SEEDANCE 2.5 PROMPT
Duration: 15 seconds
Aspect ratio: 9:16
Overall style: Temple escape high-speed parkour game, real person entering a stereoscopic game world. Real person, exquisite game environment, intense sense of speed, thrilling yet comedic.
Character: As the sole reference protagonist, keep the real face, hairstyle, clothing, and normal body proportions. The person has real skin, hair, fabric, and natural expressions, not converted into a cartoon or game-model face.
Overall rules:
Maintain high-speed forward motion throughout. Use five different camera angles, with cuts following the continuous action, preserving geographic continuity. The protagonist occupies about one-third of the frame height in main shots, with the face clearly visible. Speed is conveyed by the rapidly receding environment, close brush-pasts, hair and clothes streaming, urgent footsteps, and the camera chasing behind-without blurring the face.
Dangers must be concrete and physical: the bridge collapses right after the foot leaves; the stone door slams down just after the body clears; the toes barely graze the cliff edge during the jump.
SHOT 1 (0–3s) High-speed zipline entrance
Subject:
The real-person protagonist from the reference, crossing a canyon on a tilted zipline toward the temple entrance platform.
Action:
0–1s: Opening-the protagonist is already hanging from the fast-moving zipline, gripping the handles below, knees bent. The body leans back from acceleration, hair and clothes blown backward, above a deep, bottomless canyon.
1–2s: The camera moves alongside at the same high speed. The protagonist sees the stone platform ahead approaching fast, eyes widening, core tightened, legs swinging forward to prepare for landing.
2–3s: The protagonist arrives low over the platform, releases the handles, lands with both feet, bends the knees to absorb the impact, then immediately leans forward into a sprint.
Environment:
Ancient temple in a rainforest, canyon with waterfalls, vines, stone pillars, and mist. The stone platform extends in the direction of the zipline.
Camera:
Close side tracking shot, clearly showing the face and the canyon depth; the landing is captured in full without cutting away from the moment of contact.
Style:
High-speed adventure game opening, strong wind sounds, vines and pillars whipping past in the foreground, face kept sharp.
Constraints:
The protagonist slides using the handles, not by gripping the rope directly with bare hands. Release only after reaching above the platform; land first, then run-no teleporting from air to ground.
SHOT 2 (3–6s) Stone bridge collapsing right behind
Subject:
The real-person protagonist sprinting across a narrow, suspended stone bridge lined with floating coins.
Action:
3–4s: Continuing from the landing into a sprint, the protagonist runs straight along the bridge with powerful arm swings. Passing the coins, each one is collected and bursts into a brief golden flash.
4–5s: The stone slabs underfoot begin to fall one by one right after each step, the collapse chasing the heels. Hearing the cracking sound, the protagonist glances back briefly, sees the bridge breaking apart behind, and the face tightens with urgency.
5–6s: The protagonist snaps the head forward, speeds up the stride, and on the last step pushes off hard from a tilting slab, leaping onto the solid stone path ahead-just as the old slab drops into the canyon.
Environment:
The stone bridge is fully exposed on both sides, above clouds and a deep gorge, ending at the temple stone path.
Camera:
Low rear tracking shot, close enough to see the foot strikes and the slabs falling behind, while keeping the protagonist's profile visible. The bridge surface rushes past beneath the lens.
Style:
Urgency from the continuous collapse, rapid footsteps, falling stones with weight and debris.
Constraints:
The collapse chases from behind; the path ahead must not be destroyed before the protagonist crosses. The glance back lasts only a moment-no stopping. Coins must not block the face or the footholds.
SHOT 3 (6–9s) Sliding under the dropping stone door
Subject:
The real-person protagonist, and a heavy stone door slamming downward.
Action:
6–7s: After landing on the solid path, the protagonist keeps sprinting and suddenly sees the stone door ahead starting to fall, the gap shrinking fast. The eyes lock onto the low opening, the body drops low.
7–8s: Using the forward momentum, the protagonist leans back, slides low with the torso close to the ground, legs stretched forward, and shoots through beneath the descending door. The chin is tucked, arms pressed close, and the door bottom grazes just over the head.
8–9s: The toes clear the threshold, the door slams shut behind with a heavy thud and dust burst. The protagonist plants one foot, pushes up, and immediately resumes running.
Environment:
Narrow temple corridor, worn stone floor, burning braziers on both sides, bright daylight streaming through the exit.
Camera:
Low side shot from beside the door, capturing the full slide under it, and the door landing only after the body is fully through. The camera then pans forward with the protagonist rising.
Style:
Sharp, intense near-miss moment; the slide friction and the door slam create the rhythmic beat.
Constraints:
The body must drop low before entering the gap; the door falls only after both feet are clear. Clothing, hair, and body must not clip through the door. No cut-away to skip the slide.
SHOT 4 (9–12s) The desperate leap across the gap
Subject:
The real-person protagonist bursting out of the corridor, facing a sudden break in the stone path and a reward platform across the chasm.
Action:
9–10s: The protagonist exits the corridor and finds the path abruptly severed-a chasm ahead. Using the last intact slab, one hard push-off, arms swinging forward and upward, the body launches across the gap.
10–11s: Mid-air over the deep gorge, the body stretches out, eyes fixed on the landing edge. Behind, the broken stones crumble and fall, showing clearly there is no way back.
11–12s: The leading foot hits the far edge, the other toe nearly scraping the cliff wall. The body lurches forward, arms fling out to regain balance, then one full step brings the protagonist safely onto the platform.
Environment:
Outside the temple, a canyon gap, the reward platform ahead with a golden relief panel at its center, surrounded by vines and ancient statues.
Camera:
Side wide shot with short focal length, capturing the entire jump from takeoff to landing, including the distance across the gap; then a slight pan toward the protagonist as the feet touch down.
Style:
Realistic speed, no slow-motion. Wind noise, the scrape of the toe against the edge, and crumbling stones sell the danger.
Constraints:
The jump must show a clear takeoff, an arc through the air, a foot landing, and a balance recovery. No double-jump, no hovering, no sudden speed burst mid-air.
SHOT 5 (12–15s) Stepping on the trap-coin explosion
Subject:
The real-person protagonist, the golden relief panel, and coin jets on both sides of the platform.
Action:
12–13s: The protagonist has just steadied, then steps onto the golden relief panel. It sinks with a mechanical click. Thinking it is another trap, the protagonist flinches, shoulders hunching, arms coming up defensively, face showing a startled "not again" expression.
13–14s: Instead of a trap, the mechanism triggers a reward: streams of golden coins shoot upward from both sides, arcing around the protagonist in a sparkling spiral. The realization hits, the tension breaks, and the face shifts from shock to a genuine, amused smile.
14–15s: The protagonist jogs forward toward the camera, casually catches one coin mid-air, glances up with a smug grin. The remaining coins swirl into a glowing collection effect, a celebratory light pillar rising in the background, ending on a clear, bright close-up of the smiling face.
Environment:
A wide, solid end platform, the canyon and temple behind, golden light particles drifting around the stone statues.
Camera:
Front tracking shot, walking backward with the protagonist. Starts with a full-body shot of the step and reaction, then pushes in smoothly to a waist-up shot. The coins pass on both sides, keeping the face unobstructed.
Style:
First a fake-out scare, then the release of tension with a shower of gold, ending light and humorous.
Constraints:
The panel must be stepped on first, then the click, then the coins. The coins come from the side jets, not from the protagonist's body. Only one coin is caught; the rest vanish into the collection effect-no pile of gold burying the character.
Audio:
Fast-paced adventure game music throughout.
Zipline metal friction and wind, rapid footsteps, stone bridge cracking, coin collect chimes, slide friction, stone door slam, jump wind, mechanism click, coin burst, and a victory jingle-all synced to the action.
The protagonist may gasp briefly, hold breath during the slide, let out a small "huh?" at the false trap, and laugh naturally at the reward. No narration, no subtitles.
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Negative:
Cartoonish character, game-model face, identity change from reference, clothing clipping, plastic skin, blurred face, character too small, back-to-camera the whole time, casual strolling, running in place, background moving without real effort, constant slow motion, flat safe path; traps triggering without contact, sliding on air, hovering, double-jump, clipping through the stone door, switching to running before landing, feet passing through collapsing slabs, coins covering the face, coin burst without cause, teleporting, erratic movement direction; extra limbs, fused fingers, melting facial features, stiff background, unmotivated camera drift, sudden scene morphing, watermarks, logos, garbled text, subtitles.
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