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{
 "type": "single-scene motion-path storyboard: ONE continu
GPT Image 2Posters & Visuals

{ "type": "single-scene motion-path storyboard: ONE continuous panoramic environment, th…

GPT Image 2 prompt and image example

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PROMPTTranslation
{ "type": "single-scene motion-path storyboard: ONE continuous panoramic environment, the SAME character repeated at 7 sequential positions along one action path — NOT separate panels, NOT an infographic", "style": "EXACTLY match the reference image's rendering: authentic 1990s Japanese TV/OVA cel anime — characters in perfectly FLAT uniform color fills with exactly ONE hard-edged shadow tone (no gradients, no volumetric light, no ambient occlusion, no glossy highlights), clean pencil-derived outlines, background is a hand-painted watercolor/poster-paint art board as a separate material layer, muted 90s palette, coarse film grain, slight cel dust, faint VHS softness — like a photographed animation cel over a painted background; absolutely NOT modern digital anime, NOT cel-shaded 3D, NOT painterly concept art; overlay graphics minimal, painted flat like retro cel FX", "scene": "one continuous besieged castle great-corridor at night, epic scale, character small within it: shattered main gate far left, burning tapestry wall (fire as flat orange painted shapes), a collapsed stone pillar, wounded soldiers by the wall, a falling chandelier zone, the heavy war-room door, and moonlit rampart stairs at far right", "character": "the SAME young swordswoman as the reference image — short dark bob, long red scarf, light plate armor over travel clothes, katana — drawn 7 times at 7 points along the path, poses matching each beat, identical flat-cel costume every time", "path_design": { "look": "a glowing ember-orange trail painted as flat retro cel FX shapes flowing along the floor, rising and dipping with the terrain — it belongs INSIDE the world, not a chart line", "nodes": "each of the 7 stops is a small glowing node dot with a circled number ①-⑦ and a short white hand-written label floating beside it in-scene", "no_legend": "NO legend box, NO big title bar — only a tiny title top-left corner: 'ONE-SHOT BLOCKING — THE FALLEN KEEP'" }, "minimap": "top-right corner, semi-transparent dark panel: top-down corridor route with numbered stops 1-7 connected by the glowing line", "timeline": { "position": "full-width ruler along the bottom on a dark translucent band, timecodes 00:00 / 00:07 / 00:14 / 00:21 / 00:28 / 00:35 / 00:42", "per_beat_annotation": "under each timecode THREE short lines: beat name, then 'CAM:' camera move, then 'NOTE:' director's intent", "beats": [ "1. bursts through the shattered gate, empty-handed | CAM: establishing push-in | NOTE: show the corridor's ruined scale", "2. catches a sword thrown by a guard | CAM: lateral follow | NOTE: no slow-down, catch mid-stride", "3. vaults the collapsed pillar | CAM: tracking with a slight dip | NOTE: full-body parkour chain", "4. shields her face past the burning tapestry | CAM: follow, flame flicker | NOTE: ash drifting, flat flame shapes", "5. kneels — checks a wounded soldier | CAM: brief hold, mid shot | NOTE: the single quiet beat", "6. sidesteps the falling chandelier | CAM: pull wide, impact shake | NOTE: crash lands half a step behind her", "7. kicks open the war-room door, reaches the moonlit rampart stair | CAM: rise with the stairs | NOTE: end on her blade-drawn silhouette" ] }, "background": "single unbroken set painted as one wide tracking shot, consistent perspective, no panel borders" }
#storyboard#90s anime#cel animation#action sequence#concept art