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Joined May 2022
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A deadly game of Cat & Mouse KOTONE-ECHO vs THRENN-NULL Character sheets and Seedance 2 video prompts below ⤵️
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Video was split into two 10s prompts Prompt A. TITLE: KOTONE-ECHO vs THRENN-NULL // DUET IN THE DARK — CLIP A: THE STALK — 10s [SEQUENCE]: Slow, dread-loaded, near-silent — long listening holds, no score, only diegetic sound. Mood: a blind hunt in total black; the creeping certainty of being heard before you can hear. Cat and mouse, with the mouse carrying the only light. [SETTING & ATMOSPHERE]: A vast collapsed acoustic vault deep beneath the dead city — a drowned concert hall of hard black stone, broken tiers, and a flooded floor. Standing water mirrors nothing; dust drifts; a slow drip… drip is the only sound. Total darkness — no ambient light at all except what she carries. Hard reverberant surfaces throw every sound into long echoes. Palette: absolute black, her warm amber glow the only light in the world, and — for one instant at the very end — a single stab of oxblood crimson. HERO — KOTONE-ECHO @[image1] Pearled instrument-frame, warm amber-rose seams, glowing resonator and throat-scar. She is the only light source in the entire sequence — and she knows it. Every time she brightens to see, she paints herself a target. The Long Chord is slung, undrawn. PREDATOR — THRENN-NULL @[image2] Eyeless arachnid-satellite predator sheathed in anechoic wedge-hide — darker than the dark, soundless, lightless. Conveyed almost entirely through occlusion (the rubble and water-shine it blots out) and the hard edges of its great acoustic dish catching a sliver of her glow. Shows no color until it kills. BEAT-BY-BEAT (continuous, listening camera) P01 — THE VAULT / NOT ALONE · Lens 28mm [0.0–2.5s] Camera: Slow drifting wide, her small amber glow alone in a cathedral of black. Action: She moves through the drowned vault, her glow rippling on the still water, the only light for a hundred meters of dark. She stops. The throat-seam dims a notch as she tilts her head — she's heard something that isn't the drip. The reverb of her own footstep comes back wrong, as if part of the dark swallowed it. (Auditory: water drip, her soft footfall, a returning echo that arrives… short.) P02 — DIM & LISTEN / THE OCCLUSION · Lens 50mm [2.5–5.0s] Camera: Slow push on her face as she kills her glow down to a faint ember, then a hard rack to the black behind her. Action: She dims herself to almost nothing, holding her breath, Listening Silence drawing sound inward. In the near-total black behind her, a section of dim water-shine and rubble silently winks out — something vast and unseen passing across it, edge of a great dish catching one thread of her ember before the dark takes it again. A near-miss. It was right there. (Auditory: the drip, then a pocket of total dead silence sliding past — the absence of sound where sound should be.) P03 — THE STOLEN VOICE / THE LURE · Lens 35mm [5.0–7.5s] Camera: Slow creep toward a distant point in the black as a faint sound calls from it. Action: From somewhere across the vault, a faint, warped voice-fragment drifts out of the dark — a thin, distorted echo of a cry, a sound it swallowed long ago, cast now as bait. Her throat-seam flickers; her head turns toward it; she takes one involuntary step, her glow lifting a fraction — almost answering, almost calling back. The lure is working. (Auditory: a distant, broken voice-fragment, hollow and wrong; her glow-hum rising as she nearly responds.) P04 — THE MAW / CLIFFHANGER · Lens 50mm [7.5–10.0s] Camera: Whip to a tight over-shoulder as the dark directly beside her splits open. Action: As her glow lifts to answer the lure — close beside her, where there was only black, the great acoustic dish fans wide and the resonator-maw floods oxblood crimson, the only color in the world igniting inches away. It was never across the vault; the voice was thrown. It is right here, and it is opening to fire. Cut to black on the crimson. (Auditory: the wet mechanical bloom of the dish unfolding → a rising sub-bass charge → hard cut to silence.) TECHNICAL / VFX NOTES: Readability is the whole game — keep the frame near-black and let her amber glow be the only light, so the audience tracks the scene by what she illuminates and what THRENN-NULL blots out. Convey the predator through occlusion (water-shine and rubble winking out), dish-edges catching her glow, and dead-silence pockets — never a clean lit shot of it until the maw opens. The single crimson ignition in A-P04 must be the first saturated color in the entire clip. End hard on the red. Prompt B. TITLE: KOTONE-ECHO vs THRENN-NULL // DUET IN THE DARK — CLIP B: THE LOCATED STRIKE — 10s [SEQUENCE]: A held, charging silence that breaks once, decisively. Mood: she stops being prey by stopping being a light — winning by going against everything she is, until the one shared instant of sound decides it. Continues seamlessly from Clip A's final frame. [SETTING & ATMOSPHERE]: The same drowned acoustic vault, mid-ambush. Total black, the crimson maw the only thing lit as the clip opens — then even that is hunted in darkness. Hard reverberant stone, standing water, drifting dust — every ambient sound a resource she can pull. Palette: absolute black; her amber and his crimson the only two colors, each used once, against each other. HERO — KOTONE-ECHO @[image1] — as established. This clip she draws the Long Chord for its only use — one located note. PREDATOR — THRENN-NULL @[image2] — as established. To fire the Null-Note it must break its own silence — the single instant it becomes locatable. BEAT-BY-BEAT (continuous, charging camera) B-P01 — GO DARK / REFUSE THE LIGHT · Lens 50mm [0.0–2.5s] Camera: Tight on her face, lit crimson from the maw beside her — then she snuffs herself and the frame drops to total black. Action: Crimson light on her face, the maw opening at point-blank. In the last instant she kills her own glow completely — seams, resonator, throat, all of it to dead black — and twists clear as she vanishes. Now both are lightless in absolute dark. Neither can see. Both can only listen. (Auditory: the maw's charge → a sharp inhale of silence as her glow snuffs → total black, only the drip.) B-P02 — THE GATHER / DRAWING SOUND IN · Lens 35mm [2.5–5.5s] Camera: Slow orbit through the black around her near-invisible silhouette, faint amber hairlines the only trace. Action: In the dark, she begins to pull every sound in the vault into herself — the drip, the settling dust, the echoes of her own breath — drawing them inward, the standing water going glass-still, the vault falling to a held, charging silence. Faint amber threads gather and brighten under her plating, contained, not yet released. Across the black, the dish fans and tilts, hunting the one sound she can't fully hide: the gather itself. They circle, blind, each listening for the other to break first. (Auditory: the vault going silent as sound is drawn in → a rising contained hum → two sets of silent movement, hunting.) P03 — THE SHARED INSTANT / BOTH SPEAK · Lens 85mm [5.5–8.0s] Camera: Snap to 0.4x slow-motion at the dual ignition — crimson and amber igniting at once in the black. Action: THRENN-NULL commits — the maw floods crimson and the Null-Note fires, a red lance of sound through the dark. It had to make a sound to kill — and in that exact instant she finally hears precisely where it is. She draws the Long Chord and releases everything she gathered in one located note, amber blooming as her string snaps taut, aimed dead at the source of the red. Two notes cross in the black — his red lance grazing past where she was, her amber note arrowing straight to the maw. (Auditory: the Null-Note's killing shriek → her single answering chord → the two frequencies colliding mid-air.) P04 — RESOLUTION / SILENCE WINS · Lens 28mm [8.0–10.0s] Camera: Speed ramps to 1.0x on impact; slow pull back as the crimson dies. Action: Her located note strikes the open maw at its own resonant pitch — the dish shudders and comes apart, the crimson guttering, the great silent predator folding down into the black water without a cry, dissolving to dust and dark. She located first, by a breath. Silence settles. She stands alone, her amber glow swelling back up as the only light in the world again, and lowers the Chord. The vault goes quiet — truly quiet — for the first time in a long time. Hold. Cut to black. (Auditory: the rupture-tone → crimson dying → water stilling → one low resolving note → silence. Cut.) TECHNICAL / VFX NOTES: This clip is two colors used once each, against each other — amber and crimson, both withheld until B-P03 where they ignite together. Keep B-P01/B-P02 in near-total black; the gather is conveyed by the vault going silent and faint amber threads contained under her plating, building tension without releasing light. The payoff is the dual ignition (B-P03) — the only moment both break their silence, the only moment either can be found. Frame his death as resonance, not gore: the dish comes apart, crimson guts out, it folds into the water and dissolves to dust. End on her as the restored single light, and on true silence.
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Komodo retweeted
Find your true path Created in @ImagineArt_X Model: Seedance 2.0 Prompt ⤵️
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Using @neural_aperture prompt with one of my new characters. Thank you for sharing! 🔥 I'll attach (adjusted prompt for character) and character sheet below. ⤵️
AETHER-9: LOCKDOWN ⚡ Built on @openart_ai with Midjourney → GPT Image 2 → Seedance 2.0 Soundtrack made in @sunomusic v5. Full process breakdown, character sheets and the real workflow in the replies
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Prompt: KESTREL-VI // VENTRAL LOCKWAY ESCAPE — 15s Action Sequence: variable-speed (slow-mo accents) Mood: desperate, lethal, controlled — an unfinished thing improvising its way through chaos against a closing clock. SETTING & ATMOSPHERE: A high-security spaceship corridor — the Ventral Lockway, Sector 31-AR. Long octagonal transit spine of dark alloy, carbon-composite panels, and brushed-titanium ribs. Rain-slick wet metal floor with embedded yellow hazard markings reflecting everything. Red alarm strobes pulse rhythmically across the walls; pressurized vents blast horizontal jets of white steam into the passage. Stenciled "31-AR" wall signage glows. At the far end, a massive circular iris blast door is closing in overlapping mechanical petals, shrinking the light gap. A red countdown readout flickers on a wall panel. Color palette: deep blacks, gunmetal grey, alarm-red glow, cold cyan-white structural glow and iridescent violet-blue shift punching through the warm red. HERO — KESTREL-VI @[image_1] Adaptive combat chassis, sixth iteration — not worn, grown. Deep matte-black composite body with an iridescent violet-blue shift catching every light source, sculpted like glossy musculature with exposed adaptive joint mechanics. No face: a smooth black head carrying a single luminous cyan-white core light, a point of focus that tracks targets and never blinks. One half of the frame is unfinished — an open cyan-white structural lattice glowing with potential, with raw composite fragments drifting and orbiting around the body, inert, waiting. Movement: fluid, economical, improvisational — it observes and adapts mid-fight, no fixed style. Emotional read through body language only: total controlled focus, endless curiosity, zero panic. WEAPON SYSTEM — THE UNFINISHED FRAME KESTREL-VI does not carry weapons. It grows them. Orbiting fragments converge on demand; the cyan-white lattice extends, connections form, and a tool or blade manifests in real time, unique to need — then resolves, shattering back into drifting orbit. Every manifestation glows cyan-white as it builds and fades violet-blue as it sets. ENEMIES — OBSIDIAN CELL @[image_2] Matte-black armored melee units with glowing red optics and red-arc energy accents. Mix of: lean Shock-Lancers wielding electrified shock-poles crackling red lightning, a hulking Arc Phalanx heavy with a massive riot shield, and an agile Blade Rusher with twin red-edged blades. They flood in from behind, weapons trailing red electric arcs. BEAT-BY-BEAT (continuous take, dynamic camera) [0.0–2.0s] — OPENING HOOK · Charging Hero Shot Low-angle tracking shot racing backward ahead of KESTREL-VI as it sprints full-tilt toward camera down the corridor, orbiting fragments streaming behind it like a wake, cyan-white lattice flaring across the wet floor reflection, red strobes washing the iridescent violet-blue plating. Behind it, a wave of Obsidian Cell units pours in, red optics glowing. Far behind, the iris door petals begin folding shut. Handheld micro-shake, deep focus. (Auditory cue: alarm klaxon, pounding footsteps, faint crystalline lattice hum.) [2.0–4.5s] — SHOCK-POLE DODGE → REDIRECT Camera whips to a side-tracking lateral angle. A Shock-Lancer lunges, thrusting a red-crackling shock-pole at KESTREL-VI's core light. Snap to 0.4x slow-motion: it tilts head and torso offline by inches, the pole grazing past the core with a spray of red sparks. The unfinished arm's lattice snaps closed around the shaft mid-thrust — fragments locking into a momentary grip — then it pivots hard and redirects the pole into a second charging Lancer; the electrified tip punches that attacker, who convulses and crumples. Speed ramps back to 1.0x on impact. The grip-lattice dissolves back into orbit, sparks scattering across the wet floor. [4.5–7.5s] — MANIFESTATION · The Centerpiece Camera orbits 90° around it in a smooth arc as it plants, and the orbiting fragments rush inward to the right arm. Slow-motion 0.5x: the lattice extends in real time — connections lacing together, cyan-white light blooming and flooding the corridor, washing out the red strobes — and a long crystalline blade-scythe forms mid-stride, unique to the moment. The edge sweeps through the heavy Arc Phalanx's shield arm as it charges; the structure sets violet-blue at the instant of contact. The Phalanx stumbles, shield half-severed, fine composite dust rolling off the cut. Cyan rim-light traces KESTREL-VI's matte-black silhouette. (Auditory: rising lattice hum, sharp crystalline build-crack.) [7.5–10.0s] — RESOLUTION STRIKE Hard cut to a low, close-up impact angle. KESTREL-VI explodes forward, closes the gap in two steps, and drives the manifested scythe-blade through the Phalanx in a precise spinning strike. Extreme slow-motion 0.25x on contact: the blow lands and the blade resolves — shattering apart into thousands of glittering composite fragments that disperse and spin back into orbit, catching cyan and violet and red light as they tumble through the steam, the enemy breaking with them. Screen briefly desaturates on impact, then snaps back. Camera shakes with the hit.
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Noticed I didn't complete the full prompt. Prompt: KESTREL-VI // VENTRAL LOCKWAY ESCAPE — 15s Action Sequence: variable-speed (slow-mo accents) Mood: desperate, lethal, controlled — an unfinished thing improvising its way through chaos against a closing clock. SETTING & ATMOSPHERE: A high-security spaceship corridor — the Ventral Lockway, Sector 31-AR. Long octagonal transit spine of dark alloy, carbon-composite panels, and brushed-titanium ribs. Rain-slick wet metal floor with embedded yellow hazard markings reflecting everything. Red alarm strobes pulse rhythmically across the walls; pressurized vents blast horizontal jets of white steam into the passage. Stenciled "31-AR" wall signage glows. At the far end, a massive circular iris blast door is closing in overlapping mechanical petals, shrinking the light gap. A red countdown readout flickers on a wall panel. Color palette: deep blacks, gunmetal grey, alarm-red glow, cold cyan-white structural glow and iridescent violet-blue shift punching through the warm red. HERO — KESTREL-VI @image_1 Adaptive combat chassis, sixth iteration — not worn, grown. Deep matte-black composite body with an iridescent violet-blue shift catching every light source, sculpted like glossy musculature with exposed adaptive joint mechanics. No face: a smooth black head carrying a single luminous cyan-white core light, a point of focus that tracks targets and never blinks. One half of the frame is unfinished — an open cyan-white structural lattice glowing with potential, with raw composite fragments drifting and orbiting around the body, inert, waiting. Movement: fluid, economical, improvisational — it observes and adapts mid-fight, no fixed style. Emotional read through body language only: total controlled focus, endless curiosity, zero panic. WEAPON SYSTEM — THE UNFINISHED FRAME KESTREL-VI does not carry weapons. It grows them. Orbiting fragments converge on demand; the cyan-white lattice extends, connections form, and a tool or blade manifests in real time, unique to need — then resolves, shattering back into drifting orbit. Every manifestation glows cyan-white as it builds and fades violet-blue as it sets. ENEMIES — OBSIDIAN CELL @image_2 Matte-black armored melee units with glowing red optics and red-arc energy accents. Mix of: lean Shock-Lancers wielding electrified shock-poles crackling red lightning, a hulking Arc Phalanx heavy with a massive riot shield, and an agile Blade Rusher with twin red-edged blades. They flood in from behind, weapons trailing red electric arcs. BEAT-BY-BEAT (continuous take, dynamic camera) [0.0–2.0s] — OPENING HOOK · Charging Hero Shot Low-angle tracking shot racing backward ahead of KESTREL-VI as it sprints full-tilt toward camera down the corridor, orbiting fragments streaming behind it like a wake, cyan-white lattice flaring across the wet floor reflection, red strobes washing the iridescent violet-blue plating. Behind it, a wave of Obsidian Cell units pours in, red optics glowing. Far behind, the iris door petals begin folding shut. Handheld micro-shake, deep focus. (Auditory cue: alarm klaxon, pounding footsteps, faint crystalline lattice hum.) [2.0–4.5s] — SHOCK-POLE DODGE → REDIRECT Camera whips to a side-tracking lateral angle. A Shock-Lancer lunges, thrusting a red-crackling shock-pole at KESTREL-VI's core light. Snap to 0.4x slow-motion: it tilts head and torso offline by inches, the pole grazing past the core with a spray of red sparks. The unfinished arm's lattice snaps closed around the shaft mid-thrust — fragments locking into a momentary grip — then it pivots hard and redirects the pole into a second charging Lancer; the electrified tip punches that attacker, who convulses and crumples. Speed ramps back to 1.0x on impact. The grip-lattice dissolves back into orbit, sparks scattering across the wet floor. [4.5–7.5s] — MANIFESTATION · The Centerpiece Camera orbits 90° around it in a smooth arc as it plants, and the orbiting fragments rush inward to the right arm. Slow-motion 0.5x: the lattice extends in real time — connections lacing together, cyan-white light blooming and flooding the corridor, washing out the red strobes — and a long crystalline blade-scythe forms mid-stride, unique to the moment. The edge sweeps through the heavy Arc Phalanx's shield arm as it charges; the structure sets violet-blue at the instant of contact. The Phalanx stumbles, shield half-severed, fine composite dust rolling off the cut. Cyan rim-light traces KESTREL-VI's matte-black silhouette. (Auditory: rising lattice hum, sharp crystalline build-crack.) [7.5–10.0s] — RESOLUTION STRIKE Hard cut to a low, close-up impact angle. KESTREL-VI explodes forward, closes the gap in two steps, and drives the manifested scythe-blade through the Phalanx in a precise spinning strike. Extreme slow-motion 0.25x on contact: the blow lands and the blade resolves — shattering apart into thousands of glittering composite fragments that disperse and spin back into orbit, catching cyan and violet and red light as they tumble through the steam, the enemy breaking with them. Screen briefly desaturates on impact, then snaps back. Camera shakes with the hit. [10.0–12.5s] — BLADE RUSHER FLURRY Whip-pan as the agile Blade Rusher dashes in from the left, twin red blades slashing in a fast figure-eight. KESTREL-VI weaves backward through three blade strikes — each near-miss trailing red light through the drifting fragments — then the unfinished arm grows a fresh hook-lattice on the fly, catches the attacker's wrist, and the lattice rapidly encases and crushes the forearm; a snapped elbow finishes the lock, the Rusher staggering off-frame as the hook dissolves back to orbit. Camera tracks laterally with the exchange, motion blur on the red blades, fragments mixing with floating steam. [12.5–15.0s] — THE THRESHOLD · Climax Reverse dolly racing ahead of it as KESTREL-VI breaks into a final dead sprint toward the nearly-sealed blast door — the iris petals now a narrowing slit of light. Slow-motion ramp to 0.5x as it launches into a low baseline slide, orbiting fragments trailing and re-forming around the body, a lattice-bladed hand scraping a glowing cyan spark-line along the wet floor, and threads through the closing gap a split-second before the door slams shut behind it with a heavy metallic boom and a final shower of sparks. The core light is the last thing visible. Cut to black on the seal. (Auditory: door slam, sudden silence, single low bass hit.) TECHNICAL / VFX NOTES Speed ramping is key: ramp INTO each impact (manifestation, resolution shatter, slide-through) and ramp OUT — don't hold slow-mo continuously. Camera variety per beat: backward-tracking → lateral whip → orbital arc → low close-up → whip-pan → reverse dolly. Never repeat an angle. Primary effects per beat (don't overload): sparks (pole redirect) · cyan-white lattice bloom (manifestation) · fragment-shatter cloud returning to orbit (resolution) · steam blade light (flurry) · spark-line door slam (finale). Lighting contrast: keep the red alarm wash as the base; let the cyan-white structural glow and iridescent violet-blue shift be the only cool colors, so the manifestation moments POP. Readability: KESTREL-VI is matte black against a dark corridor, so keep its silhouette legible at all times via the cyan-white lattice glow, the single core light, and orbiting fragments — never let the body get lost in the chaos. Render 1080p or 4K, 16:9, 24fps, intelligent motion blur on limbs, fragments, and weapons.
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TEYO — A shipbreaker from the great coastal scrapyards, third generation of a family that dismantled supertankers and orbital re-entry hulks by hand and crane. He ran the yard's electromagnetic separation rig — a building-sized magnet array that pulled ferrous metal out of wreckage — until the day a salvaged military hull turned out to be carrying something undeclared. The reservoir ruptured under his rig's field. Four hundred liters of intelligent liquid metal, suddenly awake inside the strongest magnetic field on the coast, did the only thing its design allowed: it bonded to the field's source. The field's source, by then, was the emergency coil pack strapped to TEYO's back as he tried to shut the rig down. The fluid never let go. It cannot — his body is now its anchor point, its home polarity. A wearable electromagnet array that turns his intent into field geometry and field geometry into shape. The fluid does whatever the field tells it. The field does whatever TEYO tells it. Four hundred liters of liquid black chrome, obedient to a shipbreaker's hands.
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Komodo retweeted
Jun 9
I haven’t tested everything yet, but the potential is massive. Teamwork with @Pancake_Fury Created in @ImagineArt_X Film Studio. 🎥 Real film studio power in your hands! You can now create brand new characters for your videos — or use the ready-made ones. 🎬 Add Props (or create your own) 🌍 Choose or build custom Locations The best part? Extend mode. Hit extend and it automatically attaches the previous scene so you can build long, continuous stories 🔥 ✨ Extra cinematic tools: • Genre selector (Action, Romance, Adventure, Thriller & more) • Camera movement controls • Camera Lens options — for that true cinematic look A little character backstory: ZHEN-8 - A precision demolitions architect turned rogue — she spent fifteen years designing the structural failure points of fortified installations for a government contractor that built them and then sold access to the people who wanted them destroyed. The work was clean, the pay was exceptional, and the moral architecture was something she didn't examine closely until year twelve. The exoskeleton was her exit package: proprietary hardware she walked out with on the last day, wearing it under a coat, the schematics inside the frame's own memory core. She is the only person alive who knows exactly how the hardware works. The contractor knows she is alive. She considers this motivating. She does not think of herself as a fighter. She thinks of herself as someone who understands the relationship between structure and failure — in buildings, in systems, in people — and applies that understanding efficiently. She is meticulous, composed, and has the specific unhurried quality of someone who has already calculated the outcome of the current situation and is simply waiting for events to catch up with her math.
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IYARA - An oceanographic deep-salvage diver who descended into a pressure trench that wasn't on any chart and came back up with something attached to her that the retrieval team couldn't identify. Three months of quarantine. Two months of surgery attempting removal. One month of them accepting that removal was no longer the correct framing. The organism — still unnamed in any official documentation — had integrated with her musculature and nervous system using her own biology as scaffolding. It wasn't hostile. It was, by every measurable indicator, trying to help. The exoskeleton was engineered around it: a containment and enhancement chassis built to manage the organism's output and give IYARA control over something that wanted, in its own alien way, to be controlled.
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A little preview of what I'm working on. Seedance 2 Got 5 more clips in the works.
My guy ROOK is an absolute TANK! 🛡️
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My guy ROOK is an absolute TANK! 🛡️
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With Seedance 2 do you need prompts? Not really, and that's why it's king. All you really need is a starting image that sets the mood, with almost zero input in the prompt box. Prompt below ⤵️
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Starting with a reference image and a simple prompt. First 15 seconds - Prompt 1: Set the mood, set the tempo, set the beat lines, take it away and beginning with something sweet. Next 15 seconds - Prompt 2: @ video 1 is the preceding clip — continue seamlessly from its final frame. Same mood, same tempo, same beat line, take it away, This is where the real magic begins. Last 15 seconds - Prompt 3: @ video1 is the preceding clip — continue seamlessly from its final frame. Same mood, same tempo, same beat line, take it away, The women softly pulls her lips away, both have feelings of being in-love, they continue dancing, while romantically looking at each other. Starting reference image ⤵️ GPT image 2
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When you feel this comfortable, the world seems to melt away.
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Komodo retweeted
Jun 3
Beauty is quiet, fiery and absolutely real...around us Created in @vadooai Model: Model: GPT Image 2 Prompt in ALT⤵️
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We be the lionhearted.
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She's the storm I prayed for, now we standing in the rain. Locked in, no escape, seal it with that late-night Fate.
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Look again, I swear, I spot one every now and then. #aliens
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Angel on my shoulder, devil on my mind.
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