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AAA In-Game Cinematic Trailer: StarCraft Dominion Marine

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AAA In-Game Cinematic Trailer: StarCraft Dominion Marine A detailed 30-second AAA game cinematic prompt with camera rules, timeline, and strict face-identity reference handling, for a StarCraft Dominion marine trailer.

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AAA in-game cinematic trailer capture of a next-gen open-world shooter, Unreal Engine 5 / Frostbite photoreal game engine, StarCraft 2030 Dominion marine fantasy. Reads as recorded gameplay plus authored set-pieces, living Koprulu Sector, mud-and-fire ground war. Real-time PBR armor, contact shadows, volumetric dust, creep as game geometry, huge draw distance. 16:9 widescreen. Camera law: 0-5s is ONE continuous engine camera that starts on the locked third-person hero and PUSHES through into first-person. From 5s onward, hard game-cut every 5 seconds. After the first push-in, stay FIRST-PERSON until the final face beat: helmet-cam / weapon-cam, gauntleted hands and rifle always in the lower frame, sprint bob, muzzle flash lighting the HUD, diegetic visor ticks. Cuts change LOCATION and VERB; POV and identity stay locked. [IMAGE REFERENCE - FACE / IDENTITY ONLY] img1 = STRICT FACE AND IDENTITY REFERENCE ONLY. Use image1 exclusively as the visual reference for the person's face and identity. The person's face must closely match image1 throughout every shot in which the face is visible: same facial identity, facial structure, face shape, eyes, eyebrows, nose, lips, jawline, cheek structure, skin tone, natural skin texture, facial hair pattern, apparent age, and distinctive facial characteristics visible in the reference. IMPORTANT: image1 controls ONLY THE PERSON'S FACE AND IDENTITY. Do NOT copy the clothing, outfit, armor, accessories, weapon, environment, lighting setup, pose, or visual styling from image1 . All outfit, armor, helmet, weapon, body styling, materials, colors, accessories, and character design MUST come from the MAIN PROMPT below. The character must be the same person represented by image1 , but wearing the exact Dominion marine design specified by this prompt. Do not substitute the person's reference clothing for the Dominion CMC armor. Do not redesign the Dominion armor based on img1. Do not mix the reference image's outfit with the Dominion suit. Do not change the Dominion armor into modern clothing. FACE CONSISTENCY RULE: Whenever the camera returns to the character's face, preserve the same identity from image1 . No face drift. No random face replacement. No generic sci-fi marine face. No facial redesign between shots. No changes to facial proportions. No age change. No hairstyle change unless the main prompt explicitly requires it. The still/reference image is used ONLY to establish who the marine is. The MAIN PROMPT establishes what the marine is wearing and the world he belongs to. [TIMELINE SECOND BY SECOND] 0-5s: CONTINUOUS - THIRD PERSON INTO FIRST PERSON. HOOK. Open already on the character standing on the open red battlefield. The character's FACE AND IDENTITY must match image1 . Everything else about the character comes from this main prompt: matte red Dominion CMC armor with gold/brass trim and cyan seam lights, bulky pauldrons, black Gauss rifle, and the complete Dominion marine visual design. At frame 1 he snaps his head to the lens, jaw tight, motivated fury, eyes locked on camera like a player-character stare. The virtual camera pushes in a single unbroken move: chest โ†’ face โ†’ over the collar ring โ†’ INTO his visor space, becoming first-person. The camera must preserve the person's face identity from img1 during the approach. The Dominion armor remains exactly as specified by the main prompt. Gauntleted hands rise and rack the Gauss rifle. The gloves, armor, weapon, colors, materials, and equipment are NOT taken from image1 . They are taken entirely from the main prompt. On the receiver nearest the lens, tiny cyan holographic tech-runes etch the word VARUN along the rail, glowing like Dominion firmware. Horizon of the same planet still readable behind the iron sights. Event done before 3s: the stare + the POV commit + VARUN lighting up. 5-10s: CUT - FIRST PERSON, SAME OPEN WAR ZONE, SPRINT + FIRE. Hard cut, still 1st person. Full sprint across the red flats. The player's visible gauntleted hands, gloves, armor edges, and black Gauss rifle must follow the MAIN PROMPT'S Dominion marine design. Do not derive any of these elements from image1 . creep slaps the boots. He dumps Gauss fire into a Zergling pack and a Hydralisk that pops from a trench; acid blood hits the visor and smears. VARUN runes stay lit on the rifle. Drop-pod wrecks and hive spires slide past at speed. Living battlefield: other red CMC marines in the mid-ground laying suppression. High-shutter impacts, shell casings, sprint FOV. 10-15s: CUT - FIRST PERSON, FRIENDLY FIREBASE / INTERACTIVE HUB. Hard cut to a Dominion outpost carved into rock: sandbags, ammo crates, a medic tent, a working map table. Still 1st person, rifle lowered. The player-character's armor and weapon remain exactly according to the MAIN PROMPT. A Firebat in scorched yellow armor slaps his pauldron and tosses a magazine; he catches it one-handed and slams it home (one contact). Civilians / techs wave him toward a gate. HUD pings a towering blip. He turns, boots the gate, and the camera carries him back into the open. World first, gun second. 15-20s: CUT - FIRST PERSON, TOWERING SWARM. Hard cut, looking UP. An Ultralisk-scale Zerg titan fills the sky, kaiser blades carving a barricade. 1st person: he tracks the head, dumps the rifle into a glowing weak point, dives under a blade, mud and bone spray the lens. The black Gauss rifle remains the same weapon established by the MAIN PROMPT. Other marines and a siege tank silhouette work the flanks. Scale like an open-world boss, not an arena corridor. 20-25s: CUT - FIRST PERSON, LIVING SECTOR BEYOND THE GUN. Hard cut to a different biome on the same planet: a half-cleared colony street, neon Dominion signage, creep eating a diner, a medivac on the pad. 1st person walk-to-sprint. He slaps a console (one contact); a bridge drops. A Ghost operative in the doorway flicks a go-signal. He vaults a wrecked truck, then a Hydralisk bursts from a shopfront and he snap-fires while sliding. Hub, ally, traversal, ambush in one breathe 25-30s: CUT - FACE PAYOFF. Hard cut back to third-person close-up of the SAME PERSON'S FACE FROM image1 . This final close-up is the strongest identity-reference moment. His face must remain recognizably and consistently the same person from image1 . Preserve the facial identity and natural facial characteristics from image1 . The helmet framing, armor, suit, materials, and battlefield environment come entirely from the MAIN PROMPT, NOT from image1 . He looks into the lens one last time, still furious, still motivated. Both irises ignite from human dark to hard cyan android glow, visor reflections catching the VARUN runes. Only the eyes transform. Do not alter the underlying facial identity while creating the cyan eye effect. Hold. Engine cinematic freeze on the eyes. [AUDIO - DIEGETIC] Gauss coil whine and punchy reports, zerg chitter, ultralisk ground-quake, medivac rotors, visor HUD ticks, boot on creep, one magazine slap, breath in the helmet. Trailer mix, no song drop. [STYLE & QUALITY] Photoreal AAA game cinematic, coherent physics, readable materials, locked facial identity from image1 , locked Dominion CMC armor from the MAIN PROMPT, locked black Gauss rifle from the MAIN PROMPT, VARUN runes stay small and sharp every time the gun is in frame. The visual hierarchy is: Never allow the image reference to override the main prompt's Dominion marine design. The person from img1 is essentially being cast as the protagonist inside the MAIN PROMPT'S world. The result must look like the exact person from image1 has been placed into the Dominion CMC marine character design described by the main prompt, rather than the reference image being transformed into a different costume. In-game trailer energy: systems, allies, hubs, traversal, and a towering enemy - a living open world, with shooting as one verb among several.

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