Regístrate gratis y sigue viendo prompts sin límite.
text <Character A> corresponds to @Image1, the character sheet. Use @Image1 ONLY for the protagonist’s exact facial identity, hairstyle and braids, shaved sides, skin tone, facial tattoos, piercings, beard, body proportions, black leather jacket, black shirt, black pants, boots, jewelry and accessories. The protagonist must remain the exact same recognizable character throughout the entire video. Do NOT use the gray studio background, character-sheet layout, poses or floating-head composition from @Image1. <Environment A> corresponds to @Image2, the Medellín Metrocable gameplay reference. Use @Image2 for the station architecture, Metrocable cabin, platform layout, Medellín valley, surrounding mountains, dense hillside neighborhoods, wet surfaces, overcast lighting, environmental colors, gameplay framing, HUD placement, mini-map, cash counter, mission prompt and the visible METAHOUSE environmental graffiti/poster. Do NOT use the protagonist identity from @Image2; replace him with <Character A> from @Image1. [Generation Goal] Create a 5-second continuous GTA VI-style third-person open-world gameplay sequence set at the Medellín Metrocable. The result must look and MOVE like authentic GTA VI gameplay captured directly from the game engine, NOT like a cinematic commercial or movie scene. Visual style: GTA VI next-generation gameplay aesthetic, realistic real-time game rendering, highly detailed urban environment, ray-traced wet reflections, realistic global illumination, physically based materials, dense city atmosphere, natural NPC simulation and believable open-world scale. No GTA logo, no Grand Theft Auto text, no Rockstar logo and no visible official game branding. [Stage 1 | 0-2.5s] Initial state: <Character A> stands on the wet Metrocable platform in the same general gameplay composition as @Image2, viewed from a classic GTA-style third-person camera approximately 2–3 meters behind and slightly above the character. Primary event: The player begins moving <Character A> toward the open Metrocable cabin. His movement must feel PLAYER-CONTROLLED rather than cinematic: natural GTA-style walking acceleration, small steering corrections, realistic foot placement, subtle upper-body sway, arms reacting naturally to locomotion, jacket and braids moving slightly with each step. The third-person gameplay camera follows automatically behind him with subtle GTA-style camera lag, gentle horizontal correction and small responsive framing adjustments as the character changes direction. Do not use a cinematic dolly, dramatic orbit or perfectly stabilized film camera. NPC passengers inside the cabin perform subtle idle animations. Distant pedestrians move naturally. The cable system operates continuously. Cars and motorcycles are faintly visible moving through the city below. [Stage 2 | 2.5-5.0s] <Character A> reaches the gondola entrance and naturally steps inside. The movement should resemble a GTA-style contextual interaction: slight reduction in walking speed, automatic character alignment with the doorway, natural step into the cabin, subtle body turn as he clears the entrance. The gameplay camera follows close behind, momentarily approaching the gondola entrance before naturally adjusting its position to maintain third-person visibility. As <Character A> enters, reveal more of the dramatic Medellín valley through the glass and open side of the station: dense hillside neighborhoods, tall buildings, green mountains and atmospheric clouds. Near the end of the clip, the gondola begins moving gently away from the station. End state: <Character A> is inside the Metrocable cabin while the city expands behind and below him, clearly establishing the feeling of exploring Medellín inside an open-world video game. [Gameplay UI] Maintain a believable GTA VI-style open-world HUD throughout the entire shot. Preserve the UI composition established by @Image2: circular mini-map in the lower-left, cash counter in the upper-right, wanted-star area, mission/objective area in the upper-left. Mission objective: “Ride the Metrocable.” Keep HUD elements locked to the screen and completely independent from camera movement. Do not animate the HUD like motion graphics. It must feel like real-time in-game interface graphics. [World Behavior] Use authentic open-world background simulation: subtle NPC idle behavior, moving distant traffic, operating cable machinery, slow cloud movement, small reflections changing across wet surfaces, subtle wind affecting vegetation and clothing. Keep METAHOUSE visible only as an environmental easter egg from @Image2, such as the existing graffiti/poster. Do not turn METAHOUSE into a title, floating graphic or animated logo. [Audio] <wet footsteps> <subtle city traffic below> <Metrocable mechanical hum> <soft cable movement> <distant urban ambience> <subtle gondola door and boarding sounds> No dialogue. No cinematic trailer music. [Maintain Consistency] One continuous instance of <Character A>. Preserve his exact identity from @Image1. Do not alter his face, braids, tattoos, piercings, beard, clothing or accessories. Do not inherit the protagonist from @Image2. Preserve the Medellín environment and Metrocable design from @Image2. No character morphing. No wardrobe changes. No extra limbs. No duplicated protagonist. No cinematic camera cuts. No slow motion. No dramatic commercial-style camera moves. The entire clip must feel like authentic GTA VI-style third-person gameplay.


