ПРИМЕР ПРОМТА ИЗ СЦЕНЫ С НИНДЗЯ:
@Image1 — strict ninja character reference.
Use @Image1 as the exact reference for the ninja’s identity, face, body, costume, silhouette, proportions, hood, mask, layered dark clothing, gloves, footwear, fabric folds, and tactical design. Keep his appearance fully consistent throughout the video. No beautification, morphing, or deformation. Stable face in every shot.
@Image2 — strict shuriken reference.
Use @Image2 as the exact reference for the ninja’s weapon. Preserve its sharp metallic star shape, proportions, material, edges, center details, and visible “JS” letters. The shuriken must remain visually identical in every shot. The “JS” letters must stay sharp, readable, stable, and unchanged.
@Image3 — strict storyboard reference.
Follow @Image3 exactly, shot by shot:
Storyboard shot 1 = Script shot 1
Storyboard shot 2 = Script shot 2
Storyboard shot 3 = Script shot 3
Storyboard shot 4 = Script shot 4
Storyboard shot 5 = Script shot 5
Storyboard shot 6 = Script shot 6
Do not reorder, merge, skip, add, or reinterpret shots. Preserve the storyboard composition, camera angles, character positions, and key actions.
@Image4 — strict arena reference.
Use @Image4 as the exact environment reference: dark circular stone arena, wet stone floor, fog, overcast sky, tall dark structures, cold blue-gray lighting, and large “JS” letters in the center of the arena floor. Keep the arena layout consistent.
Format
Cinematic 16:9, 6 seconds, final output 30fps.
Visual Style
4K cinematic, IMAX-quality, dark stylized action realism, cold blue-gray palette, dark metal, wet stone, fog, overcast sky, dramatic contrast, subtle 35mm film grain.
Mostly stabilized cinematic camera with controlled handheld shake only during impacts.
The arena contains hostile dark particles floating at different depths. They must always feel alive: drifting, rotating, circling, changing direction, attacking, and reacting to the ninja. Never static.
Timeline
[0.0–0.7s] — Shot 1 / Establishing Shot
Wide low-angle view of the empty dark arena. The ninja is not visible yet. Large “JS” letters are visible on the floor.
Hostile particles move above the arena while fog drifts across the wet stone.
Camera: very low wide stabilized shot, slight upward angle, slow push-in.
[0.7–1.6s] — Shot 2 / Ninja Landing
The ninja from @Image1 drops into frame from above and lands hard in the center of the arena near the “JS” letters, entering a low combat stance.
A shockwave pushes nearby particles away. They scatter, change direction, then quickly regroup and circle him aggressively.
Camera: low angle, brief controlled handheld shake on impact. Slow motion 120fps during landing, then snap to real-time.
[1.6–2.5s] — Shot 3 / Dramatic Close-Up
The camera rapidly pushes toward the ninja. He slowly raises his head and looks directly into the camera.
Focus on his face, eyes, and intense expression. Hostile particles remain active around the frame, moving and closing in.
Camera: fast cinematic low-angle push-in to close-up, stabilized movement, shallow depth of field.
[2.5–3.6s] — Shot 4 / Hero Pose and Shuriken Throw
The camera pulls back. The ninja turns into the exact pose and angle shown in shot 4 of @Image3.
He holds the shuriken from @Image2 in his right hand, winds up, and throws it forward with a powerful, readable heroic motion.
Particles attack more aggressively and surround him more densely.
Camera: smooth pull-back to medium-wide shot, dynamic combat framing, slight handheld energy during the throw.
[3.6–4.8s] — Shot 5 / Flying Shuriken Close-Up
Dynamic close-up of the shuriken in flight. The camera tracks tightly with it along its attack path.
Background particles, fog, and arena details blur with motion.
The shuriken must remain 100% identical to @Image2. No shape changes, broken edges, warped metal, or altered details. The “JS” letters must remain perfectly readable and stable.
Camera: high-speed tracking shot locked to the shuriken, strong background motion blur, 120fps slow motion before impact.
[4.8–6.0s] — Shot 6 / Impact
The shuriken hits one hostile particle.
Show the collision in a dramatic close-up: sparks, fragments, debris, dust, and small particles explode from the impact.
The hit must feel sharp, metallic, powerful, and cinematic. Brief controlled camera shake on impact.
Other hostile particles remain active in the air, showing that the fight is not over.
Camera: close impact shot, controlled handheld shake, cinematic debris motion, then snap to real-time.
Audio
No dialogue. No music.
Only cinematic combat sound design:
heavy landing impact, low arena rumble, air movement, hostile particle movement, sharp shuriken whistle, metallic impact, sparks, debris, dust, and particle destruction.
Technical Requirements
Strictly follow the six-shot storyboard and script one-to-one.
No shot reordering.
No merged shots.
No missing shots.
No extra shots.
No additional actions.
No reinterpretation.
Keep the ninja’s identity, face, costume, silhouette, and proportions stable.
Keep the shuriken fully identical to @Image2 and preserve readable “JS” letters.
Keep the arena “JS” letters visible whenever the camera angle allows.
Realistic combat physics, particle reactions, debris, sparks, and dust.
Stable face throughout. No morphing. No deformation. No flickering. No ghosting. Realistic physics. 4K cinematic.











