提示词
PARAMETERS
CHARACTER_NAME = "[CHARACTER NAME]"
STATUS_TEXT_1 = "[ACTIVE]"
STATUS_TEXT_2 = "[MODE: ENGAGE]"
INTERSTITIAL_TEXT_1 = "[SYSTEM LINK]"
INTERSTITIAL_TEXT_2 = "[TARGET LOCK]"
INTERSTITIAL_TEXT_3 = "[FULL DRIVE]"
SUBTITLE = "[CHARACTER TITLE / CODENAME]"
PROJECT_TEXT = "[OPTIONAL PROJECT NAME]"
制作一支 15 秒的高品质电影级角色揭晓 trailer,恰好包含 13 个不同的 cuts,24fps。
将 @[image1] 作为角色身份、比例、服装、材质、色彩和视觉风格的唯一依据。绝不要重新设计角色。让环境、能力、VFX 和动作自然适配该角色。
整体呈现应具有高品质 AAA 动作游戏角色介绍的质感。Motion-design sections 采用大胆的编辑设计语言:oversized condensed typography、干净的白色或浅灰色区域、巨大的圆形色块、纤细的技术图示、concentric rings、halftone textures、微小的界面标记、scan lines、几何装饰、横扫画面的笔触或能量轨迹,以及强烈的 foreground/background parallax。主色板在黑白、冰青色、电光蓝、霓虹黄和温暖的金琥珀色之间切换。在 text-based graphic screens 中,typography 必须先清晰呈现并完全可读,随后角色、cropped close-up 或 silhouette 可以滑到文字前方、与其重叠或立于其旁。在部分 graphic-card backgrounds 中,还要将 cropped character close-ups 或放大的面部细节作为融合式设计元素。
严格使用上述 text parameters。
CUT 01 | 0.00-1.10s | FACE
Extreme cinematic close-up。表情冷静专注,部分脸部被头发、手、面具或配饰自然遮挡。Shallow depth of field,并进行轻微 push-in。
CUT 02 | 1.10-2.20s | ACTIVATION
角色的眼睛、双手、身体或装备周围点燃标志性效果:glowing rings、符号、粒子、energy filaments、holographic nodes 或角色专属效果。角色抬起目光,效果迅速达到峰值。
CUT 03 | 2.20-3.20s | ACTIVE CARD
通过 Hard graphic-match 切入明亮的 editorial freeze-frame。角色身后设置大面积鲜艳的 circular field,搭配 oversized black condensed typography、纤细的 technical circles、微小 UI text、halftone detail 和锐利的 diagonal graphic streaks。先清晰展示 typography,再让角色与其重叠或从旁边入场。可将 cropped facial close-up 或 upper-body close-up 融入 background design。
Typography:
STATUS_TEXT_1
CUT 04 | 3.20-4.10s | ENGAGE CARD
快速切换到 bold horizontal accent-color typography band 上的高对比度黑色 character silhouette。文字应先清晰可读,再让 silhouette 从其前方穿过或锁定在其旁边。一道巨大的 luminous brushstroke 或 energy ribbon 从 foreground 斜向扫过,带有强烈 motion blur。
Typography:
STATUS_TEXT_2
CUT 05 | 4.10-5.20s | WORLD
通过 Smash cut 进入适合该角色的电影级环境。采用 Wide dramatic perspective,角色立刻冲刺、跃起、落地或向前爆发。使用快速 whip-pan 或 reactive tracking camera。
CUT 06 | 5.20-6.20s | DETAIL
用 Fast close or medium shot 展现一项标志性能力、武器动作、手势、变身或杂技动作。角色清晰锐利,foreground streaking 强烈。
CUT 07 | 6.20-6.90s | INTERSTITIAL 01
Hard cut 至 text-led graphic design screen。使用 Huge condensed typography、层叠圆形、technical lines、scan lines、halftone textures、微小 data text 和凌厉的 graphic wipes。typography 必须先完全可读,再加入角色,将其作为较小的 integrated figure、cropped close-up 或 silhouette。
Typography:
INTERSTITIAL_TEXT_1
CUT 08 | 6.90-7.90s | IMPACT
从全新的 aggressive angle 回到动作场面。进行攻击、闪避、释放能力,或与简单的次要威胁互动。使用 Low angle、side track、whip-pan 或 short orbit。
CUT 09 | 7.90-8.60s | INTERSTITIAL 02
另一张 editorial text card,设计更简洁、更有冲击力,由 bold typography、diagonal slashes、accent-color bars、精细 UI markings 和强烈 parallax 构成。先让 typography 占据主导,再将角色置于旁边,或让 cropped close-up 从前方掠过以增强纵深。
Typography:
INTERSTITIAL_TEXT_2
CUT 10 | 8.60-9.60s | VELOCITY
New perspective 延续动势。角色冲向 camera、贴近 lens 掠过、向上跃起,或快速改变方向,同时环境被拉伸成受控的 speed blur。
CUT 11 | 9.60-10.30s | INTERSTITIAL 03
hero beat 前最后一张 text-based graphic card。使用 Bold oversized typography、横扫的 energy stroke、geometric overlays、concentric diagrams,以及快速出现的 silhouette 或 cropped character insert。确保文字清晰可读后,再让角色图层与其重叠或形成 framing。
Typography:
INTERSTITIAL_TEXT_3
CUT 12 | 10.30-12.30s | HERO MOMENT
角色完成最具标志性的动作、能力、打击、落地或自信停步。在视觉峰值处短暂稳定画面,随后让 shot 收束为 bright smear、silhouette frame 或 graphic-match transition。
CUT 13 | 12.30-15.00s | CHARACTER ID
高品质最终身份卡。干净的浅色 background,配有巨大的半透明 concentric circles、精细 technical arcs、network nodes、细腻 halftone texture、微小 graphic markings 和克制的 chromatic glints。让角色以充满动感的 full-body hero pose 与巨大的 condensed typography 重叠。角色重叠成为主导前,名字应先清晰显现。还可在 background composition 中巧妙嵌入一张大型 cropped close-up。
在角色身后加入一个大型黑色 circular ink-brush 或 emblem shape,其中包含与角色相关的 ghosted visual motif:creature silhouette、符号、power form、weapon motif 或对其身份的抽象表达。
Primary typography:
CHARACTER_NAME
Secondary:
SUBTITLE
Optional:
PROJECT_TEXT
允许角色与 typography 重叠以营造纵深。
EDITING:
节奏极具冲击力,呈现高品质 game-trailer 质感。使用 Hard cuts、graphic matches、whip pans、freeze frames、impact flashes、directional smears、foreground wipes、silhouette transitions 和短促 speed ramps。每个 cut 都必须引入明显不同的构图或视觉模式。text-based interstitial cards 应打断动作节奏,避免整段序列像是不间断的战斗 footage。不要使用 slow dissolves 或冗长的 continuous choreography。
BGM DESIGN:
创作快速、以角色为核心的 AAA game-trailer 配乐,并与剪辑紧密同步。根据角色调整音乐类型和配器,从克制的紧张感逐步发展为有力的打击乐、bass 和不断上升的强度,并为 cuts、typography、transitions 和 action beats 设置清晰的重音。在 hero moment 达到峰值,并以强劲的最终揭晓 stinger 收尾。将细微的 UI ticks、whooshes、energy swells 和 sub impacts 融入音乐。原文提示词(English)
PARAMETERS
CHARACTER_NAME = "[CHARACTER NAME]"
STATUS_TEXT_1 = "[ACTIVE]"
STATUS_TEXT_2 = "[MODE: ENGAGE]"
INTERSTITIAL_TEXT_1 = "[SYSTEM LINK]"
INTERSTITIAL_TEXT_2 = "[TARGET LOCK]"
INTERSTITIAL_TEXT_3 = "[FULL DRIVE]"
SUBTITLE = "[CHARACTER TITLE / CODENAME]"
PROJECT_TEXT = "[OPTIONAL PROJECT NAME]"
Create a 15-second premium cinematic character reveal trailer with exactly 13 distinct cuts, 24fps.
Use @[image1] as the sole authority for the character's identity, proportions, outfit, materials, colors and visual style. Never redesign the character. Adapt the environment, abilities, VFX and movement naturally to them.
The overall presentation should feel like a premium AAA action-game character introduction. Motion-design sections use a bold editorial language: oversized condensed typography, clean white or pale-grey fields, huge circular color blocks, thin technical diagrams, concentric rings, halftone textures, tiny interface markings, scan lines, geometric accents, sweeping brush or energy strokes and strong foreground/background parallax. The main palette shifts between black and white, icy cyan, electric blue, neon yellow and warm golden amber. In text-based graphic screens, the typography must appear clearly and be fully readable first, then the character, a cropped close-up or a silhouette may slide in front of it, overlap it or stand beside it. In some graphic-card backgrounds, also use cropped character close-ups or enlarged facial details as integrated design elements.
Use the text parameters above exactly.
CUT 01 | 0.00-1.10s | FACE
Extreme cinematic close-up. Calm focused expression, part of the face naturally obscured by hair, hand, mask or accessory. Shallow depth of field and subtle push-in.
CUT 02 | 1.10-2.20s | ACTIVATION
A signature effect ignites around the character's eyes, hands, body or equipment: glowing rings, symbols, particles, energy filaments, holographic nodes or character-specific effects. The gaze lifts as the effect rapidly peaks.
CUT 03 | 2.20-3.20s | ACTIVE CARD
Hard graphic-match into a bright editorial freeze-frame. Large vivid circular field behind the character, oversized black condensed typography, thin technical circles, tiny UI text, halftone detail and sharp diagonal graphic streaks. Show the typography clearly first, then let the character overlap it or enter beside it. A cropped facial close-up or upper-body close-up may be integrated into the background design.
Typography:
STATUS_TEXT_1
CUT 04 | 3.20-4.10s | ENGAGE CARD
Snap to a high-contrast black character silhouette over a bold horizontal accent-color typography band. The text should read clearly before the silhouette crosses in front of it or locks beside it. A large luminous brushstroke or energy ribbon sweeps diagonally across the foreground with strong motion blur.
Typography:
STATUS_TEXT_2
CUT 05 | 4.10-5.20s | WORLD
Smash cut into a cinematic environment suited to the character. Wide dramatic perspective as they immediately dash, leap, land or burst forward. Fast whip-pan or reactive tracking camera.
CUT 06 | 5.20-6.20s | DETAIL
Fast close or medium shot of one defining ability, weapon motion, gesture, transformation or acrobatic action. Sharp character, strong foreground streaking.
CUT 07 | 6.20-6.90s | INTERSTITIAL 01
Hard cut to a text-led graphic design screen. Huge condensed typography, layered circles, technical lines, scan lines, halftone textures, tiny data text and aggressive graphic wipes. The typography must be fully readable first, then bring in the character as a smaller integrated figure, cropped close-up or silhouette.
Typography:
INTERSTITIAL_TEXT_1
CUT 08 | 6.90-7.90s | IMPACT
Return to action from a new aggressive angle. Attack, dodge, ability release or interaction with a simple secondary threat. Low angle, side track, whip-pan or short orbit.
CUT 09 | 7.90-8.60s | INTERSTITIAL 02
Another editorial text card, cleaner and punchier, built from bold typography, diagonal slashes, accent-color bars, fine UI markings and strong parallax. Let the typography dominate first, then place the character beside it or pass a cropped close-up in front for depth.
Typography:
INTERSTITIAL_TEXT_2
CUT 10 | 8.60-9.60s | VELOCITY
New perspective continues the momentum. Character rushes toward camera, crosses close to lens, launches upward or rapidly changes direction while the environment stretches into controlled speed blur.
CUT 11 | 9.60-10.30s | INTERSTITIAL 03
Final text-based graphic card before the hero beat. Bold oversized typography, sweeping energy stroke, geometric overlays, concentric diagrams and a fast silhouette or cropped character insert. Ensure the text is legible before the character layer overlaps or frames it.
Typography:
INTERSTITIAL_TEXT_3
CUT 12 | 10.30-12.30s | HERO MOMENT
The character performs their most iconic movement, ability, strike, landing or confident stop. Briefly stabilize at the visual peak, then collapse the shot into a bright smear, silhouette frame or graphic-match transition.
CUT 13 | 12.30-15.00s | CHARACTER ID
Premium final identity card. Clean pale background with enormous translucent concentric circles, fine technical arcs, network nodes, subtle halftone texture, tiny graphic markings and restrained chromatic glints. Place the character in a dynamic full-body hero pose overlapping huge condensed typography. The name should register clearly before the character overlap becomes dominant. A large cropped close-up can also be subtly embedded into the background composition.
Behind them, add a large black circular ink-brush or emblem shape containing a ghosted visual motif associated with the character: creature silhouette, symbol, power form, weapon motif or abstract representation of their identity.
Primary typography:
CHARACTER_NAME
Secondary:
SUBTITLE
Optional:
PROJECT_TEXT
Allow the character to overlap the typography for depth.
EDITING:
Very aggressive premium game-trailer rhythm. Hard cuts, graphic matches, whip pans, freeze frames, impact flashes, directional smears, foreground wipes, silhouette transitions and short speed ramps. Every cut must introduce a clearly different composition or visual mode. The text-based interstitial cards should break up the action rhythm and keep the sequence from feeling like uninterrupted combat footage. No slow dissolves or long continuous choreography.
BGM DESIGN:
Create a fast, character-driven AAA game-trailer score tightly synced to the edit. Adapt genre and instrumentation to the character, building from restrained tension into punchy percussion, bass and rising intensity, with clear hits for cuts, typography, transitions and action beats. Peak at the hero moment and finish with a strong final reveal stinger. Integrate subtle UI ticks, whooshes, energy swells and sub impacts into the music.建议模型
MiniMax H3
视频地址
https://media.goodcase.ai/media/video/minimax-h3-13-aaa-29128a349d71.mp4