사이버펑크 거리에서 카펫으로 이어지는 액션 스토리보드
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사이버펑크 거리에서 카펫으로 이어지는 액션 스토리보드 사이버펑크 액션 시퀀스를 위한 상세한 12패널 스토리보드 프롬프트로, 거리 싸움에서 긴장감 넘치는 레드카펫 대치 상황으로 전환된다.
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Create a 16:9 accelerated two-character action storyboard sheet image.
[SUBJECT] A modern-minimal production board for a 15-second daylight street-to-red-carpet trailer sequence. Prioritize extreme perspective, pose reads, weapon-effect origin, screen direction, and fixed geography across the street-to-carpet location change.
[HEADER] Design an artistic production-board header with thin rules outside panel interiors only. The header must contain exactly these two quoted lines: "DAYLIGHT COLLISION" "Twelve samples from one runaway trailer."
[BOARD STRUCTURE] Use AUTO layout with 12 panels. Use compact panel headers exactly in this format: P## / shot tag / beat name. Draw one panel per BEATS entry and preserve P## order.
[VISUAL STYLE] Panel interiors are silent visual-reference thumbnails: open-outline silhouettes, thin graphite linework, broad negative space, and only anchors needed for pose, weapon-effect origin, direction, and spatial result. Show only outer body-mass and limb contours; no face, clothing detail, texture, toning, gray wash, modeling, or shaded fill. Keep all panel interiors monochrome. Put final color and palette wording only in prompt_video.txt. Draw effects as attached abstract marks: whip-trail arcs, muzzle bursts, holographic grid wedges, fire plumes, smoke wedges, or debris rings tied to a visible origin.
[REFERENCES] Image A: lead duelist silhouette (C1), long coat block, wavy hair mass, whip-trail attachment point at the hand, tall lean stance; exclusive to C1. Image B: opposing lead silhouette (C2), short hair mass, hoodie block, wrist-device attachment point, compact runner stance; exclusive to C2. Keep the two lead silhouettes separate and unmerged. Background guest and taxi shapes are simplified block silhouettes only, never detailed.
[CONTINUITY] Keep role identity, count, weapon-effect state, effect origin, screen direction, fixed street-then-carpet geography, and spatial result consistent. Keep C1 and C2 within the same frame-relationship established at the top of the board; screen sides are composition only, never separation once the two leads share a panel. Keep bodies separate from aura, muzzle-flash, or hologram marks. Each panel is one single action pose/state per role; avoid then, after, before, first, next, later, or remains ... then.
[COUNT LOCK] Preserve exactly two lead characters: C1 (whip duelist) and C2 (gunner). Never omit or duplicate either. Background guests and vehicles are environment block shapes only, not counted as leads. Weapon lock: C1 carries the energy whip only; C2 carries the wrist device and multi-barrel handgun only. No additional weapons or props beyond these.
[TEXT RULES] Visible text: only the two quoted header lines and compact panel headers. Do not render prompt section labels, role names, entity IDs, count-lock text, notes, arrows, callouts, or annotations inside panels.
[CONSTRAINTS] Avoid logos, watermarks, overlays, extra panels, insets, finished illustration, dense detail, panel color, duplicate/ghost entities, before-after copies, visible labels, visible entity IDs, inconsistent counts, and prop-like effect marks.
[BEATS] Draw one storyboard panel per visual BEAT: BEATS: P01 / street floor rise / whip ignition: Low camera on wet asphalt behind C1; she plants and swings the whip low, one clustered spark-trail arc lashing sideways as steam rises from a manhole block in the background. P02 / wide chaos frame / explosion leap: Wide tracking view; C1 leaps over a taxi-block silhouette mid-explosion, whip trailing a long arced light-mark behind her, debris wedges streaking past. P03 / ground insert / stamp burst: Extreme floor insert on C1's boot line and whip-hand; clustered spark-burst marks fire outward from the whip-tip contact point on the pavement. P04 / runner rush / centerline approach: Low-angle tracking shot beside C2 as he sprints toward camera through a smoke-wedge corridor, one arm raised with the wrist-device attachment point glowing. P05 / point gesture / grid bloom: Close-mid view; C2 points forward, a holographic grid-wedge mark blooming outward from the wrist-device origin, taxi-block silhouettes framing the background. P06 / weapon draw / muzzle ignition: Extreme close view; C2 draws the multi-barrel handgun, first muzzle-burst mark flaring at the barrel origin with a sharp lens-flare wedge. P07 / overhead geometry / crossfire arc: Top-down view; C1's whip-trail arc and C2's muzzle-burst line cross the frame from opposite corners, both leads small at the panel edges, fixed street geometry visible beneath. P08 / slow-motion insert / airborne clear: Tilted close view; C2 mid-leap over an exploding taxi-block, muzzle-burst marks trailing below him, debris rings expanding from the origin point. P09 / location change / carpet establish: Wide establishing view; same two leads now stand at opposite ends of a red-carpet block environment, guest-block silhouettes lined softly in the background, no weapon marks visible. P10 / tense proximity / carpet close: Close two-shot; C1 and C2 face each other at arm's reach on the carpet block, no effect marks, only a single held-still contact-tension pose each. P11 / hood gesture / turn-away: Medium view; C2 raises one arm to pull a hood block over his head, torso already turned three-quarters away from C1 toward the entrance silhouette. P12 / same-layout exit / entrance walk: Same-layout view of the carpet-and-entrance geography; C2 walks toward the building-block entrance, guest-block silhouettes turned to watch, C1 held static at frame edge.
Seedance 2.0 Prompt: Use @[storyboard ref] only as storyboard layout anchor for shot order, camera, staging, screen direction, and spatial continuity. Render from this prompt and mapped references; ignore storyboard style, simplified anatomy, panel text, malformed props, extra limbs, duplicate silhouettes, stray marks, icons, effect scribbles, borders, and headers. Read each panel as a separate shot sample; keep the same C#/object identities and do not merge poses. Use @[char1 ref] only for C1 final appearance, face, body, wardrobe, proportions, materials, and likeness and @[char2 ref] only for C2 final appearance, face, body, wardrobe, proportions, materials, and likeness; storyboard silhouettes guide staging and designs must not transfer between roles.
VISUAL STYLE: Gritty cyberpunk action in bright daylight, 15-second street-to-carpet trailer sequence, wet reflective asphalt, glowing skyscrapers, crimson whip-trail vs brilliant blue muzzle flare and cyan holographic grid, practical fire and smoke, lens flares, fast tracking cuts, epic Hollywood trailer finish, 4K realistic textures. AUDIO: Driving trailer-hit percussion and sub-bass swells; whip-crack snaps, explosion booms, muzzle-flash cracks, glass and metal debris scatter, holographic UI chirps, crowd murmur fading into the tense red-carpet hush. ENVIRONMENT: Sunlit wet NYC street with yellow taxis, orange construction barriers, steam-venting manholes, and glass skyscrapers, transitioning to a modern glass-fronted building entrance with red carpet, purple accent lighting, and formally dressed guests. EMOTIONAL GUIDANCE: C1 and C2 stay locked in parallel high-stakes momentum through the street chaos, then shift into unspoken tension the instant the location changes to the carpet - controlled, watchful, dangerous beneath the glamour. RHYTHM + ESCALATION: Treat each beat as one readable keyframe escalating from street combat chaos into a sudden tonal drop at the carpet, ending on a quiet, loaded exit.
BEATS: P01: Street-level camera behind C1 as she plants her stance and cracks the energy whip low across the wet asphalt, a crimson light-trail lashing sideways as steam vents from a manhole nearby. P02: Wide tracking shot follows C1 leaping over an exploding taxi, whip trailing a long arcing red light behind her, flame and smoke filling the bright daytime air. P03: Extreme floor-level insert on C1's boot and whip-hand as the tip cracks the pavement, throwing a burst of sparks and small rubble outward. P04: Low tracking shot beside C2 sprinting toward camera through drifting smoke, one arm raised, his wrist device glowing blue as he moves. P05: Close-mid shot of C2 pointing forward, a holographic blue grid projection blooming from his wrist device, taxis and skyline visible behind him. P06: Extreme close shot as C2 draws his large multi-barrel handgun, the first blast of brilliant blue energy flaring from the barrel with a sharp lens flare. P07: Overhead shot capturing both leads at once - C1's red whip-trail and C2's blue muzzle-flash crossing the frame from opposite ends of the street. P08: Slow-motion tilted shot of C2 leaping clear over an exploding taxi, blue muzzle bursts trailing beneath him as debris scatters outward. P09: Wide establishing shot as the scene cuts to a sunlit red-carpet event outside a modern glass building, C1 and C2 now standing at opposite ends amid formally dressed guests, no weapons visible. P10: Close two-shot of C1 and C2 facing each other at close range on the carpet, the exchange held tense and still, purple accent light glinting off the glass behind them. P11: Medium shot of C2 raising his hood over his head, already half-turned away from C1 toward the building entrance. P12: Same-layout final shot as C2 walks confidently into the modern entrance, guests turning to watch, C1 held static and watching from the edge of frame.
Suno Style: Cinematic Trailer, Orchestral Hybrid, Percussion-Driven.
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