Generate a 30-second, 16:9, full-color 2.5D hand-drawn action animation film. Each segment compresses roughly 3–4 of the original 22 shots into one continuous 5-second beat, written as a standalone prompt block you can feed into a video generation tool one at a time. SEGMENT 1 (0:00–0:05) — The Chase Begins 2.5D hand-drawn action animation, 16:9, full color, oil-paint rough brushstrokes, three-value cel shading, manga screentone, dry-brush speed lines, warm orange sunset light with blue-cyan shadows and pink-purple ambient reflections. Wide broken city road at a central vanishing point, embedded rail tracks on the left, foreground puddles, glass curtain wall on the left, massive concrete bridge pillar on the right, warm-toned high-rises in the distance, a giant static city statue far in the background. Low camera hugging the road surface, tracking backward at high speed. A slender bare-handed fighter — narrow shoulders, thin arms, choppy white hair, dark-red matte markings under his eyes, loose black hooded jacket over a dark inner layer, loose black pants, lightweight dark shoes, hands empty — sprints at frame-left. Behind him at frame-right, a slender white-robed swordsman — short choppy black hair, sharp eye makeup, wide-sleeved white robe, high-waist sash, black gloves — pursues holding a single katana in his left hand, right hand empty. Rails, puddles, and buildings streak past in fast parallax. Mid-shot: an ordinary gray sedan barrels out of control from behind them, tires wobbling, body bouncing violently on the cracked pavement, camera pushing forward along the road centerline. End of segment: the swordsman slide-steps left to dodge the car, bringing the katana in front of his body; the fighter cracks the asphalt with a launching stride and vaults up over the hood, camera whipping into a lateral tracking move. Hand-drawn uneven timing, twos and threes on ordinary movement, ones on the burst vault. No energy glow, no glowing blade — all light from sunset and reflections. High-speed electronic drums and distorted bass building steadily; tire friction and engine roar synced to the car's bounce. SEGMENT 2 (0:05–0:10) — Airborne Clash Same characters and road setting as established (black-clad bare-handed fighter, white-robed swordsman with single katana, broken city road with bridge pillar and glass curtain wall). 2.5D hand-drawn style, oil-paint brushstrokes, cel shading, screentone, warm sunset palette with cyan shadows. Camera whips sharply upward. The fighter flips fully inverted above the moving car, his loose black jacket and pant cuffs whipping with delayed follow-through, body forming a clean bow-shaped silhouette against the sky. Fast push-in on his face: hanging upside down, white choppy hair sweeping across his forehead, a restrained dangerous smile, dark-red under-eye markings in flat matte texture. Camera moves to over-the-swordsman's-shoulder, following upward. The fighter drives a heavy strike with an empty fist; the swordsman grips the katana with both hands in a horizontal block, blade flexing slightly under the impact. On contact: a single-frame monochrome inverted impact flash. Camera orbits half a turn around the collision point. The fighter rebounds off the back of the blade, lands both hands on the car roof, and completes a fast forward roll. The swordsman never releases the katana. Extreme key poses, smear frames on the flip, silhouette drag on the robe and jacket. Impact frame drains the music for an instant, then the downbeat snaps back in with clipped strings and industrial percussion. SEGMENT 3 (0:10–0:15) — The Car Flips Same two characters, same broken road location, massive concrete bridge pillar on the right side of frame. 2.5D hand-drawn animation, consistent color-plate misregistration and line boil, warm orange and pink-purple reflected light. Lateral tracking shot: the swordsman slides low behind the bridge pillar, the katana blade briefly scraping a metal guardrail and throwing real sparks (no glow, physical sparks only); the fighter redirects the out-of-control sedan by stomping down hard on its roof, metal denting under the impact. Camera darts out fast from the side of the pillar. The fighter kicks the rear of the car; the gray sedan flips sideways into the air, screeching and crumpling. The swordsman bursts out from behind the pillar and steps onto the edge of the spinning car door, robe sleeves snapping in the wind. Camera whips sharply upward. The swordsman launches high off the spinning door, white robe and wide sleeves unfolding with delayed follow-through; mid-air he adjusts his two-handed grip and points the blade tip straight down at the fighter below. Heavy weight on the car's spin and metal deformation despite both characters staying light and elastic. Bending metal and rushing wind sound effects synced tightly to the spin; bass line intensifies. SEGMENT 4 (0:15–0:20) — Three Thrusts Same fighter and swordsman, same road setting, now grounded in close-range combat near the road's center. 2.5D hand-drawn style, three-value cel shading, dry-brush speed lines on every strike. Fast frontal pull-back: the swordsman lands and immediately delivers a straight thrust at the fighter's face. The fighter doesn't retreat — he shifts his head only centimeters to the right; the blade tip grazes his white hair, severing a few loose strands that drift away. Lateral side tracking: a second thrust aims at his chest. The fighter hollows his stomach, drops a shoulder, rotates his torso — the blade slides along the front of his jacket, leaving one long thin slit in the black fabric. Ground-hugging lateral tracking: a third low thrust aims at his abdomen. The fighter cross-steps outward and presses the flat of the blade aside with an open empty palm — never touching the edge — redirecting the tip past him. A short sharp air-cut
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: 62:27 · 0:30 · Animation · Cinematic. 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.