Regístrate gratis y sigue viendo prompts sin límite.
Use @Image 1 as the exact identity reference for the MAIN PLAYABLE CHARACTER. <Character A> corresponds to @Image 1 . Use only the exact facial identity, braided hairstyle, shaved sides, skin tone, facial tattoos, beard, piercings, body proportions and overall recognizable appearance from @Image 1 . Do not use the gray studio background or character-sheet composition from @Image 1 . Wardrobe for the entire video: plain black T-shirt, blue jeans and white sneakers. Create exactly 15 seconds of ultra-realistic vertical 9:16 open-world action-game gameplay set in Medellín, Colombia. The result must feel like actual next-generation third-person gameplay strongly inspired by the camera language, movement logic, gameplay rhythm, chaos and cinematic energy of GTA-style open-world games, while remaining an original fictional game world. Everything should feel fast, reactive, dangerous and gameplay-driven from the first second. No GTA logo, no Rockstar logo, no copyrighted game branding and no official interface assets. This is Medellín, not Rio: no beach, no ocean, no coastal avenue. Make the environment unmistakably Medellín: dense urban streets, motorcycles, taxis, buses, brick and concrete buildings, street vendors, tropical vegetation, mountains surrounding the valley, steep roads, hillside neighborhoods, utility cables, humid atmosphere, afternoon or early evening light. Subtly integrate METAHOUSE in multiple environmental places as natural easter eggs: graffiti on a wall, poster on a storefront, small sticker on a traffic light pole, billboard or painted sign in the distance. Keep all METAHOUSE branding subtle and environmental only. Approximately 75% of the clip must look like real player-controlled gameplay. [Generation Goal] Create a high-intensity 15-second Medellín action sequence: street sprint → melee chaos → vehicle takeover → aggressive city chase. [Stage 1 | 0-4s — STREET GAMEPLAY] START IMMEDIATELY WITH GAMEPLAY. <Character A> is sprinting fast through a busy Medellín commercial street. Use the iconic elevated third-person gameplay camera floating behind and slightly above the playable character. The camera automatically follows him with subtle gameplay lag, responsive framing and joystick-like corrections. Pedestrians react dynamically as he runs through the crowd. Some step aside suddenly. Some turn and look. A street vendor pulls back. Motorcycles pass close by. <Character A> gets pulled into two extremely brief exaggerated video-game-style melee encounters with hostile NPCs. Use: quick dodge, fast punch, one shove, NPC stumble, physics-driven fall into street clutter, then immediate continuation of the run. No blood. No graphic injuries. No visible wounds. Keep the rhythm extremely fast. He never fully stops moving. HUD remains visible. [Stage 2 | 4-7s — ESCAPE TO VEHICLE] <Character A> reaches a stopped sporty car on a sloped Medellín street. Camera remains behind him. Create a recognizable open-world vehicle takeover rhythm: he reaches the driver-side door, pulls it open, the original driver quickly exits safely, <Character A> immediately gets in, door closes, engine ignites. No graphic violence. No injury detail. The exact moment <Character A> enters the vehicle: the camera automatically transforms from third-person character gameplay into elevated third-person driving mode positioned behind and slightly above the car. This transition is extremely important. It must feel like authentic gameplay. [Stage 3 | 7-11s — CITY CHASE] <Character A> accelerates aggressively through Medellín. The car tears through dense urban streets with: tight lane changes, hard acceleration, braking bursts, sharp turns, near misses, realistic suspension movement, slight body roll, wet or slightly reflective pavement. He weaves between cars, jumps a curb and clips lightweight roadside objects. Objects fly through the environment with exaggerated next-generation game physics: plastic chairs, small signs, boxes, trash cans, street barriers, market objects. Pedestrians jump away at the last second before impact. No civilians are hit. Fictional police vehicles appear behind him. Wanted level rises: ★ → ★★ → ★★★ Police sirens get louder. A police motorcycle joins briefly. Traffic reacts chaotically. [Stage 4 | 11-15s — ESCALATION] The chase intensifies as <Character A> turns onto a steeper road climbing toward higher parts of Medellín. The mountains and valley become more visible between buildings. The vehicle makes one aggressive turn through an intersection and narrowly misses oncoming traffic. Use one brief speed-ramp moment on a major evasive maneuver: a powerful turn, a close pass, flying debris, then immediate return to real-time gameplay speed. A helicopter begins to appear or is heard approaching in the distance, signaling a bigger pursuit coming next. Wanted level reaches: ★★★★ End the clip with the pursuit still fully active and escalating uphill through Medellín. [Gameplay Camera — Extremely Important] The default camera must feel like actual open-world gameplay: third-person character camera behind and slightly above the protagonist while on foot, then smooth automatic transition into elevated third-person driving camera once he enters the vehicle. Optional brief special angles may appear only for major action beats: very brief low vehicle camera, very brief over-the-shoulder reaction, brief speed-ramp emphasis. After every special moment, return quickly to the default gameplay camera. Do NOT make the whole video feel like a movie trailer. Do NOT overuse cinematic shots. Gameplay feeling is the priority. [Gameplay HUD] Maintain a premium fictional semi-transparent open-world-game HUD through most of the sequence. Bottom-left: circular minimap inspired by modern open-world games, showing streets, player position, navigation route, nearby vehicles, pursuit indicators. Also include: HEALTH ██████████ ENERGY ████████ Wanted stars increase during the chase. Do not show the name Carlos Alberto B. Do not show any personal character name. HUD must remain stable, readable and locked to the screen while the world moves behind it. The interface should resemble a high-end original open-world action game without reproducing copyrighted GTA assets exactly. [Audio — No Music] NO BACKGROUND MUSIC. Use only immersive gameplay sound design: running footsteps, crowd reactions, motorcycles, traffic, street ambience, punch impacts, NPC reactions, vehicle door opening, door slam, engine ignition, engine acceleration, gear shifts, tire squeals, roadside collisions, debris impacts, police sirens, distant helicopter rotor, HUD notification sounds. The speed-ramp moment must have a synchronized whoosh and impact sound. [Visual Quality] Ultra-photorealistic next-generation AAA game graphics. Ray-traced reflections. Realistic skin and facial animation. Detailed Medellín architecture. Volumetric sunlight. Dynamic shadows. Highly detailed vehicles. Physics-based vehicle behavior. Environmental debris. Realistic motion blur. Cinematic depth of field only for very brief action emphasis. The final result should look like impossibly realistic GTA-style gameplay taking place in Medellín at maximum graphical settings. [Content Requirements] Clearly fictional video-game environment. No blood. No gore. No mutilation. No visible wounds. No graphic injuries. No civilian deaths. Environmental destruction and vehicle chaos should provide most of the spectacle. [Maintain Consistency] Use one continuous instance of <Character A>. Preserve the exact identity from @Image 1 . Keep the wardrobe exactly: plain black T-shirt, blue jeans, white sneakers. Do not change face, hair, tattoos, piercings or body proportions. Do not duplicate the protagonist. Do not morph the character. Do not turn this into a cinematic montage. Keep the pacing extremely fast and gameplay-driven. Duration: exactly 15 seconds. Aspect ratio: 9:16 vertical. Maximum gameplay feeling. Maximum action.
Los Prompts de todas las escenas + Guía paso a paso en nuestra comunidad
VER PROMPTS + GUIA

