Shibuya Crossing RPG Gameplay · An After-School Date Meets a Drunk Man

Seedance 2.5Game FootageActionTokyoUrbanComedyStructured Prompt15s
A mock 60 fps open-world RPG gameplay clip: the player controls a high-school boy holding his girlfriend's hand across Shibuya crossing, where a drunk man bumps into them, gets locked on and strikes out, with the health bar, XP and quest prompts in the corners all timed to specific moments.

PROMPT · Video Prompt

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[SPECS] 16:9, 60fps, roughly 10 seconds of in-engine footage from an open-world role-playing game. Setting: the Shibuya station crossing at dusk, right after school lets out. Camera: mostly a third-person over-the-shoulder follow cam, broken up by only two very short character close-ups. The game HUD stays on screen for the whole clip and is never covered by anything. [STARTING HUD LAYOUT] Top left: a chibi portrait, a full green health bar, a full yellow stamina bar and `Lv.3 72/120 XP`. Bottom left: a Shibuya minimap, with the girlfriend shown as a blue companion marker. Top right: the quest bar reading `FREE ROAM`. Bottom center: a semi-transparent WASD movement hint. [TIMELINE] 0.0s: The player is steering a high school boy in uniform who walks onto the crosswalk holding his girlfriend's hand. 0.7s: A tipsy salaryman NPC slams into the girlfriend so she trips forward, then stops and eyes her in a creepy way. A white `[F] INTERACT` prompt blinks in the bottom right, and the quest bar switches straight to `TALK TO THE MAN`. 1.6s: The player taps F. Cut to a 0.2s close-up of the hero, brow furrowed: "Watch where you're going." The NPC shoves him hard in the chest. `[TAB] LOCK-ON` appears bottom right, a red enemy bar pops up over the NPC's head reading `DRUNK HARASSER 100/100`, and the quest bar changes to `DEFEND YOUR GIRLFRIEND`. 2.8s: Holding SHIFT to sprint and left-clicking to attack, the hero sidesteps a second shove and answers with a crisp right hook. The NPC backpedals, his bar falls to `27/100`, and the hero's stamina drops by about a third. 4.0s: A press of `[SPACE] DODGE` slips a wild swing from the NPC, followed straight away by a knee strike. The NPC goes face down onto the sidewalk; his bar empties and fades away. 5.2s: Cut to a 0.3s close-up of the girlfriend, smiling as she hooks her arm through his: "That was cool." The top right lights up with a bright `MISSION COMPLETE`. 6.1s: A reward panel slides in from the right: `+270 XP / +150 YEN / PARTNER AFFECTION +3` 7.3s: The XP bar in the top left fills up and flashes white, the level ticks from `Lv.3` → `Lv.4`, XP resets to `22/150`, and a level-up particle burst pops around the portrait. 8.4s: A new quest fades in at the top right: `GET TAIYAKI BEFORE STALL CLOSES`. A yellow waypoint lights up on the minimap at the same moment. 9.8s: Closing frame: the hero grins and tugs his girlfriend toward the stall while the `[W] SPRINT` prompt glows bottom right. [OVERALL CONSTRAINTS] Total length about 9.9s. Every action happens in the public crosswalk area of Shibuya. Keep a straight-faced, dry comedic tone and the same control feel throughout. No real game logos or interface designs anywhere on screen.

✍️ Editor’s Notes

This prompt treats the HUD as part of the script. The opening declares the recording format, frame rate and the persistent HUD, and each timestamp then writes the on-screen action and the interface state together: health bar changes, prompts appearing, quest text updating. That tells the model which elements must follow each event. Dialogue and numbers are written as text that really appears on screen and wrapped in backticks, signalling that these strings should be generated exactly. Apart from two portrait inserts, the camera stays on a follow shot, and pacing is controlled by timestamps rather than adjectives. The closing constraints list rules such as the HUD never being obscured and all action staying within the crosswalk area, to stop the model from improvising. A reusable approach: break gameplay footage into an event table, writing picture and interface together by time.

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