front proximity, eyes locking A's ribs; A still left, B still right/closer to camera, not circling behind A, not teleporting from prone to standing, broken tree line/crater retained. 17.00–20.00s: Continue close side dual shot, B weight-bearing, hips rotating fast, left fist short burst into A's exposed ribs. A folds upper body after actual contact, shoulders dropping, black hair whipping forward, knees buckling from force; reaction synchronized with punch, not falling before being hit. B's left fist immediately retracts, right shoulder sinking, right fist low, rear foot pushes ground, extending knees/hips delivering right uppercut upward toward A's jaw, two moves continuous counterattack, no resetting stance/waiting. Camera lifts with right fist from low side, framing B's foot support, rising torso, A's folding upper body, highlighting force transfer from ground through legs/hips to fist. 20.00–23.00s: At 20.00s right uppercut clearly contacts A's jaw, 20.00–21.00s second ultra slow motion segment. A's jaw/head lifted first, upper chest expands/arches back, torso moves left-back-up along right fist direction; feet leave ground briefly only after center of gravity pushed off support, legs/hair lagging inertia. B remains firmly planted, right arm completes readable uppercut arc stopping naturally, not floating with A, not holding A on fist. Camera short low tilt-up/widen, showing B's foot soil and A's airborne body in same frame. 21.00s normal speed resumes, A descends continuous low parabola left-back, immediately falling, not hanging long, flying to clouds, adding flips. B steps forward maintaining pressure, no aerial follow-up punches. 23.00–27.00s: Cut to low wide shot before left tree line, following A's left-back motion. A's upper back/shoulders hit trunk first, trunk cracks, canopy falls backward; he lands on wet soil, shoulder/back/hip/bent legs bearing weight sequentially, sliding trench along momentum, pushing aside branches/stones, gradually stopping. Body no rubber bending, no penetration by trees; wood/leaves/mud spin/land separately, dust cloud continuing left along A's trajectory. B advances left from right clearing, real step displacement, hands empty, crossing previously cracked roots, stopping near A's right, not stepping over A, not turning back; B's feet/chest already oriented toward fallen A on left, maintaining orientation for subsequent roar. 27.00–30.00s: Maintain same-side low medium-wide dual shot, A fallen left, B standing right, similar depth planes; camera sees B's left-facing profile/chest/left-lower A, not placing A behind B. B's feet/hips/chest all oriented toward A, head/neck slightly forward, chin lowered, eyes continuously locked left-down on A's face/upper body, then opens mouth issuing sustained intense massive roar toward A. Jaw opens downward, thorax vibrating with exhalation, silver hair/steam behind shoulders moving continuously; head remains oriented toward fallen opponent during roar, not looking up at sky/camera. Camera very slight side push-in, retaining B's gaze direction and A's location. A remains conscious, shifts from side-lying to supporting on one forearm/other hand, tucks knee under, starts raising head looking right at B, green eyes visible through dust; A looks up at B, B looks down at A, clear eye contact. A only begins recovery, not sudden stand-up kill; B maintains roaring pressure, no added attacks. Breathing, hair, steam, leaves, dust always moving. Exact 30.00s ends on live frame of B roaring down at A, A propping up looking ready to recover, no fade-out/black screen/freeze-frame/end card, leaving space for next battle segment. Speed & Physics Rules: Except for 9.00–10.00s first punch contact and 20.00–21.00s uppercut contact ultra slow motions, entire film proceeds with natural fast action; falls, pursuits, rolls, rises, counters, slides must have speed, no global slow motion. Slow motion segments emphasize only contact/initial force, characters/debris still moving; normal speed resumes immediately completing descent. Titans generate force from ground support, head/torso/limb reactions have continuous inertia; fist contact before body shock; shoulder/tree impact before trunk break; body/fist ground contact before mud/stone fly. Only retain A right cross, A missed right smash, B left rib punch, B right uppercut chain, no unrelated boxing performances, repeated loops, waiting. Fallen trees/craters/troughs once created remain, all shots maintain same geography. No face swaps, hair color changes, armor transfers, extra limbs, fused hands, body penetration, clones, teleports, energy blasts, extra titans; no gore close-ups, dismemberment, death displays. Strictly no background music: No generated BGM, scores, soundtracks, melodies, rhythmic percussion, choruses, songs, musical drones, tonal ambience at any time. Only diegetic audio synced to visuals physically belonging to scene allowed: storm forest wind, thunderclaps/natural echoes, brief electric crackles, steam hisses, canopy shaking, non-verbal roars/breathing of both titans, feet crushing mud/stones, running tremors, skin/bio-armor friction, heavy thuds of fist hitting jaw/ribs, fist hitting ground, root snapping, shoulder/tree impact, trunk breaking, canopy falling, wood/stone landing, body sliding mud, propping sounds. Contact slow-mo may briefly stretch real impact/air whoosh, restoring natural collision/landing sounds upon normal speed; no musical bass drones. Roars must originate from corresponding titan's mouth/chest synced with visuals, not dubbed feel.

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Seedance 2.5
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Cinematic 15-second sci-fi trailer, photoreal, anamorphic, overcast ruined megacity. A sweaty East Asian man in his 30s with messy black hair, round wire glasses, a scar on his cheek, and weathered tactical armor with glowing cyan strips presses a gloved finger to his lips in a shush, city skyline behind him. Cut to storm clouds as a massive mechanical raven with blue eyes and metal talons dives. He leaps from a collapsing rooftop beside the bird, then is snatched midair by a larger armored mech. Wide shot: the winged machine soars over a burning avenue of crumbling towers, embers and debris in the air. Close-up of his fingerless glove reaching toward curved steel claws. He freefalls through smoke aiming a crackling cyan energy rifle. He slams down in a wide stance on cracked asphalt, planting a huge ornate sword that glows electric blue at the tip. Behind him a colossal orange fireball mixed with blue energy bursts erupts between ruined skyscrapers, shockwave, flying concrete, smoke. Moody daylight, high detail metal and fabric, motion blur on wings and explosion, no text.

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Seedance 2.5
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Epic cinematic fantasy battle in a devastated ancient kingdom, two powerful female warriors fighting in the middle of ruined stone streets. One warrior has long dark blue hair and wears an elegant flowing white-and-blue fantasy outfit, controlling powerful blue-white water and ice energy. The other warrior has pink hair with small horn-like accessories and wears a red-orange fantasy battle outfit, surrounded by intense flames and fiery energy. They face each other dramatically, launching blue ice/water attacks and blazing fire attacks at one another. Fast dynamic martial-arts movements, spinning attacks, energy trails, flying debris and magical particles. The battle escalates as their elemental powers collide in a massive blue-and-orange explosion. Wide shots of the destroyed ancient city, broken stone buildings, ruined temples, distant gothic towers and a dramatic battlefield stretching into the horizon. Later, two enormous mythical creatures appear in the sky: a majestic glowing blue ice dragon facing a magnificent fiery orange phoenix. The dragon radiates cold blue energy while the phoenix is surrounded by brilliant golden flames. Golden-hour sunset lighting, dark apocalyptic fantasy atmosphere, volumetric sunlight, cinematic clouds, dramatic backlighting, realistic fire and water simulations, detailed character animation, highly detailed fantasy environment, epic scale, smooth camera movement, dynamic tracking shots, shallow depth of field, motion blur, atmospheric particles, ultra-detailed textures, cinematic composition, photorealistic 3D CGI, AAA game cinematic quality, Unreal Engine style, 4K, HDR, masterpiece. Camera: cinematic wide shots, low-angle action shots, fast tracking movements, close-ups during attacks, smooth transitions, dramatic zoom-out during the final explosion, ending with the blue dragon and fiery phoenix facing each other above the battlefield. Aspect ratio 16:9, high quality, consistent characters, consistent environment, no text, no subtitles, no watermark.

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Seedance 2.0
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Create a cinematic 14.6-second action scene featuring a powerful anthropomorphic orange tiger warrior in a destroyed city surrounded by smoke, fire, and collapsing buildings. The tiger aggressively faces an opponent in the opening shot, then suddenly leaps high into the air with dynamic martial-arts movement as the camera follows the jump dramatically. Cut to an intense close-up of the tiger’s realistic face, focusing on sharp eyes, detailed orange fur, whiskers, and a fierce expression. Show the tiger continuing the fight against a human-like opponent with fast punches and kicks, maintaining consistent character appearance and anatomy. A powerful blue energy impact appears during the attack, followed by a huge fiery explosion in the ruined city. Show flames, flying debris, thick smoke, sparks, and realistic destruction spreading across the environment. The tiger lands confidently in the foreground while the burning ruins glow behind it, creating a dramatic heroic silhouette. Use smooth cinematic camera movement, realistic physics, dramatic lighting, detailed textures, strong action choreography, and high-quality 3D animation throughout, with no text, watermark, or character distortion.

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