soccer player, vibrant colors --no text --ar 16:9 --sref 74117661 --profile ycjrvus --stylize 1000 --preview
Seedream 5.0 pro prompt for storyboard:
Create a 16:9 monochrome 2D rough-sketch board for a football gauntlet and keeper finish; lock staging, and do not render bracketed labels.
[HEADER]
Use crisp type and thin rule; show only:
"Claim Through Five"
"Five defenders. One keeper. One strike."
[BOARD]
4x4 P## grid; 14 equal 16:9 landscape panels (width 1.78x height), incomplete last row centered.
Headers use `P## / short tag / short beat`; one frozen beat each.
[STYLE]
Monochrome 2D rough pencil/ink on white paper: open outlines, sparse construction, simple perspective, featureless figures.
No fills, wash, hatching, shading, shadows, ambient occlusion, color, 3D/clay volume, texture, or finished illustration.
[REFERENCES]
Image A: lead build, hair outline, wardrobe silhouette only.
[CONTINUITY]
One lead, one ball, five outfielders, one goalkeeper; lead and ball move screen right to goal, marks attach only at contact.
Outfielders have distinct builds and jerseys; goalkeeper stays inside goal, no extras.
[RULES]
Only header lines and panel headers are visible; no panel text, arrows, icons, insets, extra panels, duplicates, ghost poses, or object-like marks.
[BEATS]
Draw one storyboard panel per visual BEAT:
BEATS:
P01 / low void / ignition: Ground-height low full; leaning lead fills the left third, ball at outside boot, short floor trail aimed screen right.
P02 / ground evidence / toe cut: Ground-height foot close-up; outside boot meets ball lower left, opening opponent's lunging leg fills right, small unfilled burst at contact.
P03 / canted pressure / body lie: Knee-height canted medium-full; lead shoulders tilt left, hips and ball angle right, same opponent leans away in the right third.
P04 / lateral slash / second gate: Waist-height profile wide; lead and ball cut screen right, compact second opponent planted foreground left, short mark behind ball.
P05 / ball witness / split line: Ball-height tight wide; ball sits between lean third opponent's feet at center, lead boot fills left edge, compressed arc touches its path.
P06 / overhead trap / angle break: Overhead wide; broad fourth opponent blocks center, lead hooks ball lower-right, their body vectors forming a right angle.
P07 / compressed impact / drag escape: Eye-height compressed medium; fourth opponent's leg crosses foreground, lead coils around ball right, one flare at sole contact.
P08 / low pursuit / final wall: Knee-height low wide; narrow final opponent fills the right third between lead and goal, ball rises diagonally from lower left.
P09 / impact proximity / last cut: Ground-height tight full; lead foot guides ball beyond the final opponent's reaching toe, thin flare attached inside the gap.
P10 / release wide / open lane: Eye-height wide; lead and ball occupy the right third facing goal.
P11 / frontal threat / keeper set: Eye-height wide; lead and ball fill lower left, goalkeeper centers in the distant goal.
P12 / canted close / vow lock: Waist-height canted medium-wide; planted foot and ball sit lower left, wound torso fills left, goalkeeper inside the right goal.
P13 / worm impact / keeper dive: Ground-height extreme low wide; boot compresses ball foreground left, goalkeeper reaches across distant goal, impact ring points screen right.
P14 / net witness / beaten reach: Goal-side eye-height medium wide; ball deforms net center-right beyond the goalkeeper, sparse burst attached at contact.
Seedance 2.0 Prompt:
Use @[storyboard ref] only for P## staging: match each panel's angle, scale, framing, blocking, positions, and direction. Ignore sketch artifacts; written beats, references, ENVIRONMENT, VISUAL MEDIUM, and CINEMATOGRAPHY control final identity, materials, color, motion, and effects.
Use @[midjourney image] as C1's sole appearance source; never transfer its likeness to C2-C7.
VISUAL MEDIUM: Cinematic 3D realism fused with painterly anime surface abstraction.
MOTION LANGUAGE: Impossible acceleration, elastic poses, violent smears, grounded foot-and-ball contact physics.
VISUAL EFFECTS: Orange, violet, blue, black ribbons; ink splinters, contact flares, ball wakes.
CINEMATOGRAPHY: High-key overhead light, saturated accents, ultra-wide depth, aggressive diagonals.
AUDIO: No music; breath, cleats, ball impacts, net snap. Internal Japanese voice, no lip-sync: P01 「お前たちがどれだけ望もうと、」; over P13 strike 「あのトロフィーは俺がもらう!」; action never pauses.
ENVIRONMENT: White pitch, charcoal lines, black steel goal, white net; overhead softbox.
RHYTHM + ESCALATION: Cuts accelerate through five duels and keeper, flowing through inner voice into impact.
BEATS:
P01: Ground-height low full; C1 fills the left third, outside boot driving the white-black leather football screen right toward goal, orange floor wake thinning behind.
P02: Ground-height foot close-up; C1 cuts the white-black leather football outside C2's Netherlands-orange lunge, a violet flare dying at lower-left contact.
P03: Knee-height canted medium-full; C1 throws shoulders left, hips and the white-black leather football cutting screen right toward goal as C2 tilts away.
P04: Waist-height profile wide; a lateral whip follows C1 past compact C3 in Japan-blue, the white-black leather football at his instep, blue ribbon floor-bound.
P05: Ball-height tight wide; camera races beside the white-black leather football through lean C4's Argentina sky-blue-and-white stance, C1's boot left, orange arc collapsing.
P06: Overhead wide; C5 in Brazil yellow-and-green seals center, C1 sole-hooks the white-black leather football lower-right, vector breaking screen right toward goal.
P07: Eye-height compressed medium; C5's tackle crosses foreground, C1 drag-turns around the white-black leather football in the right third, violet sole flare fading.
P08: Knee-height low wide; narrow C6 in France navy-and-red fills the right third as C1 and the white-black leather football accelerate diagonally screen right toward goal.
P09: Ground-height tight full; C1 carries the white-black leather football beyond C6's toe, orange-blue shock line flashing through the gap as C6 folds.
P10: Eye-height wide; C1 and the white-black leather football occupy the open right third facing goal, C2-C6 stagger defeated across distant left.
P11: Eye-height wide; C1 and the white-black leather football fill lower left, while C7 in matte-black goalkeeper kit and white gloves sets centrally inside goal.
P12: Waist-height canted medium-wide; C1 takes a running setup touch with the white-black leather football lower left, torso coiling without slowing, C7 centered inside the right goal.
P13: Ground-height extreme low wide; at full sprint C1 strikes the white-black leather football screen right toward goal as C7 commits, four-color splinters erupting at contact.
P14: Goal-side eye-height medium wide; the white-black leather football slams center-right into the white net beyond C7's stretched gloves, snapping it back as chromatic ribbons erupt and clear.
Suno Style: Dark industrial big beat with distorted breakbeats, crushing bass, snarling synth riffs, chopped female vocal fragments, chaotic rave fills, metallic impacts, tense pauses and massive explosive drops. Fast, filthy, confrontational and cinematic, with late-90s underground club energy and modern production weight, 142 BPM
Style influence: %100