프롬프트/비디오 프롬프트/프롬프트 상세영상 프롬프트3열 우주 슈터 게임 비교UI 일관성과 시간적 안정성에 중점을 두고 세 가지 다른 AI 모델 간의 수직 우주 슈터 게임의 나란히 비교를 생성하기 위한 복잡한 기술 프롬프트입니다.이 프롬프트 사용좋아요1조회234북마크0저장하거나 공유하고 다음 제작에 활용하세요프롬프트 공유프롬프트복사[Slot Execution Instructions] No replaceable slots are configured. Bracketed sections like [Project Overview] and [Output Checklist] are fixed column names, not slots. Execute directly according to these specifications without inquiring. Do not alter the game genre, model names, 3-column layout, art style, shot count, target duration, or audio design. [Global Highest Priority: Complete Action and Duration Adaptation] This rule takes precedence over all other generation, editing, and compositing requirements. Target Duration: The final Master duration is approximately 28 seconds. Fable 5, Kimi K3, and GPT-5.6 Sol are three parallel tracks playing simultaneously, each running for about 28 seconds. Their durations must not be added together; the Master is not 84 seconds. Sequential Generation: Prioritize generating a continuous 28-second clip for each column in a single pass. If limited by the model's single-generation duration, use last-frame continuation to produce sequential segments. The next segment must seamlessly connect from the last frame of the previous one, inheriting the spaceship, enemies, barrages, items, background scrolling, and HUD visual style. Unified Speed Multiplier: If the total duration of the raw sequential footage in a column exceeds 28 seconds, it is strictly forbidden to crop the clips, delete intermediate actions, or only keep the first few seconds. You must apply a unified speed multiplier (speed_factor = Total Duration / 28) to compress the entire continuous track. Action coverage must be 100%, preserving the sequence from the first frame to the final frame. Continuity: Do not use hard cuts, black/white flashes, or cross-dissolves to mask discontinuities. If a segment fails to inherit the state, it must be regenerated. Audio Resync: After video retiming is complete, resync and produce the BGM and game sound effects. Use pitch-preserving time stretching if original audio must be retained; never delete video actions to match audio length. [Project Overview] Duration & Framerate: Approx. 28 seconds, ~30fps. Aspect Ratio: Horizontal 16:9 (Reference: 1212×720 or proportional HD). Theme: Side-by-side comparison of vertical space shooter games generated by three AI models: Fable 5, Kimi K3, and GPT-5.6 Sol. Art Style: White minimalist tech display frame, deep blue-black space interiors, retro arcade style, cyber neon, vector HUD, and slight CRT glow. Fixed Constraints: Single continuous shot with no camera movement or montages. No real people, live-action devices, or watermarks. Only use doubao or keling 2.6 if video models are required. [Three-Column Detailed Differences] The three game windows are identical in size and alignment, separated by light gray vertical lines. Headers and HUDs are locked as stable graphic layers in post-production. Fable 5 (Left): Minimalist near-black space with sparse stars. Cyan triangular wireframe spaceship firing thin cyan bullets. Magenta geometric wireframe enemies with low density and weak explosion feedback. Top HUD displays score, WAVE, and 3 hearts. Kimi K3 (Center): Traditional arcade style. Deep blue-purple gradient sky. Blue solid spaceship with exhaust flames firing vertical yellow bullets. Magenta, purple, and orange geometric enemies dropping items and showing +100/+200 points upon destruction. Top HUD displays SCORE, LEVEL (advancing 1–6), and heart lives. GPT-5.6 Sol (Right): High-density neon style. Scrolling perspective grid with a planet in the upper right. Fast-moving cyan-white glowing spaceship firing dense yellow-white bullets. Neon-colored enemies entering in scattered, diagonal, or full-row formations, causing massive bullet hells and intense particle explosions. Top HUD displays SCORE, SECTOR, and heart lives. [Storyboard Rhythm] This is a single continuous shot with escalating combat intensity: 00:00–00:08: Simultaneous base shooting. Center column enters Level 2; Right column adds colored enemies and barrages. 00:08–00:20: Intensity increases. Center column reaches Level 4; Right column forms complete formations and drops power-up items; Left column maintains a minimalist pace. 00:20–00:28: Climax. Center column reaches Level 6; Right column unleashes massive bullet hells and multi-row enemy arrays. The video ends abruptly while intense combat is still ongoing. [Standard Execution Steps] Setup Parameters: Initialize fixed specifications (16:9, 28s, 1 shot, 3 parallel tracks, no cropping) in project_spec.json. Video Generation: Generate the three vertical game tracks independently. Maintain strict state inheritance using continuity_state.json at every continuation point to track spaceship, enemies, and UI. Retiming & Assembly: Combine all sequential clips per column and apply the calculated speed_factor to compress each full timeline to exactly 28 seconds. Embed the three tracks into the static white tech frame. UI & Audio Post-Production: Overlay and lock the Logos, titles, and HUD layers. Create a retro electronic arcade audio track with fast synth pulses and 8-bit game SFX (lasers, explosions, level-ups) synchronized to the retiming. Quality Control: Inspect all continuation points to ensure 100% action coverage, stable layouts, and continuous HUD numeric progression. [Output Checklist] project_spec.json, storyboard_final.json, duration_map.json, continuity_state.json, run_log.json assets/ (Static UI, frames, and sprites) source_clips/ (Un-trimmed raw clips) and clips/ (Full sequences and retimed 28s tracks) audio/ (SFX tracks and final mix) final/master.mp4 (Final composite video)프롬프트 보기다른 프롬프트 더 보기고속에서 전투복을 입은 여성 전사@0xbiscAAA 전술 슈터 미션 UI 및 게임플레이@Just_sharon7아크나이츠: 엔드필드 구구가가 쇼핑 장면@Just_sharon7애니메이션 스타일 치비 액션 장면 프롬프트@horacedodd종말적 변신 시퀀스@ZaraIrahh나노 갑옷 변신 전투@Zyrellix액션 히어로 전투 장면@TheAva_AI스피더 추격 절벽 도시 액션@ZaraIrahh다른 카테고리 둘러보기용도더 보기시네마틱 장면단편 영화브이로그/라이프스타일브랜드/제품 광고게임 시네마틱/PV더 보기스타일더 보기시네마틱 리얼판타지/마법사이버펑크/SF아니메초현실/몽환더 보기주제더 보기인물/캐릭터스포츠/액션도시 풍경동물/반려동물군중/그룹더 보기