Create a 16:9 image.
[PROJECT CARD]
Create a compact designed masthead, not a table.
TITLE: FISH-EYE ALARM ESCAPE
META LINE: panic / cyber-action thriller / high surge
PRIORITY: first-panel fish-eye glasses reflection hook, readable room geography, alarm-to-escape cause and effect
MICRO BRIEF: Karma is caught mid-hack, spots intruders on security feed, exits through the window, detonates the room, and vanishes.
[CONTINUITY HEADER]
SEQUENCE ID: KARMA_ESCAPE_01
REFERENCE PRIORITY: use the provided Karma character sheet as the identity reference; identity reference controls face, body, wardrobe, proportions, hair, glasses, headphones, and silhouette; this storyboard controls staging, motion, geography, and continuity.
[SCENE PACKET]
PREMISE: A young hacker types frantically at a monitor until a red alarm reveals intruders entering the building, forcing a fast fire-escape exit and remote room detonation.
LOCATION: cramped upper-floor hacker room at night, desk and monitor foreground, security monitor beside it, red alarm light on wall, window to screen right, exterior fire escape outside window, street below.
START -> END: C1 fills the first fish-eye frame with abstract code reflections sliding across both glasses lenses, desk and room warped around the edges -> C1 disappears down the street after the room erupts behind the fire escape.
ACTION CHAIN: typing frenzy -> alarm flashes -> C1 checks security monitor -> three armed soldiers enter building -> laptop shuts -> window exit -> fire escape descent -> phone trigger -> room explosion -> C1 vanishes.
PROP / EFFECT STATE: laptop open then closed, main monitor casting code-like glow, security monitor showing three armed soldiers, red alarm light flashing, phone trigger, window open, room blast with smoke and debris.
MUST READ: the first image is a fish-eye face-and-glasses hook; code reflections on C1's round lenses lead into the security-monitor threat before the escape turns explosive.
[CHARACTER SANITIZATION]
C1: Karma, young adult hacker, compact defiant silhouette, bright spiky pink hair, round dark glasses, black oversized bomber jacket, loose tan cropped cargo pants, pink headphones around neck, white-pink sneakers, sharp fast movement, laptop and phone as key props.
C2: three armed soldiers in dark tactical uniforms with helmets and rifles held low, small on the security monitor and later at building entrance only, no detailed faces.
Remove contradictory traits, invisible psychology, excessive costume detail, and backstory that cannot appear in a panel.
[IDENTITY CONSISTENCY]
Karma identity reference controls face/body/wardrobe/proportions; keep C1 hair silhouette, glasses, headphones, bomber jacket, cargo pants, sneakers, laptop, phone, and screen direction consistent. Do not redesign, age-shift, merge, beautify, or change C1 across panels. C2 remains three armed soldier silhouettes, never more visually important than C1.
[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, non-diegetic UI, ghost poses, duplicate bodies, or technical overlays inside panels. Diegetic screens and glasses reflections may show abstract code-like bars and light shapes only, no readable text.
[MASTER SHOT RULE]
P01 shows a fish-eye near-face hook with C1's glasses reflecting abstract code while the warped edge of frame still reveals the playable room geography: desk, monitor, laptop, security monitor, wall alarm, window screen right, fire escape outside, and door/corridor threat direction.
[EMOTIONAL ARC]
focused body stillness -> frantic hands -> alarm snap -> hard decision -> urgent exit -> controlled violence -> unresolved disappearance, expressed through posture, head turns, hand tension, blocking, pace, and widening danger.
[STYLE LOCKS]
STYLE LOCK: clean monochrome rough-sketch storyboard panels, light-gray graphite lines, simplified anime-painterly proportions, sparse shadows, off-white paper, restrained red/pink accent only in masthead and director strip outside panel artwork.
EFFECT LOCK: alarm flash, code glow, smoke, debris, and blast are drawn as simple monochrome shapes inside panels; final-video style may use sharp red alarm light, cyan code reflections, orange blast core, black smoke, and handheld action energy.
ENVIRONMENT LOCK: cramped cyberpunk apartment room stays readable with desk, monitors, wall alarm, window, metal fire escape, and street below; no realistic texture drift or flat cartoon drift.
[SPATIAL CONTINUITY LOCK]
P01-P06 share the same room layout. Later panels use closer push-ins, whip angles, and side tracks from the same geography, not redesigned rooms. Lock desk foreground, main monitor left of laptop, security monitor beside desk, alarm light on rear wall, window on screen right, fire escape outside, door/threat direction screen left/background. P07-P10 keep C1 moving from window to fire escape downward to street rightward. Only allowed changes: C1 pose, laptop open/closed state, alarm light state, window open state, phone in hand, smoke/debris expansion, camera distance, and exterior position.
[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 / 18mm fish-eye / Code-glass hook -> P02 / macro insert / Typing frenzy -> P03 / 35mm handheld / Red alarm snap -> P04 / 50mm POV / Security feed reveal -> P05 / 24mm wide / Soldiers enter -> P06 / 35mm crash-in / Laptop shut -> P07 / 24mm side track / Window escape -> P08 / 35mm handheld / Fire escape descent -> P09 / 50mm insert / Phone trigger blast -> P10 / 24mm final wide / Smoke disappearance
CAMERA + LENS PLAN: P01 fish-eye near-face hold, room warped at edges -> P02 macro push to fingers and reflected code -> P03 whip pan to alarm and C1 head turn -> P04 POV rack to security monitor -> P05 low wide exterior entrance angle from monitor logic -> P06 crash-in to C1 slamming laptop -> P07 side track to window threshold -> P08 handheld downward chase on fire escape -> P09 insert phone then tilt to blast behind -> P10 final wide hold on street and smoke.
ACTION PATH: P01 code reflections slide across C1 glasses as C1 types -> P02 fingers hammer keys beside open laptop -> P03 alarm flashes and C1 turns -> P04 C1 locks eyes on security monitor showing three armed soldiers -> P05 C2 enters building lobby in tight formation -> P06 C1 shuts laptop hard -> P07 C1 climbs through window -> P08 C1 drops down fire escape -> P09 C1 taps phone and room detonates -> P10 C1 exits frame into street haze.
RHYTHM TRACK: P01 RHY P01: build / medium block / held beat -> P02 RHY P02: burst / short block / clean beat -> P03 RHY P03: impact / short block / smash beat -> P04 RHY P04: slow reveal / medium block / clean beat -> P05 RHY P05: build / medium block / match beat -> P06 RHY P06: burst / short block / smash beat -> P07 RHY P07: burst / short block / whip beat -> P08 RHY P08: build / medium block / whip beat -> P09 RHY P09: impact / short block / smash beat -> P10 RHY P10: recover / long block / held beat.
ESCALATION MAP: P01 ESC P01: L2 tension / rise -> P02 ESC P02: L3 rise / rise -> P03 ESC P03: L4 surge / spike -> P04 ESC P04: L4 surge / rise -> P05 ESC P05: L5 peak / spike -> P06 ESC P06: L4 surge / drop -> P07 ESC P07: L4 surge / rise -> P08 ESC P08: L5 peak / rise -> P09 ESC P09: L5 peak / spike -> P10 ESC P10: L3 rise / unresolved.
STATE TRACK: P01 glasses reflect code, laptop open, alarm off -> P02 typing frenzy, window shut -> P03 alarm on, C1 turned -> P04 security feed active, three soldiers visible -> P05 soldiers inside, rifles low -> P06 laptop closed, bag/phone ready -> P07 window open, C1 outside -> P08 C1 descending, room above -> P09 phone tapped, blast starts -> P10 room smoking, C1 leaving frame.
STYLE TRACK: P01 fish-eye reflection -> P02 hard keystrokes -> P03 alarm accent strip -> P04 CCTV contrast -> P05 soldier silhouettes -> P06 hard gesture -> P07 angled threshold -> P08 kinetic stairs -> P09 blast shapes -> P10 smoke haze.
[SEQUENCE]
Grid: 10 panels in a compact 5-over-5 action storyboard sheet opening on a fish-eye glasses-reflection hook, then room geography, security reveal, escape path, explosion payoff, and director strip aligned below the panel columns.