FPS 游戏视角 · HUD 悬浮
画面下缘露未来武器、HUD 元素悬浮的 14mm 沉浸 POV。游戏实录感的提示词化,射击游戏审美复刻。
PROMPT · 视频生成提示词开始AI创作
"shot": {
"composition": "沉浸式第一人称视角,画面下方可见未来感武器,HUD元素悬浮显示于视野中",
"lens": "超广角14mm",
"frame_rate": "90fps",
"camera_movement": "动感的向前冲刺,穿插快速侧移与武器后坐力震动",
"camera_model": "RED Komodo 6K",
"lens_type": "Canon RF 14-35mm f/4L IS USM",
"camera_movement_array": [
"在霓虹灯照耀的街道上开局冲刺",
"快速低头查看全息腕部显示器",
"武器开火时剧烈的后坐力震动",
"电影感十足地滑入掩体"
]
},
"subject": {
"description": "玩家角色手持一把带有蓝色发光装饰的高科技脉冲步枪",
"wardrobe": "装甲外骨骼战衣,四肢布满霓虹电路纹路",
"props": "投射战术地图的全息腕部显示器"
},
"scene": {
"location": "饱经战火摧残的赛博朋克超级都市,摩天大楼林立,霓虹招牌闪烁,四处是燃烧的残骸",
"time_of_day": "霓虹闪烁的夜晚",
"environment": "酸雨降落,蒸汽通风口嘶嘶作响,无人机在头顶嗡嗡盘旋,全息广告牌信号紊乱闪烁"
},
"visual_details": {
"action": "玩家在街道中奔跑并向来袭的敌人开火,远处不断爆发爆炸",
"special_effects": "带全息畸变的枪口火光、数字化的击杀确认弹窗、跳弹迸发的粒子火花、HUD雷达扫描效果",
"hair_clothing_motion": "雨水从头盔护目镜滑落,沿装甲板滴淌而下"
},
"cinematography": {
"lighting": "霓虹紫、青色光线与悬浮炮艇投射的刺眼白色泛光灯交织",
"color_palette": "霓虹青、深洋红、乌黑钢铁色",
"tone": "混乱、肾上腺素飙升、高科技战争氛围",
"color_grading_LUT": "赛博朋克高对比增强LUT,青色-洋红分离色调,深阴影压制"
},
"audio": {
"music": "快节奏电子工业配乐,重低音贝斯与故障音效交织",
"ambient": "远处警笛声、建筑间回荡的枪声、逼近机甲的低沉轰鸣",
"sound_effects": "脉冲步枪射击声、HUD提示音、爆炸声、赛博人声呼叫、机甲脚步震动地面",
"mix_level": "武器射击声突出,音乐衬托紧张感但不压过战斗音效",
"mastering": {
"LUFS_target": "-14",
"limiter_settings": "砖墙限幅器设置在-1dB,超快启动时间以保证瞬态清晰,中等释放时间以增强电影感冲击力"
}
},
"dialogue": {
"character": "小队队长",
"line": "向前推进!赶在他们的无人机把我们锁死之前拿下上行链路!",
"subtitles": true
},
"FX_cues_with_timings": [
{
"time": "0.0s",
"effect": "HUD启动动画,伴随故障扫描线"
},
{
"time": "1.5s",
"effect": "带热浪畸变效果的枪口火光"
},
{
"time": "2.8s",
"effect": "镜头转动时来自霓虹广告牌的镜头光晕"
},
{
"time": "4.2s",
"effect": "远处发生剧烈爆炸,伴随冲击波模糊效果"
},
{
"time": "5.7s",
"effect": "电磁脉冲在HUD元素间产生视觉涟漪"
}
]
}
"shot": {
"composition": "沉浸式第一人稱視角,畫面下方可見未來感武器,HUD元素懸浮顯示於視野中",
"lens": "超廣角14mm",
"frame_rate": "90fps",
"camera_movement": "動感的向前衝刺,穿插快速側移與武器後座力震動",
"camera_model": "RED Komodo 6K",
"lens_type": "Canon RF 14-35mm f/4L IS USM",
"camera_movement_array": [
"在霓虹燈照耀的街道上開局衝刺",
"快速低頭查看全像腕部顯示器",
"武器開火時劇烈的後座力震動",
"電影感十足地滑入掩體"
]
},
"subject": {
"description": "玩家角色手持一把帶有藍色發光裝飾的高科技脈衝步槍",
"wardrobe": "裝甲外骨骼戰衣,四肢布滿霓虹電路紋路",
"props": "投射戰術地圖的全像腕部顯示器"
},
"scene": {
"location": "飽經戰火摧殘的賽博龐克超級都市,摩天大樓林立,霓虹招牌閃爍,四處是燃燒的殘骸",
"time_of_day": "霓虹閃爍的夜晚",
"environment": "酸雨降落,蒸氣通風口嘶嘶作響,無人機在頭頂嗡嗡盤旋,全像廣告看板訊號紊亂閃爍"
},
"visual_details": {
"action": "玩家在街道中奔跑並向來襲的敵人開火,遠處不斷爆發爆炸",
"special_effects": "帶全像畸變的槍口火光、數位化的擊殺確認彈窗、跳彈迸發的粒子火花、HUD雷達掃描效果",
"hair_clothing_motion": "雨水從頭盔護目鏡滑落,沿裝甲板滴淌而下"
},
"cinematography": {
"lighting": "霓虹紫、青色光線與懸浮砲艇投射的刺眼白色泛光燈交織",
"color_palette": "霓虹青、深洋紅、烏黑鋼鐵色",
"tone": "混亂、腎上腺素飆升、高科技戰爭氛圍",
"color_grading_LUT": "賽博龐克高對比增強LUT,青色-洋紅分離色調,深陰影壓制"
},
"audio": {
"music": "快節奏電子工業配樂,重低音貝斯與故障音效交織",
"ambient": "遠處警笛聲、建築間迴盪的槍聲、逼近機甲的低沉轟鳴",
"sound_effects": "脈衝步槍射擊聲、HUD提示音、爆炸聲、賽博人聲呼叫、機甲腳步震動地面",
"mix_level": "武器射擊聲突出,音樂襯托緊張感但不壓過戰鬥音效",
"mastering": {
"LUFS_target": "-14",
"limiter_settings": "磚牆限幅器設置在-1dB,超快啟動時間以確保瞬態清晰,中等釋放時間以增強電影感衝擊力"
}
},
"dialogue": {
"character": "小隊隊長",
"line": "向前推進!趕在他們的無人機把我們鎖死之前拿下上行鏈路!",
"subtitles": true
},
"FX_cues_with_timings": [
{
"time": "0.0s",
"effect": "HUD啟動動畫,伴隨故障掃描線"
},
{
"time": "1.5s",
"effect": "帶熱浪畸變效果的槍口火光"
},
{
"time": "2.8s",
"effect": "鏡頭轉動時來自霓虹廣告看板的鏡頭光暈"
},
{
"time": "4.2s",
"effect": "遠處發生劇烈爆炸,伴隨衝擊波模糊效果"
},
{
"time": "5.7s",
"effect": "電磁脈衝在HUD元素間產生視覺漣漪"
}
]
}
"shot": {
"composition": "immersive first-person POV with futuristic weapon visible in lower frame, HUD elements floating in view",
"lens": "ultra-wide 14mm",
"frame_rate": "90fps",
"camera_movement": "dynamic forward sprint with occasional quick sidesteps and weapon recoil shake",
"camera_model": "RED Komodo 6K",
"lens_type": "Canon RF 14-35mm f/4L IS USM",
"camera_movement_array": [
"initial sprint through neon-lit street",
"quick tilt down to check holographic wrist display",
"violent recoil shake from weapon fire",
"cinematic slide into cover"
]
},
"subject": {
"description": "player-character wielding a high-tech pulse rifle with glowing blue accents",
"wardrobe": "armored exo-suit with neon circuit patterns running along limbs",
"props": "holographic wrist display projecting tactical map"
},
"scene": {
"location": "war-torn cyberpunk megacity with towering skyscrapers, flickering neon signs, and burning wreckage",
"time_of_day": "neon-lit night",
"environment": "acid rain falling, steam vents hissing, drones buzzing overhead, holographic billboards glitching"
},
"visual_details": {
"action": "player fires at incoming enemies while running through streets, explosions erupt in the distance",
"special_effects": "muzzle flash with holographic distortion, digital kill-confirm popups, particle sparks from ricochets, HUD radar scans",
"hair_clothing_motion": "rain sliding off helmet visor and dripping down armor plates"
},
"cinematography": {
"lighting": "mix of neon purples, cyans, and harsh white floodlights from hovering gunships",
"color_palette": "neon cyan, deep magenta, blackened steel",
"tone": "chaotic, adrenaline-pumping, high-tech warfare",
"color_grading_LUT": "Cyberpunk Contrast Boost LUT with teal-magenta split tones and deep shadow crush"
},
"audio": {
"music": "fast-paced electronic-industrial track with heavy bass and glitch effects",
"ambient": "distant sirens, gunfire echoing between buildings, low rumble of approaching mechs",
"sound_effects": "pulse rifle shots, HUD beeps, explosive blasts, cybernetic voice callouts, mech footsteps shaking the ground",
"mix_level": "weapon fire prominent, music underlines intensity without overpowering combat sounds",
"mastering": {
"LUFS_target": "-14",
"limiter_settings": "brickwall limiter at -1dB, ultra-fast attack for transient clarity, medium release for cinematic punch"
}
},
"dialogue": {
"character": "Squad Leader",
"line": "Push forward! Secure the uplink before their drones lock us out!",
"subtitles": true
},
"FX_cues_with_timings": [
{
"time": "0.0s",
"effect": "HUD boot-up animation with glitch scan lines"
},
{
"time": "1.5s",
"effect": "muzzle flash with heatwave distortion"
},
{
"time": "2.8s",
"effect": "lens flare from neon billboard as camera turns"
},
{
"time": "4.2s",
"effect": "massive explosion in distance with shockwave blur"
},
{
"time": "5.7s",
"effect": "EMP pulse visual ripple through HUD elements"
}
]
}
"shot": {
"composition": "未来的な武器がフレーム下部に見え、HUD要素が視界に浮かぶ没入型の一人称視点",
"lens": "超広角14mm",
"frame_rate": "90fps",
"camera_movement": "ダイナミックな前方への疾走、時折すばやいサイドステップと武器の反動による揺れを伴う",
"camera_model": "RED Komodo 6K",
"lens_type": "Canon RF 14-35mm f/4L IS USM",
"camera_movement_array": [
"ネオンに照らされた通りを駆け抜ける初動の疾走",
"ホログラフィックな手首ディスプレイを確認するための素早いティルトダウン",
"武器発射による激しい反動の揺れ",
"カバーへとシネマティックにスライドイン"
]
},
"subject": {
"description": "青く光るアクセントの付いたハイテクなパルスライフルを構えるプレイヤーキャラクター",
"wardrobe": "四肢に沿ってネオンの回路模様が走る装甲エクソスーツ",
"props": "戦術マップを投影するホログラフィックな手首ディスプレイ"
},
"scene": {
"location": "そびえ立つ超高層ビル、明滅するネオンサイン、燃え盛る残骸が立ち並ぶ、戦争で荒廃したサイバーパンクの巨大都市",
"time_of_day": "ネオンに照らされた夜",
"environment": "酸性雨が降り注ぎ、蒸気孔がシューという音を立て、ドローンが頭上でブンブンと飛び回り、ホログラフィックな看板がノイズを発している"
},
"visual_details": {
"action": "プレイヤーは通りを走り抜けながら迫り来る敵に発砲し、遠くで爆発が起こる",
"special_effects": "ホログラフィックな歪みを伴うマズルフラッシュ、デジタルのキル確認ポップアップ、跳弾による火花のパーティクル、HUDのレーダースキャン",
"hair_clothing_motion": "ヘルメットのバイザーを伝い落ち、装甲プレートを滴り落ちる雨"
},
"cinematography": {
"lighting": "ホバリングする砲艦からのネオンパープル、シアン、そして激しい白のフラッドライトの混合",
"color_palette": "ネオンシアン、深いマゼンタ、黒ずんだ鋼鉄",
"tone": "混沌としてアドレナリンが噴き出すような、ハイテク戦争の雰囲気",
"color_grading_LUT": "ティール・マゼンタのスプリットトーンと深いシャドウクラッシュを伴うCyberpunk Contrast Boost LUT"
},
"audio": {
"music": "重いベースとグリッチエフェクトを伴う、テンポの速いエレクトロ・インダストリアルトラック",
"ambient": "遠くのサイレン、建物の間に響く銃声のこだま、近づくメックの低い轟音",
"sound_effects": "パルスライフルの発射音、HUDのビープ音、爆発音、サイバネティックな音声の呼びかけ、地面を揺らすメックの足音",
"mix_level": "武器の発射音が際立ち、音楽は戦闘音を圧倒することなく緊張感を下支えする",
"mastering": {
"LUFS_target": "-14",
"limiter_settings": "-1dBのブリックウォールリミッター、トランジェントの明瞭さのための超高速アタック、シネマティックなパンチのための中程度のリリース"
}
},
"dialogue": {
"character": "スクワッドリーダー",
"line": "前進しろ!やつらのドローンにロックアウトされる前にアップリンクを確保するんだ!",
"subtitles": true
},
"FX_cues_with_timings": [
{
"time": "0.0s",
"effect": "グリッチスキャンラインを伴うHUD起動アニメーション"
},
{
"time": "1.5s",
"effect": "陽炎のような歪みを伴うマズルフラッシュ"
},
{
"time": "2.8s",
"effect": "カメラが向きを変える際のネオン看板からのレンズフレア"
},
{
"time": "4.2s",
"effect": "衝撃波によるブラーを伴う遠方での大規模な爆発"
},
{
"time": "5.7s",
"effect": "HUD要素を通るEMPパルスの視覚的な波紋"
}
]
}
✍️ 编辑解析
这条走的是「分镜脚本化」路子,把shot/subject/scene/cinematography/audio/dialogue拆成独立字段,尤其那串camera_movement_array,等于把运镜顺序钉死成时间轴,FX_cues_with_timings精确到秒给特效点位,逼着模型按剧本走位而不是自由发挥。Veo 3这类模型吃这套分层结构,对「recoil shake」「HUD boot-up」这种带物理反馈的动作描述响应不错,音画同步和mastering参数(LUFS/limiter)也算它比较擅长的领域,但字段一多容易顾此失彼,关键动作最好前置。
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