دليل الذكاء الاصطناعيتواصل معنا

SEER / DUST — Dystopian Cyborg Dance Film · Full Production Tutorial

Flow: AssetsStoryboardFramesSeedance video. Every prompt block below is copy-ready.

🎯 0 · Concept Lock

A lone armored figure — the SEER Cyborg (chrome-and-rag pressure suit, water-beaded glass bubble helmet, ribbed breathing hose, tattered fabric strands) — performs an emotionally charged solo dance across a fog-drowned desert of colossal fallen machine-gods: half-buried stone faces and vast reaching hands. The dance is the character’s only voice — the helmet muffles all sound, so the body sings. Ritual, exhaustion, defiance, release.

Pillar

Direction

🤖 Character

SEER Cyborg — silver/graphite pressure suit, spherical glass helmet w/ rivets + antennae, breathing regulator + ribbed hose, frayed textile strands, worn combat boots

🏜️ Environment

“Stone Faces” wasteland — giant cracked stone visages & reaching hands emerging from ash-grey dust, deep fog, scattered rubble, tiny distant silhouettes for scale

🎨 Mood / Author

Sameh Al Tawil — monochrome, sublime dread, monumental decay, solitude against the colossal, silence as weight

Palette

Black & white / desaturated ash. Cold graphite greys, bone whites, deep charcoal shadow. No saturated color.

🖼️ Format

16:9 · cinematic · handheld arthouse energy

💃 Choreography

Aggressive, fluid, evolving: turns, floor slides, crawls, isolations, trembling hands, balance shifts, lunges, collapses, sculptural poses. No static standing.


🎬 1 · The Method

Adapted from the Girl-Dance reference (Voice / Body / Space — Lian / Green Muse).

The reference storyboard gives us the skeleton: 12 cinematic panels, continuous live performance, a fixed annotation color-system, and an arc that climbs from a lonely wide establishing figure to one overwhelming final hero pose under a single harsh light.

We keep the structure and camera grammar 1:1 and swap:

  • Performer → the SEER Cyborg — the dance now reads as a machine straining against its own body.
  • “Singing”muffled internal vocalization / breath-song through the helmet regulator — emotional emphasis stays, the sound is trapped.
  • Brutalist HallStone-Faces desert — light beams become god-rays through fog; wet-floor reflections become wet ash + shallow standing water between the ruins.

🖍️ Annotation color legend (keep identical)

Mark

Meaning

🔴 Red arrows

Body movement

🔵 Blue arrows

Camera movement

🟢 Green marks

Framing / composition

🟠 Orange marks

Lighting direction

🟣 Purple marks

Vocal / emotional emphasis

⚫ Black text

Lens notes + panel labels

🎞️ The 12-shot spine (our adaptation)

#

Shot / Lens

Movement

Beat

1

WS establishing · 28mm

push in slowly

Tiny cyborg dwarfed between two colossal stone faces; opening breath-wail

2

Handheld medium-wide

drift with him

Spinning turn, fabric strands flaring, dust kicked up

3

Whip-pan side profile · 50mm

whip pan right

Head thrown back, glass helmet catching a god-ray; voice “rips”

4

Low-angle close · 50mm

slow rise

Gauntlet reaching to camera; face pressed inside fogged glass

5

Tracking ¾ back · 35mm

track left with him

Striding toward the fallen hand, hose swinging, percussive body

6

Overhead top-down · 28mm

static high

Collapsed spread on wet ash, limbs vs. crack-lines — symmetry vs chaos

7

Low-angle wide · 24mm

slight tilt up

Rising lunge; god-ray column behind; voice soars

8

Handheld close · 50mm

slight shake

Helmet whip, breath fogs the glass, emotion breaks open

9

Dutch-angle wide · 24mm

tilt world

Crawling transition across rubble; unbalanced mind

10

Long-lens compressed · 85mm

locked

Curled small at the foot of a giant stone face; isolation in vast space

11

Orbit medium-wide · 35mm

orbit clockwise

Rising off the ground, building to a peak

12

FINAL wide / hero · 28mm

locked

One overwhelming pose under a single harsh god-ray; total focus, no escape


🧱 2 · ASSET Prompts

Generate these first — they are your reference plates. Feed the character sheet + environment plate into every downstream step so identity and world stay locked.

2.1 · Character reference sheet

📎 You already have SAMEH_SEER01.png — use this to regenerate / extend variants.
Plain Text
Character reference sheet, 6 views (front / side / back headshots + full-body front / side / back), single figure, neutral seamless grey studio background, even soft lighting, monochrome black-and-white photographic realism, ultra-detailed.

SUBJECT: a lone post-apocalyptic cyborg diver-astronaut. Head fully enclosed in a large spherical transparent glass pressure helmet beaded with water droplets, ringed with riveted metal bands and thin antennae spikes. Inside the helmet: a weathered middle-aged human face, furrowed brow, short cropped hair, breathing regulator with a round metal valve over the mouth feeding into a thick ribbed corrugated hose that runs down into the suit. Body wears a scavenged pressure suit of layered graphite-grey fabric, cracked leather, wrapped bindings and hanging frayed textile strands; a life-support backpack with tubes and canisters on the back; heavy worn lace-up combat boots. Grimy, wet, battle-worn, industrial.

STYLE: desaturated monochrome, high dynamic range, fine grain, sculptural, dramatic but neutral studio light, hyperreal detail, no color.
NEGATIVE: color, cartoon, clean/new, smooth plastic, glossy render, text, logo, extra limbs.

2.2 · Environment plate — “Stone Faces” desert

📎 Extend from Robots_wasteland_04.png.
Plain Text
Wide cinematic environment plate, 16:9, black-and-white, Sameh Al Tawil mood: a vast desolate ash-grey desert under a flat white fog-choked sky. Colossal ancient machine-god ruins emerge from the dust — enormous cracked stone faces half-buried and tilting, giant reaching stone-and-cable hands rising like monuments, distant broken towers dissolving into haze. Fine drifting fog, scattered dark rubble and boulders on cracked earth, shallow reflective water pooled between ruins. Tiny distant human silhouettes for monstrous scale.

MOOD: sublime dread, monumental decay, solitude, silence as weight. Deep atmospheric perspective, soft god-rays breaking through fog. Monochrome, high detail, film grain, no color, no text.
NEGATIVE: color, vegetation, modern city, vehicles, text, watermark, low detail.

2.3 · Look-dev / lighting still

💡 Optional but recommended — locks the god-ray + tonal look before you commit.
Plain Text
Cinematic monochrome still: the SEER cyborg (glass-bubble helmet, ribbed hose, tattered pressure suit) standing small in the foreground of the Stone-Faces desert, one hard volumetric god-ray column of light punching through fog behind him, wet ash reflecting the light. Extreme negative space. Black-and-white, Sameh Al Tawil tone, grain, dread. No color.

✏️ 3 · STORYBOARD Prompt

GPT Image 2. This reproduces the reference method exactly, then swaps the performer + world. Attach SAMEH_SEER01.png as the character reference when running it.

Plain Text
Create a raw contemporary dance performance storyboard focused on intense physical movement and trapped, muffled vocalization. Use the reference image for the character: a lone armored CYBORG diver — large spherical transparent glass helmet beaded with water, riveted bands and antennae, breathing regulator + thick ribbed hose, scavenged graphite pressure suit with hanging frayed textile strands, heavy combat boots.

16:9 storyboard sheet, 12 cinematic panels. The actual storyboard drawings must be BLACK AND WHITE only: rough pencil lines, minimal detail, fast gesture-drawing energy, simple anatomy construction and strong silhouette readability. Keep the artwork lightweight, dynamic and unfinished like early choreography previs.

The solitary cyborg performer dances continuously — an emotionally charged contemporary routine — ALONE in a vast dystopian desert of colossal fallen machine-gods: giant cracked stone faces half-buried in ash, enormous reaching stone hands rising from the dust, broken towers dissolving into deep fog (in the style and mood of Sameh Al Tawil). The choreography is aggressive, fluid and constantly evolving: rapid turns, floor slides across wet ash, crawling transitions over rubble, sharp body isolations, trembling gauntleted hands, extreme balance shifts, helmet whips, lunges, jumps, collapsing movements and distorted sculptural poses.

Every panel must contain visible motion and strong body momentum. Avoid static standing poses. The performer should feel trapped between ritual, exhaustion and emotional release — a machine straining against its own body, its voice sealed inside the glass.

Use cinematic arthouse camerawork with handheld energy, whip pans, orbit movement, overhead shots, side silhouettes, aggressive close-ups, long-lens compression and extreme negative space. Scale the tiny figure against the monstrous ruins.

Keep the environment minimal but monumental: ash desert, drifting fog, colossal stone faces and hands as background masses, frayed-fabric motion, harsh volumetric god-ray light beams, and wet-ash / shallow-water reflections only.

Annotation color system:
red arrows = body movement
blue arrows = camera movement
green marks = framing / composition notes
orange marks = lighting direction
purple marks = vocal / emotional emphasis
black text = short lens notes and panel labels

Header fields: PROJECT: SEER / DUST — VOICE / BODY / SPACE   LOCATION: Stone-Faces Wasteland   PERFORMER: SEER (Cyborg)   FORMAT: 16:9   PAGE 1 of 1.

No timestamps. Follow the 12-shot arc from a tiny WS establishing figure to ONE overwhelming final movement pose beneath a single harsh isolated god-ray between the colossi. Note at bottom: "Continuous muffled vocal performance throughout."

🖼️ 4 · FRAME Prompts

Per-panel keyframes. Render each panel as a finished monochrome cinematic still (GPT Image 2 / Seedream / Nano-Banana). Prefix all 12 with the shared Style Block, then append the panel line. Feed the character sheet + environment plate as references each time.

🎨 STYLE PREFIX — paste before every frame line:
Plain Text
Cinematic monochrome film still, 16:9, black-and-white, heavy film grain, Sameh Al Tawil mood — sublime dread, monumental decay, solitude. The SEER cyborg (spherical water-beaded glass helmet, riveted bands + antennae, breathing regulator + ribbed hose, tattered graphite pressure suit with frayed strands, combat boots) performing contemporary dance in a vast ash-grey Stone-Faces desert of colossal cracked stone faces and giant reaching hands emerging from deep fog. Volumetric god-rays, wet-ash reflections, extreme negative space. No color, no text.

#

Append this to the Style Prefix

1

WS establishing, 28mm. Tiny cyborg dead-center, dwarfed between two colossal tilting stone faces, arms opening in first gesture, dust rising at his feet, one faint god-ray. Massive negative space.

2

Handheld medium-wide. Mid-spin, fabric strands and hose flaring outward, ash kicked into the air, motion blur on limbs, giant hand-ruin looming behind.

3

Whip-pan side profile, 50mm. Head thrown back, glass helmet catching a hard side god-ray, one arm slashing up, deep fog behind. Sense of a cry ripping through.

4

Low-angle close, 50mm. Gauntleted hand reaching straight toward camera, weathered face pressed against fogged glass from inside, desperate reach. Fill frame with face + hand.

5

Tracking three-quarter back, 35mm. Striding toward a fallen colossal stone hand, hose swinging, body coiled and percussive, footprints in wet ash.

6

Overhead top-down, 28mm. Cyborg collapsed and spread on wet ash, limbs splayed against radiating ground cracks — symmetry versus chaos, thin light stripes across him.

7

Low-angle wide, 24mm. Rising lunge, one arm spearing skyward, a tall column of god-ray light directly behind, ruin silhouettes flanking. Voice soars.

8

Handheld close, 50mm. Helmet whipping sideways, breath fogging the glass interior, slight camera shake, emotion breaking open.

9

Dutch-angle wide, 24mm. Crawling low across rubble, world tilted off-axis, rim light from a high fog-break, unbalanced and searching.

10

Long-lens compressed, 85mm. Curled small at the foot of a giant half-buried stone face, isolated in vast blurred space, whispered inward stillness.

11

Orbit medium-wide, 35mm. Rising up off the ground mid-turn, arms building outward, camera orbiting clockwise, dust swirling, building to a peak.

12

FINAL wide hero shot, 28mm. One overwhelming sculptural pose beneath a single harsh isolated god-ray, framed dead-center between the colossal stone faces, everything else falling to black. Total focus, no escape.


🎥 5 · SEEDANCE 2.0 Video Prompts

15-second patches — directed as cinema, not clips. Each patch is one 15-second Seedance 2.0 prompt: a verbatim Style Prefix, a Characters anchor (state carried forward), a Scene block with geo-spatial blocking, then CUT 1 / 2 / 3 beats filling the full 15 seconds with acting, motivated camera, light and diegetic sound. English only. Double-contrast lives inside each patch. Antislop enforced · age-blind · identity locked via @seer.

▶️ How to run each patch: copy the whole block (Style Prefix included) into Seedance 2.0. Feed the matching rendered frame as first-frame, and the following panel’s frame as last-frame for a clean hand-off.
⚙️ aspect_ratio 16:9 · duration 15s · motion moderate-high
🧩 The 12 panels fold into 6 patches × 15s (two panels each) → one continuous ~90-second film.

🎨 STYLE PREFIX — prepend verbatim to every patch (click to expand)

Plain Text
Style: 8K IMAX. Photorealistic — no 3D render, no game engine. Black-and-white monochrome only, heavy 35mm film grain, subtle gate weave.
Lighting: Natural + volumetric god-rays through fog only — hard shafts breaking a flat white overcast sky, camera on the shadow side, atmospheric haze throughout. No artificial studio light.
Color: Desaturated to true monochrome. Tonal 60:30:10 — charcoal shadow / ash mid-grey / bone-white fog accent.
Camera: Physical cine lens. 180° shutter motion blur. Handheld arthouse energy unless a shot is locked.
Subject realism: Weathered pressure-suit texture, water-beaded helmet glass, rivets, ribbed hose — surface grime at material level, correct wet reflectance.
Acting: The body is the only voice — the helmet seals all sound, so emotion reads through spine, hands, breath fogging the glass, chest rise. Micro-pause before each movement attack. Never static standing — always mid-motion or mid-recovery.
Physics: Gravity and inertia respected — suit and hose carry real mass and swing weight, boots displace ash, correct contact shadows. No floating fabric.
Composition: Rule of thirds + golden ratio. Tiny figure scaled against colossal ruins. Extreme negative space.
Continuity: SEER cyborg, ruins, fog density, hose side and strand count identical across every cut. No identity drift.
Technical: 24fps smooth motion. 8K detail. No jitter.
Audio: Environmental SFX + muffled internal breath and regulator hiss only. No music. No subtitles.

▶️ Patch 1 · panels 1–2 — Arrival & first turn

Plain Text
[STYLE PREFIX — paste the full block above, verbatim]

Characters:
@seer — a lone cyborg diver-dancer in a scavenged graphite pressure suit, spherical water-beaded glass helmet (riveted bands, thin antennae), breathing regulator feeding a thick ribbed hose down the left side, hanging frayed textile strands, heavy combat boots. Dry, ash-dusted, tense, newly arrived and alone.

Scene:
A vast ash-grey desert under flat white fog. Two colossal tilting stone faces flank the frame; a giant ruined stone hand looms deeper in the haze camera-right. @seer stands tiny, dead-center, on cracked earth. Fifteen unbroken seconds: from first breath to first spin.

CUT 1 — WS establishing, 28mm, slow steady push-in: @seer alone in massive negative space between the two stone faces. A half-beat of stillness — then his spine initiates, both arms opening slowly into a first ritual gesture, fine dust lifting around his boots. One faint god-ray breaks the fog behind him. Muffled breath and regulator hiss.
CUT 2 — match to medium-wide, handheld drift left: as his arms reach full extension he snaps into a spin, tattered strands and the ribbed hose flaring outward, ash kicked into the air with motion blur trailing his limbs. The giant stone hand slides through frame behind him. Camera stays loose and alive, lagging a half-beat behind his momentum.
CUT 3 — hold on the spin's release, medium, settling: he lands out of the turn off-balance, chest heaving once, helmet glass catching a sliver of the god-ray. Dust drifts down through the light. Hold the breath.

▶️ Patch 2 · panels 3–4 — The trapped cry & the reach

Plain Text
[STYLE PREFIX — paste the full block above, verbatim]

Characters:
@seer — same suit and helmet, glass now faintly fogged inside from exertion, strands still settling from the spin. Emotionally opening, straining against the seal.

Scene:
Same desert, tighter on the figure. A hard side god-ray rakes across from camera-left. Deep fog streaks the background. Fifteen seconds from a violent upward attack to a desperate reach toward the lens.

CUT 1 — side profile, 50mm, whip-pan right to catch him: @seer throws his helmeted head back sharply, one arm slashing upward, the curved glass flaring as it catches the hard side ray. The whip-pan smears the fog into streaks — the sense of a cry trapped and ripping against the glass. Breath spikes on the regulator.
CUT 2 — low-angle close, 50mm, slow rise: the raised arm falls forward as his gauntleted hand reaches straight toward the lens in a desperate grasp; weathered face presses against the fogged glass from inside the helmet. Camera rises slightly to meet the hand, shallow focus pulling to the fingertips.
CUT 3 — hold the reach, breath fogging the glass fuller, fingers trembling a hair short of the lens. Micro-pause. His hand curls back. Isolation lands.

▶️ Patch 3 · panels 5–6 — The march & the collapse

Plain Text
[STYLE PREFIX — paste the full block above, verbatim]

Characters:
@seer — same, hose swinging with each stride, boots now wet from ash-water, body coiled and percussive. Carrying the exhaustion of the reach forward.

Scene:
The figure moves through the ruin field toward a fallen colossal stone hand half-sunk in wet ash; shallow water pools reflect the white sky. Radiating cracks fan across the ground where he will fall. Fifteen seconds from a driving walk to a top-down collapse.

CUT 1 — tracking three-quarter back, 35mm, steady lateral move left: @seer strides toward the fallen stone hand, the ribbed hose swinging counter to his hips, each step landing percussive, boots pressing prints into wet ash with a splash of reflection. Atmospheric depth swallows the far ruins.
CUT 2 — cut to overhead top-down, 28mm, locked high: he reaches the cracked ground and drops — collapsing and spreading flat, limbs splaying across the radiating ground cracks, thin stripes of light falling over the suit. Impact throws a ring of dust.
CUT 3 — hold the overhead, static: his chest heaves once against the geometric cracks — the body's soft chaos against the ground's cold symmetry. A strand settles. Stillness.

▶️ Patch 4 · panels 7–8 — The rise & the break

Plain Text
[STYLE PREFIX — paste the full block above, verbatim]

Characters:
@seer — same, rising off the ground, breath now fogging the interior glass heavily, strands whipping with the recovery. Emotion cresting.

Scene:
Same ground, a tall column of god-ray light standing directly behind where he lies, ruin silhouettes flanking. Fifteen seconds from an explosive rise to a raw handheld close.

CUT 1 — low-angle wide, 24mm, slight tilt-up with the lift: @seer erupts from the ground into a rising lunge, one arm spearing skyward, the tall god-ray column blazing directly behind him, ruin silhouettes dark on either side. The camera lifts with him — the body soaring against the light.
CUT 2 — cut to handheld close, 50mm, slight shake: the helmet whips sideways at the peak, breath fogging the interior glass, frayed strands snapping past the frame. A moment of emotion breaking open behind sealed glass — jaw set, eyes live inside the fog.
CUT 3 — hold close, the shake settling, breath slowing, glass clearing just enough to catch the eyes. He holds the peak a beat too long — then gravity starts to win.

▶️ Patch 5 · panels 9–10 — The crawl & the isolation

Plain Text
[STYLE PREFIX — paste the full block above, verbatim]

Characters:
@seer — same, spent, dragging one leg, hands trembling. The break has emptied him.

Scene:
Broken rubble field tilting toward a giant half-buried stone face. A high break in the fog throws rim light across the helmet. Fifteen seconds from a canted crawl to a compressed, lonely stillness.

CUT 1 — Dutch-angle wide, 24mm, static hard cant: @seer crawls low across the broken rubble, dragging one leg, the world tilted off-axis, rim light from the high fog-break catching the crest of the helmet. He searches forward, unbalanced, one gauntlet reaching over the next rock.
CUT 2 — cut to long-lens compressed, 85mm, locked: he arrives at the foot of the giant half-buried stone face and curls small, trembling, isolated in vast blurred fog that compresses the whole depth flat behind him. Nearly motionless.
CUT 3 — hold the long lens, only his hands shaking against the enormous dead stone face above him. The scale crushes in. He is utterly small. Hold.

▶️ Patch 6 · panels 11–12 — The build & the final pose

Plain Text
[STYLE PREFIX — paste the full block above, verbatim]

Characters:
@seer — same, gathering the last of himself off the ground, dust swirling, moving into one final surrender-as-defiance. This is the climax.

Scene:
Back in the open between the two colossal stone faces. A single harsh isolated god-ray punches down dead-center; everything around it falls to black. Fifteen seconds from a spiraling rise to the overwhelming hero pose.

CUT 1 — orbit medium-wide, 35mm, camera orbiting clockwise: @seer rises up off the ground mid-turn, arms opening outward and building toward a peak, dust swirling around him as the colossal ruins sweep through the background behind the moving camera. Energy climbing.
CUT 2 — settle to locked wide hero, 28mm: the orbit lands as he strikes one overwhelming final sculptural pose beneath the single harsh god-ray, framed dead-center between the two colossal stone faces, everything around him collapsing into black. Chest heaving, utterly alone.
CUT 3 — hold the locked hero, reverent and still: only grain moving in the light, the last dust falling, breath fogging and clearing the glass one final time. Total focus, no escape. Slow fade toward black.

🎚️ 6 · Assembly & Grade

  1. Order — patches 1→6 (panels 1→12); keep the arc’s rise. Cut on motion inside and across patches (a limb leaving frame → next limb entering).
  1. Sound — muffled internal breath + regulator hiss as the “voice”; a low sub-drone bed; sparse percussive hits synced to the body’s sharp isolations (patches 2, 3, 4). Let silence carry the opening of patch 1 and the holds in patches 5 & 6.
  1. Grade — true monochrome, crush blacks slightly, lift a bone-white fog value, add fine grain + subtle gate weave for the Al Tawil analog-decay feel.
  1. Continuity checks — helmet fog level, hose side, strand density, and god-ray direction should read consistently. Regenerate any frame that drifts before animating.

🧬 7 · Reusable Prompt Kernels

🤖 Character kernel (@seer)

lone cyborg diver-dancer · spherical water-beaded transparent glass helmet · riveted bands + antennae · breathing regulator valve + thick ribbed corrugated hose · scavenged graphite-grey layered pressure suit · hanging frayed textile strands · life-support backpack · heavy worn combat boots · weathered face sealed inside helmet · grimy, wet, battle-worn

🏜️ Environment kernel (Stone-Faces desert)

vast ash-grey desert · colossal cracked stone faces half-buried & tilting · giant reaching stone hands rising from dust · broken towers in deep fog · drifting atmospheric haze · scattered rubble & boulders · shallow reflective water / wet ash · volumetric god-rays · tiny distant silhouettes for scale · Sameh Al Tawil — sublime dread, monumental decay, solitude, silence as weight · monochrome, grain, no color

🎨 Style kernel

cinematic monochrome film still · 16:9 · black-and-white · heavy film grain · high dynamic range · extreme negative space · handheld arthouse energy · no color · no text · no watermark