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하베스트 아일랜드 3D 플랫포머 게임플레이 프롬프트

Wikiprompt, 무료 프롬프트 백과사전에서

Sharon Riley

2026년 9월 26일

하베스트 아일랜드 3D 플랫포머 게임플레이 프롬프트 30초 분량의 3D 플랫폼 게임플레이 프롬프트로, 수확 섬 테마를 상세히 담았습니다. 환경, 캐릭터, 카메라, UI, 진행, 오디오, 네거티브 가이드를 포함합니다.

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프롬프트 내용저장

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Create a 30-second colorful 3D platformer gameplay concept. Third-person vibrant harvest-island platformer with precise jumping, bouncing, collecting, light environmental puzzles, and cheerful enemy encounters. The sequence must feel like real playable gameplay rather than a cinematic trailer. **Environment:** A sunny cluster of floating autumn islands made of giant pumpkins, hay bales, wooden windmills, overflowing cornucopias, and golden-leaf trees. Warm yellow-gold sky with drifting leaves, sparkling cider waterfalls, bouncing mushroom-shaped haystacks, spinning harvest wheels, and vine swings. Gameplay starts on a pumpkin-patch meadow and climbs toward a giant spinning windmill fortress. **Visual style:** Stylized high-quality 3D platformer look with bright saturated autumn colors, slightly rounded shapes, and clean cheerful presentation. Soft warm lighting, sparkling particle effects on collectibles, bouncy physics, smooth 60fps movement, and only light motion blur on fast jumps. No photorealism. **Player character:** A cute chibi anime girl in a full-body penguin kigurumi. She has short black hair with blunt bangs, a small white hair clip on the left side, large glossy blue-gray eyes, and a happy open-mouthed expression looking slightly upward. The penguin hood has a big yellow beak and black rounded head. Her body is plump and rounded in black-and-white penguin colors, with small yellow webbed feet. Both short arms are raised out to the sides like flippers. She wears a small leaf-pattern backpack. She has no weapons. Her abilities are a high double-jump, a ground-pound that sends out a small leaf shockwave, and a short mid-air hover. **Gameplay camera:** Responsive third-person camera that stays a little farther back than action games so platforms and collectibles remain clearly visible. It follows jumps smoothly and pulls back slightly on big leaps. **Gameplay UI:** Simple and colorful: three heart icons and a golden-apple counter in the top-left, a small circular map in the top-right, brief contextual prompts such as "Jump!" or "Pound!", and two ability icons in the bottom-right. UI stays locked to the screen. **Core gameplay progression:** The boy runs and jumps across pumpkin platforms, bounces on haystacks to gain height, collects floating golden apples, uses a vine swing, ground-pounds a cracked crate to reveal a hidden path, then faces a bouncy scarecrow-jelly enemy on the highest island. **Audio design:** Upbeat cheerful folk-platformer music mixed with bouncing "boing" sounds, crystal-apple chimes, rustling leaves, cider splashes, windmill creaks, and happy enemy giggles. **Negative guidance:** No realistic lighting or textures, no swords or guns, no blood, no dark atmosphere, no first-person view, no subtitles, no dialogue, no excessive HUD, no photoreal characters, no modern clothing, no gore. **[00:00-00:05] PUMPKIN START:** Begin in third-person as the boy sprints across a bright pumpkin-patch island, double-jumps onto a bouncing haystack, and launches toward a floating cornucopia platform while golden apples sparkle in the air. Camera stays behind him and slightly wide. **[00:05-00:10] HAYSTACK CHAIN:** He lands, immediately ground-pounds a second haystack that sends him higher, collects three spinning golden apples in mid-air, then lands on a slowly rotating harvest-wheel platform. Fallen leaves swirl around his sneakers. **[00:10-00:15] VINE SWING:** He grabs a thick autumn vine, swings across a gap above a cider waterfall, lets go at the peak, and double-jumps onto a spinning wooden gear platform. A small "Jump!" prompt flashes briefly. **[00:15-00:20] HIDDEN PATH:** He ground-pounds a cracked wooden crate that breaks open, revealing a glowing tunnel of giant maple leaves. He runs through it, collecting more apples as the camera follows closely. **[00:20-00:25] SCARECROW ENCOUNTER:** He bursts onto the top windmill island where a giant wobbly scarecrow-jelly creature bounces toward him. He dodges its slam, ground-pounds the ground to stun it, then jumps on its head twice. The jelly shrinks with each bounce. **[00:25-00:30] VICTORY JUMP:** The scarecrow pops into a shower of golden apples. The boy collects them, performs one last high double-jump toward the next floating island, and the clip ends while he is still in mid-air with the camera following him upward. Music swells happily. The entire clip must feel like someone is actively playing a cheerful 3D platformer. Keep every transition seamless, the same male character and art style throughout, and end during movement rather than a posed shot.

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분류:creative| twitter| 3d-platformer| gameplay-concept

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