Wilderings: The Lost Spring
Creature-collecting roguelite
Team made Endling: Extinction Is Forever
Emotionally impactful story about friendship, family, responsibility, and restoration
Fast-paced combat
Metroidvania-style traversal and world exploration
Appreciate a share!
GPT Image 2 Prompt:
Create a 16:9 image.
[PROJECT CARD]
Create a designed typographic masthead at the top of the sheet, not a table.
TITLE LOCKUP: HAZE: VORTEX FIELD
META LINE: urgent / cinematic fantasy action / fast-cut wind combat
PRIORITY LINE: witch and charging threat readable in every beat
MICRO BRIEF: show a young wind witch turning a near collision into a decisive wind-blast victory
[CONTINUITY HEADER]
SEQUENCE ID: HAZE_FIELD_VORTEX_015
PART: SINGLE
STYLE PACKET: final video style is high-end animated fantasy film, stylized cinematic realism, premium animation quality, clear action staging, wide grassy field under bright wind-swept daylight, natural blue sky and warm sun contrast, cyan-white wind magic with subtle turquoise highlights, soft painterly skin and fabric, clean cinematic depth, crisp silhouettes, controlled cel-soft shadow language, luminous runes and wind ribbons with translucent edges, dust and grass particles pulled by physical wind pressure, no excessive spell circles, only a few key magical glyphs when needed
REFERENCE PRIORITY: use the provided HAZE character sheet for the wind witch identity, face, hat, white hair, blue dress, pink-blue cape, boots, and calm determined personality; this storyboard controls shot flow, staging, motion, geography, combat rhythm, threat visibility, and continuity
[SCENE PACKET]
SCENE PREMISE: Haze, a young wind witch, is alone in a wide grassy field when a dangerous horned shadow-beast charges her and forces an instant magical counterattack.
SCENE SUMMARY: the beast closes distance fast, Haze dodges, tests it with wind ribbons, traps it in a tightening vortex, then blasts it away across the field.
LOCATION: open grassy field at daylight, low rolling grass, distant tree line, clear sky, strong usable wind direction left-to-right, dust patches, loose leaves, flattened grass tracks, no buildings, no clutter, enough open distance to always show both Haze and the threat.
CHARACTER ROLES: Haze wants to survive and stay composed, moving with sharp dancer-like footwork and controlled arm sweeps; the creature wants to reach and crush her, charging low and heavy with relentless momentum; Haze identity comes from the provided character reference, the creature is a dark bulky horned fantasy beast with readable silhouette and heavy forward drive.
START STATE: Haze stands mid-field facing screen right; the creature enters from far screen right charging toward screen left; grass is calm for one breath, then wind begins to pull around Haze’s boots.
END STATE: the creature is launched far back across the field and collapses out at distant screen right; Haze remains centered in swaying grass as the airflow dissolves.
ACTION CHAIN: Haze notices the threat, braces, dodges the first rush, releases spiral wind ribbons, realizes the creature pushes through, escalates into a larger vortex, redirects the storm with sharp hand movements, compresses multiple wind currents around the target, then thrusts forward to fire one concentrated blast.
PROP / EFFECT STATE: wind magic appears as flowing air currents, luminous runes, wind ribbons, vortex trails, pressure ripples, bent grass, dust, leaves, and occasional small glyphs near Haze’s hands; avoid large repeated spell circles; wind effects must always show physical force on grass, cloth, hair, dust, and the creature.
MUST READ: the threat remains visible throughout the sequence while Haze controls the field through escalating wind pressure.
[STYLE KEYFRAMES]
Add 2-3 tiny top swatches showing the intended final video rendering only: cyan-white wind glow over warm green grass, painterly high-end animated fantasy texture, soft directional daylight shadows, luminous translucent ribbon edges, dust and leaf particles caught in vortex pressure. These are not character references and not storyboard-sketch style.
[STYLE LOCKS]
STYLE LOCK: final video remains high-end animated fantasy film, stylized cinematic realism, premium readable action, warm daylight grassy field, cyan-white wind magic, soft painterly fabric and hair, crisp character silhouettes, controlled cel-soft shadows, cinematic depth, aggressive but clear camera language.
EFFECT LOCK: wind ribbons are translucent, ribbon-like, medium thickness, cyan-white glow, soft feathered edges, low saturation, physically bending grass and cloth; glyphs are rare, small, luminous, and used only near key hand gestures or vortex compression.
ENVIRONMENT LOCK: wide grassy field stays open, readable, and wind-reactive; grass bends in visible directional waves, dust lifts from dry ground, distant tree line stays simple; no realistic texture drift, no flat cartoon drift, no extra props or buildings.
[SHEET POLISH]
Use a premium off-white storyboard sheet with expressive scene-inspired typography, clean hierarchy, consistent margins, even gutters, restrained cyan and muted grass-green accent color outside panel artwork only, designed panel headers, and slightly forward-leaning graphite borders that suggest wind speed. Avoid table-like headers, glossy UI, gradients, stickers, clutter, and random decoration.
[DRAWING ENERGY]
Use sharp diagonal staging, low ground horizons, strong negative space between Haze and the creature, compressed distance from panel to panel, flowing hair and cape shapes, bent grass bands, tight impact poses, and clear vortex geometry. The board should feel fast, legible, and aggressive, with each panel capturing one decisive combat beat.
[PANEL RULES]
Use clean low-detail monochrome light-gray rough sketch panels on white/off-white panel ground. No color inside panel artwork: no colored characters, props, environments, fills, lighting, glow, paint, particles, or backgrounds. Each panel is one extractable shot. Keep one clear pose per character per panel. Do not draw ghost poses, duplicate silhouettes, onion-skin bodies, arrows, labels, captions, subtitles, logos, watermarks, timing marks, diagrams, or technical overlays inside panel images. Show effects through grayscale environment interaction, outline glow shape, residue, particles, surface marks, value change, or one clear monochrome effect shape around the single pose.
[DIRECTOR STRIP]
Place a bottom animatic track board aligned to panel columns. Use seven horizontal tracks: BEAT LINE, CAMERA PATH, ACTION PATH, RHYTHM TRACK, ESCALATION MAP, STATE TRACK, STYLE TRACK. Use short shot chips, thin timeline lines, rhythm blocks, small intensity bars, and one-to-three-word labels. Use rhythm labels only, never seconds or timestamp durations.
[SEQUENCE]
Grid: 12 panels, 4 columns x 3 rows, wide cinematic storyboard sheet
01 Threat Spotted
Shot intent: establish Haze alone in the field and the creature already charging toward her in the distance.
Camera: extreme wide 24mm, low horizon, slight push-in, Haze foreground left, beast far right but clearly visible.
Action: Haze turns her head sharply as the grass line ahead buckles from the creature’s charge.
Continuity: screen direction stays beast moving right-to-left toward Haze; wind is just beginning around her skirt and cape.
Strip cell: P01 spotted / low wide / beast charges / hold-burst / tension / R-to-L / warm field
02 Eyes Lock
Shot intent: show Haze’s instant recognition and determination while keeping the threat visible behind her.
Camera: 85mm close-up, shallow depth, over-shoulder angle, beast visible as blurred charging shape in background.
Action: Haze’s eyes narrow; a few small glyph sparks flicker near her raised fingers.
Continuity: Haze faces screen right; beast remains behind her line of sight, closing fast.
Strip cell: P02 resolve / tight CU / eyes harden / snap / rise / threat visible / soft glow
03 Ground Rush
Shot intent: communicate speed, danger, and shrinking distance.
Camera: ground-level tracking 20mm beside the grass, fast dolly with parallax, creature large midground, Haze still ahead.
Action: the creature pounds forward, grass tears flat under its path, Haze shifts her stance in the distance.
Continuity: beast remains screen right moving left; Haze stays screen left, preparing to dodge.
Strip cell: P03 rush / ground track / grass flattens / fast / surge / distance closes / dust lift
04 Hero Brace
Shot intent: make Haze feel powerful without losing the incoming threat.
Camera: worm’s-eye low angle 24mm, Haze dominant foreground, beast visible between grass blades behind her.
Action: wind bursts around Haze’s boots; her cape snaps upward and grass bends outward in a circular pressure ripple.
Continuity: no large spell circle; only boot-level air pressure and a few tiny rune fragments.
Strip cell: P04 brace / worm angle / wind feet / burst / rise / boots charged / cyan air
05 Cut-On-Dodge
Shot intent: show the creature nearly reaching her and Haze escaping at the last instant.
Camera: wide action shot 28mm, cut on action, slight handheld energy.
Action: beast lunges through Haze’s previous position as she pivots aside, skirt and hair dragged by the pressure wake.
Continuity: Haze dodges toward screen left foreground; beast overshoots but remains visible in same frame.
Strip cell: P05 dodge / wide whip / lunge missed / impact pause / spike / near miss / bent grass
06 First Wind Strike
Shot intent: show Haze’s first counterattack as clean readable ribbon magic.
Camera: dynamic side track 35mm, Haze left foreground, beast right midground turning back toward her.
Action: Haze sweeps her arm; glowing wind ribbons spiral forward and strike the creature’s chest and horns.
Continuity: ribbons flow left-to-right from Haze to beast; glyph use limited to one small symbol near her hand.
Strip cell: P06 ribbon hit / side track / arm sweep / burst / surge / ribbons out / ribbon glow
07 Push Through
Shot intent: prove the threat is dangerous because the first attack fails.
Camera: compressed 85mm telephoto wide-medium, beast pushing toward lens, Haze visible beyond it.
Action: the creature lowers its head and drives through the spiraling wind, grass and dust streaming backward.
Continuity: wind ribbons fray around the beast but do not stop it; Haze resets her stance in background.
Strip cell: P07 resists / tele push / beast breaks / fast / peak rise / ribbons fray / dust stream
08 Orbit Escalation
Shot intent: show Haze committing to a stronger spell with aggressive cinematic movement.
Camera: 24mm orbit shot around Haze, low-angle hero framing, beast still visible in the orbit background.
Action: Haze turns with both arms cutting the air; multiple wind currents begin curving around the beast.
Continuity: cape and hair spiral with the orbit; beast stays locked in field space screen right.
Strip cell: P08 escalate / orbit low / storm forms / acceleration / climb / currents gather / sharp glow
09 Vortex Trap
Shot intent: reveal the massive vortex forming around the enemy.
Camera: wide IMAX-like 20mm composition, crane rise, both Haze and beast visible with clear distance.
Action: dust, leaves, and grass spiral upward around the creature as the vortex walls close in.
Continuity: Haze remains outside vortex controlling it; beast is centered in storm, not hidden.
Strip cell: P09 vortex / crane wide / trap closes / surge / peak / beast inside / vortex trail
10 Redirect Pressure
Shot intent: show Haze redirecting the storm with precise hand movement.
Camera: medium close-up 50mm with rack focus from Haze’s hand to the beast trapped behind her.
Action: Haze snaps her wrist; the vortex tilts and tightens, dragging the creature sideways against its charge.
Continuity: one small glyph flashes at her palm; threat remains visible over her shoulder inside vortex.
Strip cell: P10 redirect / rack focus / wrist snap / fast-pause / control / glyph palm / tight wind
11 Converging Currents
Shot intent: make the storm feel stronger and more focused before the final blast.
Camera: overhead tracking shot, strategic top view, Haze at one edge of vortex and beast at the center.
Action: several wind streams converge into a narrow funnel around the creature; grass radiates in bent rings.
Continuity: no duplicate bodies; single Haze pose, single beast pose; vortex geometry is clean and readable.
Strip cell: P11 converge / overhead / currents meet / hold-rise / final spike / funnel locked / clean swirl
12 Final Wind Blast
Shot intent: deliver the decisive payoff and ending calm in one strong final composition.
Camera: wide low-angle 24mm, hard cut into final thrust, slight pullback as impact opens the field.
Action: Haze thrusts her hand forward; a concentrated blast erupts from the vortex and launches the creature far across the field, then the airflow dissolves around Haze standing alone.
Continuity: beast exits toward distant screen right defeated; Haze remains centered, cape settling, grass swaying back to calm.
Strip cell: P12 blast / low wide / final thrust / impact-drop / release / beast defeated / air fades
oh my.... this is what AI was built for.
I made anime style tennis in @insmind_com
GPT Image 2 → storyboard (cast + scenes)
Seedance 2.0 → full cinematic video
Save this — full prompt below 👇
UI 디자인 거의 다했다요. 우우.. 구현보다 디자인이 더 힘들었다는거시다요... 덜그럭거리지 않게 애니메이션 넣는것은 조금 반복작업이지만 점점 구현되는것을 보면 재밌다는거애오! 도끼와 장비 모으기, 스킬 잼 빌드도 얼른 만들고 싶다요. #indiedev#indiegame#gamedev#pixelart#Pixel
fal/Qwen-Image-Edit-2511-Multiple-Angles-LoRA
角度変更、めちゃくちゃ精度高くてすごい
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