PROMPT – GTA 6 – SEEDANCE 2.5 COPIE O PROMPT CLICANDO NO BOTÃO ABAIXO: COPIAR PROMPT # 30-SECOND ULTRA-REALISTIC OPEN-WORLD GAMEPLAY — RIO DE JANEIRO Use the attached face reference as the exact identity of the MAIN PLAYABLE CHARACTER. His name inside the fictional game HUD is: **CARLOS ALBERTO B.** He wears a **plain black T-shirt, blue jeans and white sneakers**. Create a spectacular **30-second ultra-realistic open-world action-game sequence strongly inspired by the camera language, movement, gameplay rhythm and cinematic presentation of GTA V**, but presented as an original fictional game world. Everything must look like actual gameplay captured from an impossibly realistic next-generation video game. **Location: Rio de Janeiro, Brazil.** Coastal streets, beachfront avenue, Brazilian architecture, tropical vegetation, mountains in the distance and later a dense hillside neighborhood inspired by Rio's urban landscape. --- ## 0–5 SEC — STREET GAMEPLAY START IMMEDIATELY WITH GAMEPLAY. Carlos is sprinting along a busy sidewalk near the beach. Use the iconic **elevated third-person camera floating behind the playable character**, following his movement like an open-world action game. The camera automatically rotates and adjusts while remaining centered behind Carlos. Pedestrians react dynamically as he runs through the crowd. Carlos gets involved in brief exaggerated **video-game-style melee encounters** with hostile NPC characters. Quick dodges. Punch animations. NPC reaction animations. Physics-driven falls. No blood or visible injuries. Immediately continue running. The HUD remains visible. --- ## 5–9 SEC — VEHICLE TAKEOVER Carlos reaches a stopped car. Camera remains behind him. He quickly opens the driver's door. Create the recognizable rhythm of an **open-world vehicle takeover animation**: door opens → driver exits → Carlos immediately enters → door closes → engine accelerates. Do not show graphic violence or injury. The moment Carlos enters the vehicle: **CAMERA AUTOMATICALLY TRANSITIONS INTO THIRD-PERSON DRIVING MODE.** Camera rises behind and slightly above the car. The vehicle remains perfectly centered. This camera behavior is extremely important. It should feel like authentic GTA-style driving gameplay. --- ## 9–14 SEC — RIO BEACH CHASE Carlos accelerates aggressively along a beachfront avenue. Palm trees. Beach. Ocean. Brazilian buildings. Mountains visible in the distance. Traffic everywhere. He drives between cars, jumps curbs, hits roadside objects and performs chaotic evasive maneuvers. NPC pedestrians dramatically jump away and dive out of the vehicle's path at the last second. Objects fly through the environment: chairs, signs, trash cans, boxes and lightweight street objects. Use exaggerated **next-generation game physics**. Police vehicles suddenly appear behind Carlos. The wanted level increases. **★ → ★★ → ★★★ → ★★★★** Police sirens become louder. --- ## 14–19 SEC — MAXIMUM WANTED LEVEL The chase becomes enormous. Several fictional police vehicles pursue Carlos. A helicopter appears overhead with a powerful searchlight tracking the moving car. Camera remains primarily in the classic: **HIGH THIRD-PERSON DRIVING CAMERA.** Carlos performs a huge handbrake turn. **SPEED RAMP.** Tires smoke. Camera briefly drops to wheel level. The car narrowly passes between two pursuing vehicles. Immediate return to gameplay camera. Carlos drives uphill toward a dense hillside neighborhood. --- ## 19–24 SEC — HILLSIDE STANDOFF Carlos exits the damaged vehicle. Instant transition: **vehicle camera → third-person character camera.** Several fictional police vehicles surround the area. The helicopter circles overhead. Carlos takes cover behind environmental objects. Create a highly stylized **video-game action standoff** using fictional weapons. Camera moves over Carlos' shoulder whenever he aims. Bright muzzle flashes and environmental impact sparks appear around vehicles, walls and objects. Focus impacts on the ENVIRONMENT rather than characters. Police vehicles reposition dynamically. Carlos runs between cover positions. Use: **third-person gameplay → over-the-shoulder aiming → brief POV → speed ramp → third-person gameplay.** No blood. No visible wounds. No graphic injuries. --- ## 24–27 SEC — THE HUGE SURPRISE Suddenly: **DEEP ENGINE RUMBLE.** Carlos stops. Camera slowly rotates behind him. A gigantic armored military-style vehicle emerges dramatically from behind the police blockade. Low-angle cinematic shot. Dust rises around its enormous wheels/tracks. Carlos looks at it. Brief silence. HUD suddenly displays: **★★★★★** Maximum wanted level. Carlos realizes the chase is over. He slowly lowers his equipment and raises both hands. --- ## 27–30 SEC — GAME OVER Police approach cautiously. Carlos cooperates and is placed under arrest. Fast cinematic transition. Police vehicle door closes. Carlos is visible sitting safely inside the back seat. The camera pulls upward into a dramatic aerial view of Rio de Janeiro. Police vehicles. Flashing emergency lights. Helicopter circling overhead. Armored vehicle in the street. Ocean visible in the distance. Then the screen subtly darkens. Large game-style text appears: # GAME OVER Underneath: **CARLOS ALBERTO B.** --- # GAMEPLAY CAMERA — EXTREMELY IMPORTANT Approximately **70% of the video must look like actual third-person gameplay.** Do NOT make the entire sequence look like a traditional movie. The default camera should float **behind and slightly above Carlos**, automatically tracking him. When Carlos enters a vehicle, smoothly transform into an elevated **third-person driving camera behind the vehicle**. During special moments temporarily switch to: **Third-person character camera → over-the-shoulder aiming → low vehicle camera → brief POV → cinematic orbit → aerial gameplay camera.** After every special camera angle, quickly return to the standard third-person gameplay camera. Use dramatic SPEED RAMPS only for major moments. --- # FICTIONAL GAME HUD Maintain a sophisticated semi-transparent open-world-game HUD throughout most of the sequence. Bottom-left: **circular minimap inspired by modern open-world games** Display: roads player position navigation route nearby vehicles pursuit indicators Interface also contains: **CARLOS ALBERTO B.** small character portrait based on the attached face reference **HEALTH ██████████** **ENERGY ████████** Wanted-level stars gradually increasing during the chase. HUD must remain stable and readable while the world moves behind it. The interface should resemble a premium modern open-world action game without reproducing copyrighted GTA V interface assets exactly. --- # RIO DE JANEIRO ENVIRONMENT Make the location unmistakably Brazilian. Ultra-realistic Rio-inspired coastal environment: beachfront avenue ocean palm trees kiosks Brazilian road markings Portuguese environmental signs dense traffic tropical sunlight mountains hillside neighborhoods narrow streets concrete houses utility cables Transition naturally from the beachfront area toward the hillside neighborhood as the chase progresses. --- # AUDIO — NO MUSIC **NO BACKGROUND MUSIC.** Only immersive video-game sound design: running footsteps pedestrian reactions vehicle doors engine ignition engine acceleration gear changes tire squeals collisions environmental destruction police sirens helicopter rotor radio chatter wind muzzle effects environmental impacts armored vehicle engine HUD notification sounds Make every SPEED RAMP accompanied by powerful synchronized WHOOSH and IMPACT sound design. --- # VISUAL QUALITY Ultra-photorealistic next-generation AAA video-game graphics. Ray-traced reflections. Realistic skin. Realistic facial animation. Extremely detailed vehicles. Realistic Brazilian architecture. Volumetric sunlight. Dynamic shadows. Realistic ocean reflections. Advanced particle effects. Physics-based vehicle damage. Realistic suspension. Motion blur. Environmental debris. Cinematic depth of field only during close-up action moments. **The final result should look like GTA-style gameplay transformed into an ultra-realistic next-generation game running at maximum graphical settings.** --- # CONTENT REQUIREMENTS Clearly fictional video-game environment. No blood. No gore. No mutilation. No visible wounds. No graphic injuries. No civilian deaths. No executions. No realistic depiction of death. Environmental and vehicle destruction should provide most of the spectacle. Characters use exaggerated non-graphic video-game reaction physics. Carlos ultimately cooperates with authorities and is peacefully arrested. **Duration: exactly 30 seconds. Aspect ratio: 9:16 vertical. Ultra-realistic graphics. Maximum gameplay feeling. Extremely fast pacing from the first second.** Você também pode gostar Como Fazer Poster Provocativo de Time de Futebol com IA 01/02/2026 Como Usar Agentes de IA: Guia Completo para Iniciantes 26/09/2025 Tutorial segurando a Miniatura de Mesa 20/09/2025