TITLE: THE LAST TRICK — HALLOWEEN: INFINITE HELL FORMAT: 30 seconds, 16:9 widescreen, cinematic 3D supernatural action, anime-inspired fight choreography, extremely fast pacing, complex motivated camera movement, seamless visual transitions, two dramatic bullet-time sequences. No music, no soundtrack, no dialogue. Sound effects only. REFERENCE ROLES AND CHARACTER LOCK @Image1 — WHITE GUMMY GHOST: Use the white ghost reference sheet as the exact identity, costume, and proportion reference. Preserve its white draped ghost costume, large black oval eyes, pink cheeks, long white dress silhouette, wide hanging sleeve-like fabric extensions, and recognizable front, side, and back appearance. Abilities: free flight without equipment; elastic gummy-like body physics; rapid stretching, compression, bending, recoil, and bouncing; extreme aerial agility; black-smoke manipulation. The body may deform during combat but must return to its established silhouette. Fabric reacts naturally to wind, acceleration, gravity, and sudden directional changes. The ghost's ultimate ability is a gigantic supernatural creature made from dense black smoke with enormous glowing red eyes. Do not fully reveal or summon this creature before 00:20. @Image2 — ORANGE HALLOWEEN WIZARD: Use the orange wizard reference sheet as the exact identity, costume, and proportion reference. Preserve the human face, long pointed nose, curled thin moustache, black shoulder-length hair, black-and-orange pointed witch hat with curved horns, orange-and-black Halloween-patterned clothing, orange tie, footwear, and twisted wooden staff with its glowing orange core. The staff is the wizard's primary source of power. Abilities include magical tricks, illusion duplicates, orange energy projectiles, magical circles, portals, protective shields, explosive counterattacks, and short-range magical repositioning. The wizard can fly by riding the staff. Never redesign either character. Preserve their faces, anatomy, costumes, colors, proportions, and distinctive features throughout the entire video. Do not exchange their powers. VISUAL STYLE High-end cinematic 3D animation with anime-inspired combat speed, powerful impacts, expressive character animation, detailed cloth simulation, convincing elastic physics, volumetric smoke, atmospheric depth, dramatic lighting, and sophisticated VFX. The action is aggressive, fast, fluid, and dangerous, never slow or comedic. Every movement has a purpose: attack, dodge, counterattack, acceleration, recoil, or repositioning. ENVIRONMENT An enormous, apparently endless Halloween wasteland. Dark charcoal-gray terrain, fractured stones, scattered boulders, twisted dead trees, distant haunted-castle ruins, giant carved pumpkins, low drifting fog, floating ash, glowing embers, and a colossal orange-red moon behind moving storm clouds. Thin orange energy glows through occasional cracks in the ground. Build strong environmental depth with foreground rocks, midground combat, distant ruins, giant pumpkin silhouettes, atmospheric haze, and the enormous moon. The horizon stretches endlessly. There is no visible arena boundary. Maintain consistent geography, moon direction, terrain scale, and environmental lighting throughout the scene. Combat disturbs the environment. Dust bursts from impacts, ash spirals around fast-moving characters, rocks scatter from shockwaves, fog parts during aerial passes, and dead branches vibrate from pressure waves. CAMERA DIRECTION Use complex but readable cinematic camera choreography: aggressive push-ins, rapid pull-backs, lateral tracking, low-angle tracking, crane movements, controlled orbit shots, whip-pans motivated by attacks, foreground parallax, foreground occlusion, rack focus, and wide-angle perspective for speed. Camera motion must follow physical action. Preserve screen direction, character positions, scale, and spatial continuity. Do not reverse left and right arbitrarily. Avoid random rotations, excessive shake, and motion blur that hides the combat. Transitions must connect through continuous camera movement, passing characters, foreground objects, smoke, magical flashes, portals, or shockwaves. Keep both fighters readable during important attacks. TIMELINE AND ACTION 00:00–00:03 — INSTANT FIGHT Start during an active attack. No establishing shot, title, or slow introduction. Extreme close-up of the wizard's glowing staff core. The staff sweeps across the foreground, releasing a crescent-shaped orange magical slash toward the hovering ghost. The camera whip-pans with the attack and transitions into fast lateral tracking. The ghost bends its upper body backward with elastic gummy deformation, letting the slash pass centimeters from its face. It compresses and rebounds forward, striking the wizard with a fast fabric-wrapped attack. The wizard recoils sideways through the air, rotates the staff, and regains control. Camera: whip-pan with the staff, track laterally between the fighters, perform a controlled 120-degree orbit around the collision, and finish behind the wizard as it is displaced. VFX: orange energy trails, tiny embers, dust bursts, air distortion, cloth flutter, elastic compression, directional motion blur. SFX: staff swing, magical slash, elastic snap, heavy impact, rushing air, scattering stones. 00:03–00:06 — ILLUSIONS VS ELASTIC DODGES The wizard spins the staff and creates three orange magical circles. Three convincing illusion duplicates appear and attack the ghost from different directions. The ghost stretches and bends between the attacks, evading them with rapid, precise movements. It compresses, rebounds, and accelerates toward the real wizard. The wizard opens a small orange-rimmed portal.
This clip was generated with Seedance 2.5 by ByteDance. The prompt on this page is the exact text used to create it.
The example was generated with Seedance 2.5 using: 16:9 · 0:30 · Anime · Cinematic · 3D Render. Reusing these settings gives the closest match.
Copy the prompt as-is first, then change the subject while keeping the camera, motion, and lighting terms. Video models are sensitive to wording, so expect a few runs.
Yes. Prompts work best as starting points — swap scenes, adjust pacing terms, or change the aspect ratio to fit your project.