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.
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