Midjourney Prompt for characters:
[angel / dark angel] with huge sword, stylized 3D animation character design, painterly textures, cinematic lighting, highly detailed character concept art, white background --ar 2:3 --sref 5718120047 --profile txgf1m1 --stylize 1000
GPT Image 2 Storyboard Prompt:
Create a 16:9 all-action winged sword duel storyboard sheet image: a modern-minimal board with clean low-detail panels, a project card, header strips, and a visual director strip.
[PROJECT CARD]
Compact designed masthead, not a table. Use scene-appropriate typography, generous spacing, crisp dark-gray text, readable thin rules, clear hierarchy, and restrained high-altitude styling for masthead, frame, bands, headers, and strip.
TITLE: SKY BLADE STORM
META LINE: fast aerial combat / cinematic anime / compressed duel density
PRIORITY: readable fighter geography, wing direction, blade contacts, mist trails, and spark clusters
MICRO BRIEF: Make a short duel feel longer through layered passes, parries, delayed impacts, orbiting combos, and one recoil strike.
[SCENE]
Two winged sword warriors clash above layered clouds with no still opening or held pause. The panels must show fast lanes, near-miss passes, orbiting locks, close parries, wing dodges, cloud spirals, spark clusters, delayed impact trails, X-shaped mist tears, and a final strike sending both fighters past.
[REFERENCE RULE]
Image A is the sole authority for C1 final face, body, wardrobe, proportions, materials, likeness, wings, and sword. Image B is the sole authority for C2 final face, body, wardrobe, proportions, materials, likeness, wings, and sword. Storyboard characters remain neutral staging proxies; this sheet controls blocking, pose, eye-line, prop placement, screen direction, continuity, and emotional progression only.
[VISUAL RULES]
Panel interiors are light but readable ultra-clean low-detail blocking thumbnails, not illustrations: open outline shapes, readable silhouettes, thin medium-light graphite lines, broad negative space, mostly white paper, and only the minimum anchors needed to read each beat. Sheet typography, headers, borders, section rules, and director strip labels use crisp readable dark-gray ink, medium contrast, and small-but-readable type; panel interiors stay lighter, sparse, and mostly uncolored. Use subtle air-current, blade-line, and orbit-ring motifs outside panels. Put panel numbers, beat names, and lens tags only in header strips outside panels. Avoid overly faint hairlines, bold outlines, thick contour lines, solid filled silhouettes, black ink look, dark print effect, facial detail, hair strands, fabric folds, material rendering, dense cloud texture, feather detail, prop texture, scenic micro-detail, tonal modeling, messy sketch buildup, crosshatching, heavy shading, saturated color, labels, arrows, captions, UI, ghost poses, duplicate bodies, technical overlays, and finished concept-art rendering inside panels.
[CONTINUITY]
P01 is the active geography panel: C1 dives from upper-left and C2 rockets up from lower-right above the cloud deck, with a central cloud pillar as anchor. Keep C1 entering from left/high and C2 from right/low until the converging dive; make the sequence feel dense through mist furrows, old spark drift, wing states, X-shaped tears, delayed impact rings, and vapor lines, not duplicate bodies.
[DIRECTOR STRIP]
Bottom visual infographic strip aligned to panel columns, with exactly two stacked mini-cells per panel: RHYTHM TRACK as clean outlined horizontal rhythm blocks and ESCALATION MAP as clean outlined L1-L5 bars with a curve trace. Use crisp thin strokes, spacing, and compact open graphic shapes; keep labels small but readable. No camera path, action path, state track, paragraph cells, timestamps, arrows, icons, dark filled blocks, or color legend.
RHYTHM TRACK CELL LABELS: RHY P01: burst / short block / whip beat; RHY P02: burst / short block / clean beat; RHY P03: impact / short block / smash beat; RHY P04: burst / short block / whip beat; RHY P05: build / medium block / match beat; RHY P06: burst / short block / clean beat; RHY P07: impact / short block / smash beat; RHY P08: burst / short block / whip beat; RHY P09: burst / short block / whip beat; RHY P10: build / medium block / match beat; RHY P11: burst / short block / whip beat; RHY P12: final hit / short block / smash beat
ESCALATION MAP CELL LABELS: ESC P01: L3 rise / rise; ESC P02: L3 rise / rise; ESC P03: L4 surge / spike; ESC P04: L4 surge / spike; ESC P05: L4 surge / rise; ESC P06: L4 surge / spike; ESC P07: L5 peak / spike; ESC P08: L5 peak / unresolved; ESC P09: L5 peak / spike; ESC P10: L5 peak / rise; ESC P11: L5 peak / spike; ESC P12: L5 peak / unresolved
[SEQUENCE]
Grid: 12 panels, AUTO 4x3 preferred; use small header strips outside panels with `P## / lens / beat name`; P01 / 24mm wide / active attack lane: C1 dives from upper-left as C2 rockets up from lower-right, both mist trails already carving the attack lane; P02 / telephoto / near-miss cross: both cross before contact, wing tips shredding two cloud ribbons as swords reset; P03 / 35mm orbit / stretched clash: blades hit at center, sparks travel outward before both snap back into motion; P04 / handheld close / rising combo: C1 rolls under into a three-hit combo while C2 parries high, middle, high; P05 / overhead / spiral exchange: both corkscrew down one cloud tunnel, blades crossing on opposite sides; P06 / 50mm / wing slip counter: C2 folds one wing inside C1's wide cut and counters twice at arm's length; P07 / 24mm wide / delayed triple pass: both hook back and cross three times through one X-shaped tear, each pass adding spark seams; P08 / 35mm orbit / circular combo: C1 rushes from foreground left as C2 spins back, sparks circling the camera; P09 / 85mm / close ricochet: they scrape face-close past each other, blades ricocheting four times while old sparks drift behind; P10 / 24mm vertical wide / upward ladder: tiny silhouettes climb a cloud column while fast parries shed falling sparks; P11 / 35mm orbit / converging dive: both fold wings from high-left and low-right, sword tips aimed at one point; P12 / telephoto to wide / delayed final recoil: crossed blades collide, sparks expand, then both fighters arc past through ruptured mist.
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Seedance 2.0 Prompt:
Read @[image1] as the duel map: order, placement, flight direction, blade contacts, mist tears, spark states, and screen geography. Keep staging; render finished cinematic anime, not storyboard art.
Use @[image2] for C1 and @[image3] for C2 as final identity authority: face, body, wardrobe, wings, swords, materials, proportions, and likeness; storyboard figures are proxies.
VISUAL STYLE: High-speed cinematic anime aerial sword duel above sunlit clouds. Layered micro-actions, overlapping parries, delayed impacts, persistent mist/spark trails, violent orbits, whip-pan passes, jet-fast wing dives, cloud spirals, sakuga impacts, hard rim light, and no glow beyond sparks and air pressure.
AUDIO: No background music or score. Use only diegetic high-altitude wind, wing cracks, blade chatter, parry rings, spark snaps, cloth snaps, breath cuts, cloud rush, and delayed pressure booms after fighters move on.
ENVIRONMENT: Open sky above layered clouds with hard sun rim light, drifting cloud pillars, torn mist trails, and spark rain marking every pass.
EMOTIONAL GUIDANCE: C1 and C2 are already attacking in the first frame, escalating through impossible-speed combo chains until the final strike rips them past each other.
BEATS:
P01: 24mm wide, C1 dives from upper-left while C2 rockets up from lower-right, both blades already drawn through mist trails that carve the attack lane; wing rush, rising wind.
P02: telephoto, they cross before contact, missing by inches as wing tips shred two cloud ribbons and both swords reset for the return line; air crack, cloth snap.
P03: 35mm fast orbit, first center clash hits blade-to-blade, impact stretching as sparks travel outward before both snap into motion, C1 driving left-to-right and C2 forcing back; metal shriek, delayed boom.
P04: handheld close orbit, C1 rolls under into a three-hit rising combo while C2 parries shoulder, ribs, and head line in one continuous blur; breath cuts, blade chatter.
P05: overhead, both corkscrew down a vertical cloud tunnel, trading rapid left-right slashes on opposite sides of the same spiral path; roaring drop, staccato steel.
P06: 50mm near-body, C2 folds one wing inside C1's wide cut and answers with a tight two-hit counter at arm's length, sparks skidding across both guards; wing snap, close scrape.
P07: 24mm wide, they explode from the cloud wall, hook back, and cross three times through one X-shaped mist tear, each pass adding a spark seam and late pressure thump; triple boom, spark rain.
P08: 35mm aggressive 360 orbit, C1 rushes from foreground left while C2 spins backward, both blades clashing in a circular combo that wraps around the camera; steel rattle, wind shear.
P09: 85mm compressed, they scrape face-close past each other, blades ricocheting four times from chest line to head line while older sparks still drift behind them; hard rings, rapid breaths.
P10: 24mm vertical wide, both launch upward through a cloud column, tiny silhouettes parrying so fast falling sparks draw a ladder below them; climbing rush, rapid pings.
P11: 35mm orbit dive, they fold wings and drop from high-left and low-right, sword tips drawing two vapor lines into one collision point; vacuum pull, blade hiss.
P12: telephoto to wide shock pullback, final strike tears through center, crossed blades collide, sparks expand, then both fighters recoil past through ruptured mist before thunder catches up; trailing steel.