When I was experimenting with character concepts in Midjourney, one image came out that I really liked, so I ended up building the whole sequence around it. I hadn't planned anything in advance. The project basically started from that single image.
1. Midjourney prompts:
two characters in a post apoc city with guns and a cat --ar 3:4 --raw --sref 1984477158 --profile q9waadp --stylize 1000 --niji 7
zombie with bee wings --ar 3:4 --raw --sref 316595908 --profile q9waadp --stylize 1000 --niji 7
2. This time I didn't create a character sheet. I went straight from the generated images to the storyboards. First storyboard generated with v2 of my skill, I'm still testing it. Second part is generated with the version I shared with subscribers.
3. After that, I generated the scenes using the Seedance 2.0 prompts produced by the same skills. At first I tried extending the footage, but it generated a completely different scene, so I ended up creating it as two separate clips instead.
GPT Image 2 Prompts For Storyboards:
Create a 16:9 image.
[PROJECT CARD]
Create a compact designed masthead, not a table.
TITLE: CLOSE ENOUGH
META LINE: deadpan / post-apocalyptic action comedy / restrained
PRIORITY: Make the leftward shot, intact target building, near-ground miss, and dry final reaction instantly readable.
MICRO BRIEF: Two seated friends test a bazooka against a distant ruined building; the rocket lands beside it and neither overreacts.
[CONTINUITY HEADER]
SEQUENCE ID: BUILDING_BAZOOKA_MISS_01
REFERENCE PRIORITY: @[characters] controls both characters' identity, faces, bodies, wardrobe, and proportions; this storyboard controls staging, motion, geography, bazooka state, and continuity.
[SCENE PACKET]
PREMISE: C1 asks, "Can I hit it?" C2 replies, "I think you can." C1 shoulders one bazooka, fires toward a distant building at screen-left, misses into the ground beside it, then says, "I think I missed." C2 answers, "Yeah."
LOCATION: Daylight on a broken concrete rooftop ledge above a ruined city; the seated pair occupy the right half, while one clearly readable target building and its adjacent open ground sit far screen-left.
START -> END: C1 and C2 sit shoulder-to-shoulder facing left with the loaded bazooka resting between C1's knees -> the target building remains intact behind a compact dust plume beside it, then both remain seated in dry silence.
ACTION CHAIN: casual question and reply -> bazooka lift and aim -> one leftward launch -> rocket drops short beside the building -> dust clears enough to prove the miss -> understated exchange.
PROP / EFFECT STATE: Exactly one bazooka and one rocket; loaded at start, empty after firing; straight leftward exhaust trail; compact ground impact immediately screen-right of the target building; no building strike or collapse.
MUST READ: Both characters always look screen-left. The rocket visibly misses the intact building and hits only the open ground beside it. Dialogue is audio context only; never draw speech bubbles, subtitles, captions, or dialogue inside panels.
[CHARACTER SANITIZATION]
C1: Blonde young woman from @[characters], seated screen-left of the pair, compact silhouette, same face and wardrobe, handling the single bazooka with controlled movements.
C2: Skull-helmeted dark-haired young woman from @[characters], seated screen-right of the pair, same face and wardrobe, relaxed posture and minimal reaction.
Remove contradictory traits, invisible psychology, excessive costume detail, and backstory that cannot appear in a panel.
[IDENTITY CONSISTENCY]
@[characters] controls face, body, hair, helmet, wardrobe, footwear, materials, and proportions; storyboard controls staging only. Keep C1 left of C2, preserve silhouettes and clothing, and do not redesign, merge, age-shift, or copy extra firearms from the reference. Show only the single story bazooka.
[STORYBOARD PURITY]
Panel images are visual-only low-detail monochrome light-gray rough sketches. Put panel numbers, beat names, and lens tags in the header strip outside each panel image. No color, labels, arrows, captions, subtitles, logos, watermarks, timing marks, diagrams, UI, ghost poses, duplicate bodies, or technical overlays inside panels.
[MASTER SHOT RULE]
P01 is a 24mm side-wide master showing C1 left of C2 on the rooftop, both facing left, the bazooka between C1's knees, the distant target building at far screen-left, and the open miss zone immediately screen-right of that building.
[EMOTIONAL ARC]
Loose stillness -> casual confidence -> controlled commitment -> brief explosive focus -> dry disappointment, shown through small head turns, steady shoulders, restrained recoil, and minimal final movement.
[STYLE LOCKS]
STYLE LOCK: Clean monochrome editorial storyboard, thin graphite-gray lines, simplified readable anatomy, mostly white paper, sparse light-gray depth, restrained accent color only outside panel art.
EFFECT LOCK: One narrow straight exhaust trail, small launch flash, compact pale dust plume at ground impact, minimal debris, no oversized fireball.
ENVIRONMENT LOCK: Broken rooftop ledge, distant ruined skyline, fixed target-building silhouette, open ground beside it, stable horizon, clear daylight, sparse architectural contours.
[SPATIAL CONTINUITY LOCK]
P01, P02, P03, and P05 preserve the same side-view axis and seating order: C1 left of C2, both facing screen-left. The target building remains far screen-left with the miss zone immediately to its screen-right. P04 is a telephoto view of those same distant anchors, not a redesigned location. Only pose, bazooka state, rocket position, dust, and camera distance may change; the building stays intact.
[DIRECTOR STRIP]
Bottom animatic track board aligned to panel columns. Tracks: BEAT LINE, CAMERA PATH, ACTION PATH, RHYTHM TRACK, ESCALATION MAP, STATE TRACK, STYLE TRACK. Use shot chips, thin lines, rhythm blocks, small intensity bars, one-to-three-word labels. No seconds or timestamps.
RHYTHM TRACK format: `RHY P##: [hold|slow reveal|build|burst|impact|pause|recover|final hit] / [short block|medium block|long block] / [clean beat|match beat|smash beat|held beat|whip beat]`.
ESCALATION MAP format: `ESC P##: [L1 calm|L2 tension|L3 rise|L4 surge|L5 peak] / [flat|rise|spike|drop|release|unresolved]`.
PANEL HEADERS: P01 / 24mm wide / Rooftop master -> P02 / 50mm / Lift and aim -> P03 / 35mm side / Fire left -> P04 / telephoto / Miss beside building -> P05 / 50mm two-shot / Dry verdict
CAMERA LENS PLAN: P01 locked side-wide geography -> P02 closer side medium -> P03 side profile cut on action -> P04 telephoto target view -> P05 return to same-axis seated two-shot
ACTION PATH: P01 ask and reply -> P02 C1 shoulders bazooka -> P03 one rocket exits left -> P04 rocket hits ground beside intact building -> P05 C1 lowers empty launcher, C2 barely turns
RHYTHM TRACK: P01 RHY P01: hold / long block / held beat -> P02 RHY P02: build / medium block / clean beat -> P03 RHY P03: burst / short block / smash beat -> P04 RHY P04: impact / short block / clean beat -> P05 RHY P05: pause / long block / held beat
ESCALATION MAP: P01 ESC P01: L1 calm / flat -> P02 ESC P02: L2 tension / rise -> P03 ESC P03: L4 surge / spike -> P04 ESC P04: L3 rise / drop -> P05 ESC P05: L1 calm / release
STATE TRACK: P01 loaded / seated / face left -> P02 loaded / shoulder aim -> P03 fired once / launcher empty -> P04 building intact / dust beside -> P05 empty launcher / seated / face left
STYLE TRACK: P01 sparse graphite -> P02 clean contours -> P03 sharp motion line -> P04 pale dust shape -> P05 quiet white space
[SEQUENCE]
Grid: 5 panels in a clean 3-over-2 layout with generous gutters and outside header strips, moving from shared geography through launch and miss to the same seated axis for the final deadpan hold.
----
Create a 16:9 image.
[PROJECT CARD]
Create a compact designed masthead, not a table.
TITLE: THE HIVE WAKES
META LINE: creature chase / post-apocalyptic comedy horror / accelerating
PRIORITY: Hide the target building completely in P01, reveal its eruption in P02, then make the unified swarm pursuit, rightward escape, and storm-drain hiding place readable.
MICRO BRIEF: The missed shot wakes hundreds of zombie bees, forcing two friends and their cat off the rooftop and into a dark drainage tunnel.
[CONTINUITY HEADER]
SEQUENCE ID: BUILDING_BAZOOKA_MISS_02
REFERENCE PRIORITY: Image A controls C1, C2, and their cat C3; Image B controls zombie bees C4; this storyboard controls staging, scale, swarm motion, pursuit geography, and continuity. This begins immediately after BUILDING_BAZOOKA_MISS_01.
[SCENE PACKET]
PREMISE: As C1, C2, and their cat C3 rest on the rooftop, hundreds of human-sized zombie bees fly from the hidden target building, merge into an airborne swarm, chase them to street level, and force all three into a storm-drain tunnel.
LOCATION: Clear daylight across one ruined-city route: starting rooftop at screen-left, connected service roof and metal stairs toward screen-right, debris alley below, then a large round storm-drain opening in a cracked retaining wall at far right.
START -> END: C1 and C2 sit with C3 beside them and the empty bazooka after the miss -> both crouch inside the dark drain with C3 held safely between them while the swarm searches outside.
ACTION CHAIN: offscreen wing noise turns both heads and C3's ears left -> building reveal and swarm eruption -> close undead anatomy -> C1 drops the bazooka as C2 scoops up C3 -> both sprint right -> descend stairs -> cross alley -> enter drain -> pull grate and freeze.
PROP / EFFECT STATE: Empty bazooka begins with C1 and is abandoned in P04; C3 is carried by C2 from P04 through P08 and ends unharmed; every bee is human-sized and continuously airborne from P02 onward; the flying swarm becomes one directional crowd-cloud; grate begins open and ends partly closed.
MUST READ: P01 must not show any part of the target building; it first appears in P02. C3 is the single small black cat from Image A and must never disappear, duplicate, transform, or join the swarm. Hundreds of human-sized bees emerge and chase from left to right; C1, C2, and C3 enter the drain unseen.
[CHARACTER SANITIZATION]
C1: Blonde young woman from Image A, same compact silhouette, face, wardrobe, and footwear; quick forward lean, drops the empty bazooka, then runs screen-right.
C2: Skull-helmeted dark-haired young woman from Image A, same face, wardrobe, and proportions; reacts first, scoops C3 under one arm, and leads toward the drain.
C3: The single small black cat from Image A; pointed ears, yellow eyes, simple dark silhouette; sits beside the pair, then remains securely carried by C2 until safe inside the drain.
C4: Human-sized flying zombie bee species from Image B, each roughly as tall as C1 and C2; corpse-pale round head, huge tired eyes, dark ragged thorax cloth, thin bandaged limbs, torn translucent wings, antennae; render hundreds continuously flying with legs hanging below.
Remove contradictory traits, invisible psychology, excessive costume detail, and backstory that cannot appear in a panel.
[IDENTITY CONSISTENCY]
Image A controls C1, C2, and C3 identity and appearance. Image B controls every C4 bee's anatomy. All C4 bees fly by beating their wings; never show them running, walking, crawling, standing, or pursuing on the ground. Keep exactly one cat near or carried by C2. Do not retain the bazooka after P04.
[STORYBOARD PURITY]
Panel images are visual-only low-detail monochrome light-gray rough sketches. Put panel numbers, beat names, and lens tags in the header strip outside each panel image. No color, labels, arrows, captions, subtitles, logos, watermarks, timing marks, diagrams, UI, ghost poses, duplicate character bodies, or technical overlays inside panels.
[MASTER SHOT RULE]
P01 is a 35mm rooftop group shot framing seated C1, C2, C3 beside them, and the escape route on screen-right. The target building lies beyond the left frame edge and is invisible. P02 first reveals the building, broken windows, swarm origin, and rooftop gap.
[EMOTIONAL ARC]
Dry stillness -> uneasy attention -> instant recognition -> full sprint -> compressed panic -> desperate entry -> breath-held concealment, shown through eye-lines, forward lean, widening spacing, fast foot placement, lowered heads, and final rigid crouches.
[STYLE LOCKS]
STYLE LOCK: Clean monochrome editorial storyboard, thin graphite-gray contours, simplified readable anatomy, mostly white paper, sparse light-gray depth, restrained accent color only outside panel art.
EFFECT LOCK: Swarm reads as hundreds of overlapping human-sized airborne figures, wings visibly beating, legs suspended, with a soft graphite crowd edge and clear leading front. P03 shows three sharp flying bees with many airborne figures behind. No grounded pursuit, smoke transformation, or solid black mass.
ENVIRONMENT LOCK: Preserve the starting rooftop. Keep the target building fully offscreen in P01; reveal and preserve its silhouette only from P02 onward. Maintain the rightward route through service roof, metal stairs, debris alley, retaining wall, circular drain, grate, and dark tunnel.
[SPATIAL CONTINUITY LOCK]
P01 faces C1, C2, C3, and the rightward escape route, cropping the building beyond the left edge. P02-P03 reverse to the threat. P04 returns as C2 lifts C3; C3 stays under C2's arm through P05-P08. P06 continues down the same stairs. P07-P09 preserve the alley wall and drain; P09 shows C3 safely between both girls inside.
[DIRECTOR STRIP]
Bottom animatic track board aligned to panel columns. Tracks: BEAT LINE, CAMERA PATH, ACTION PATH, RHYTHM TRACK, ESCALATION MAP, STATE TRACK, STYLE TRACK. Use shot chips, thin lines, rhythm blocks, small intensity bars, one-to-three-word labels. No seconds or timestamps.
RHYTHM TRACK format: `RHY P##: [hold|slow reveal|build|burst|impact|pause|recover|final hit] / [short block|medium block|long block] / [clean beat|match beat|smash beat|held beat|whip beat]`.
ESCALATION MAP format: `ESC P##: [L1 calm|L2 tension|L3 rise|L4 surge|L5 peak] / [flat|rise|spike|drop|release|unresolved]`.
PANEL HEADERS: P01 / 35mm two-shot / Offscreen buzz -> P02 / telephoto reverse / Hive eruption -> P03 / 85mm close / Undead faces -> P04 / 35mm / Drop and run -> P05 / 24mm side / Rooftop pursuit -> P06 / 28mm high angle / Stair descent -> P07 / 35mm track / Alley sprint -> P08 / 24mm low wide / Drain dive -> P09 / 50mm interior / Hold breath
CAMERA LENS PLAN: P01 locked two-shot facing away from hidden building -> P02 reverse telephoto reveal -> P03 threat close-up -> P04 reaction medium -> P05 fast side track -> P06 high-angle continuation -> P07 low side track -> P08 low wide crash-in -> P09 locked interior hold
ACTION PATH: P01 buzz turns heads and C3's ears -> P02 bees fly from windows -> P03 flying leaders fill frame -> P04 swarm crosses gap in air as C2 scoops C3 -> P05 airborne chase over roof -> P06 swarm flies down stairwell -> P07 swarm dives through alley -> P08 all enter, pull grate -> P09 bees hover outside
RHYTHM TRACK: P01 RHY P01: slow reveal / medium block / held beat -> P02 RHY P02: burst / short block / smash beat -> P03 RHY P03: impact / short block / held beat -> P04 RHY P04: burst / short block / whip beat -> P05 RHY P05: build / medium block / match beat -> P06 RHY P06: burst / short block / whip beat -> P07 RHY P07: build / medium block / match beat -> P08 RHY P08: impact / short block / smash beat -> P09 RHY P09: pause / long block / held beat
ESCALATION MAP: P01 ESC P01: L2 tension / rise -> P02 ESC P02: L4 surge / spike -> P03 ESC P03: L5 peak / rise -> P04 ESC P04: L5 peak / unresolved -> P05 ESC P05: L5 peak / unresolved -> P06 ESC P06: L5 peak / unresolved -> P07 ESC P07: L5 peak / unresolved -> P08 ESC P08: L5 peak / spike -> P09 ESC P09: L3 rise / drop
STATE TRACK: P01 seated / C3 beside pair / threat offscreen -> P02-P09 C4 swarm continuously airborne -> P04 launcher abandoned / C3 carried -> P05-P08 C3 under C2's arm -> P09 all three hidden / C3 safe / flying swarm outside
STYLE TRACK: P01 sparse unease -> P02 broken silhouettes -> P03 sharp undead detail -> P04 sharp gesture -> P05 streaked graphite -> P06 angular descent -> P07 debris motion -> P08 dark threshold -> P09 quiet gray shadow
[SEQUENCE]
Grid: 9 panels in a clean 3x3 layout with outside header strips; P01 hides the target building, P02 reveals it, P03 gives the zombie-bee close-up, then the board follows the rightward chase to concealment.
---
Seedance 2.0 Prompts:
First Part:
Use @[storyboard ref] as the authoritative director-approved storyboard blueprint for the sequence. Treat every storyboard panel as a consecutive shot within a single cinematic sequence. Follow panel order exactly and do not invent alternative coverage. Do not render the storyboard sheet itself. Preserve camera placement, framing, lens intent, shot scale, character staging, screen direction, environmental geography, prop placement, action choreography, continuity and emotional escalation shown by the storyboard. The storyboard is the primary source of truth for visual storytelling. Recreate the filmed sequence implied by the panels rather than the physical storyboard artwork.
Use @[characters ref] as the authoritative character reference for C1 and C2; preserve their faces, bodies, hair, skull helmet, wardrobe, proportions, materials, and likeness, while using only the single story bazooka.
ENVIRONMENT: Daylight on a broken rooftop above a ruined city. C1 sits left of C2, both facing screen-left. A damaged but standing target building sits far left; open ground immediately screen-right of it is the fixed miss zone. Preserve ledge, skyline, building silhouette, horizon, light, and side-view axis.
EMOTIONAL GUIDANCE: Valence: relaxed confidence -> mild disappointment -> dry acceptance. Arousal: stillness -> controlled lift -> sharp launch -> brief impact -> quiet release. Use small head turns, restrained recoil, steady seated posture, and a long understated final hold.
VISUAL STYLE: Polished cinematic anime matching @[characters], crisp linework, bright cel shading, tactile concrete, restrained depth, stable character detail, coherent rocket motion, compact dust, and deadpan timing.
AUDIO: No background music or score. Use only rooftop wind, distant city ambience, cloth and metal handling, a mechanical click, launch blast, fading rocket hiss, remote ground impact, falling grit, and silence. Dialogue exactly: C1: "Can I hit it?" C2: "I think you can." Later C1: "I think I missed." C2, dry: "Yeah." No subtitles or on-screen text.
PANEL BEATS:
P01: Locked 24mm side-wide master. C1 sits left of C2, shoulder-to-shoulder facing screen-left, with one loaded bazooka between C1's knees. The distant target building and adjacent open miss zone are readable at far left. C1 asks, "Can I hit it?" C2 replies, "I think you can," without changing her relaxed pose. SFX: wind, distant city.
P02: 50mm side medium. C1 lifts the single bazooka onto her shoulder and aims at the target building; C2 remains seated, eyes left. No duplicate weapon or rocket. SFX: metal handling, cloth shift, click.
P03: 35mm side profile. C1 fires exactly one rocket straight screen-left. A short straight exhaust trail follows it; recoil moves C1's shoulder back and C2 gives one small flinch. The launcher is now empty. SFX: hard launch, hiss traveling left.
P04: Telephoto view of the fixed target geography. The same rocket drops short and strikes only the open ground immediately screen-right of the building. A compact dust plume rises while the building remains fully standing and visibly untouched. SFX: distant impact, grit.
P05: Return to the same seated side axis in a 50mm two-shot. C1 lowers the empty launcher slightly, watches the dust beside the intact building, and says, "Close enough." C2 barely turns her eyes and answers, "Yeah." Hold on their still posture. SFX: wind, settling debris, silence.
----
Second Part:
Use @[storyboard2 ref] as the authoritative director-approved storyboard blueprint for the sequence. Treat every storyboard panel as a consecutive shot within a single cinematic sequence. Follow panel order exactly and do not invent alternative coverage. Do not render the storyboard sheet itself. Preserve camera placement, framing, lens intent, shot scale, character staging, screen direction, environmental geography, prop placement, action choreography, continuity and emotional escalation shown by the storyboard. The storyboard is the primary source of truth for visual storytelling. Recreate the filmed sequence implied by the panels rather than the physical storyboard artwork.
Use @[characters ref] as the authoritative C1, C2, and single black cat C3 reference, and @[zombee ref] as the human-sized zombie-bee C4 reference.
ENVIRONMENT: Continue after the daylight bazooka miss. In P01 the target building is completely outside the left frame and invisible; P02 reveals it for the first time. A rooftop route, stairs, alley, and round storm drain extend right. The swarm pursues left to right. The drain is dark with daylight at its grate.
EMOTIONAL GUIDANCE: Valence: dry calm -> alarm -> relief. Arousal: stillness -> eruption -> sustained peak -> held breath. Keep C3 close to C2 throughout the escape.
VISUAL STYLE: Polished cinematic anime matching @[characters], crisp cel shading, tactile ruins, and hundreds of human-sized undead bees matching @[zombee] flying continuously with beating wings and suspended legs. Never show bees running, walking, crawling, or grounded in pursuit.
AUDIO: No background music or score. Use wind, distant city, first wing scratches, a rapidly multiplying diseased buzz, window debris, dropped metal, running feet, rattling stairs, swarm rush, grate scrape, tunnel drips, muffled buzzing, and silence. No dialogue, subtitles, or on-screen text.
PANEL BEATS:
P01: Locked 35mm rooftop group shot. C3, the single black cat from @[characters], sits beside C1 and C2. The target building is fully beyond the left edge and invisible. Offscreen wings turn both heads and C3's ears left. SFX: scratching wings.
P02: Reverse telephoto reveal. The building first appears as hundreds of human-sized zombie bees fly from its windows on beating wings and surge right. SFX: explosive buzz, glass.
P03: 85mm threat close-up. Three flying leaders fill frame: corpse-pale faces, huge dead eyes, antennae, ragged cloth, bandaged limbs, and torn wings match @[zombee]; hundreds remain behind. Each is human-sized, not insect-sized or kaiju-sized. SFX: diseased wing buzz.
P04: 35mm medium. C1 drops the bazooka as C2 scoops C3; both run while the airborne swarm flies across the rooftop gap. SFX: clatter, wing roar.
P05: Fast 24mm side track. They sprint right with C3 secure; the swarm flies above the roof behind them. SFX: boots, buzz.
P06: High-angle 28mm. They race down metal stairs as the swarm flies downward through the open stairwell. SFX: stair rattle, wings.
P07: Low 35mm alley track. All three race toward the drain while the flying swarm dives through the alley air behind. SFX: footfalls, rubble.
P08: Low 24mm wide. C2 enters carrying C3, C1 follows, and they pull the grate partly shut. SFX: scrape, rushing buzz.
P09: Locked 50mm inside. C1 and C2 crouch with C3 safely between them; bees hover and search outside without seeing them. SFX: drips, muffled buzz, silence.