Prompt templates & intake
Everything here is fill-in-the-slots. Keep the style preamble byte-for-byte identical across all scene stills — that identical text is what makes the world feel like one place.
Intake checklist (Step 1)
Collect and write down:
SUBJECT— the business + one-line pitch.BRAND_NAME— display name.PALETTE— 4–6 named hexes, e.g.taro #9B7EBD, cream #F5EDE0, caramel #C88A5A, matcha #8FB98A, plum #3A2E48. Pick ONE as the scene background colour (usually the lightest) and one as the primary accent.TONE— a word or two (cozy/premium, playful, industrial…).STYLE— the art direction (default below).SECTIONS[]— ordered list; for each:id,label,subject(what's in the diorama),eyebrow,title,body(≤ 1 sentence),tags[](0–3). Last section = hero product + CTA.CAMERA— fly-through (arch B: dives + aerial hops — the flagship-demo look) | walkthrough (arch A: one continuous forward flight) | locked-iso (arch A + the locked-iso clause below: one fixed angle for the whole film). Always asked (SKILL Step 1.4), presented by feel with a one-line trade-off each.MOBILE— yes/no. Always asked (SKILL Step 1.6), presented to the user with the ~2× credit cost stated. Yes = the native 9:16 portrait chain (pipeline §6b): portrait renders of every dive/connector +clipMobile/connectorsMobile/stillMobilewiring + the full mobile QA. The §6 crop encodes are a no-credits stopgap only.VIDEO_TIER— default isseedance_2_0via Monid (pay-per-clip; previz = same endpoint at 480p, final at 1080p). Higgsfield-credit alternates: draft (seedance_2_0_mini) | standard (seedance_2_0) | alternate (kling3_0). Chosen by cost at SKILL Step 1.7, with the estimated total stated before anything renders.STILLS_SOURCE— higgsfield (gpt_image_2, spends credits) | codex (image_gen, subscription-billed; only offer when the Codex CLI is present).
Style preamble (default: clay diorama)
Reuse verbatim in every scene prompt. Swap the bracketed bits for the brand's palette/bg.
Isometric low-poly 3D diorama floating as a small rounded island on a plain solid
[BG_HEX] background with a soft contact shadow beneath it. Soft matte clay 3D render,
rounded toy-model shapes, gentle warm studio lighting, soft long shadows, tilt-shift
miniature look. Cohesive color palette of [PALETTE]. Highly detailed, centered
composition, absolutely no text, no letters, no numbers, no logos.Alternate directions (swap the first two sentences, keep the palette/no-text tail):
- Flat papercraft: "Isometric layered paper-craft diorama, matte cardstock, clean die-cut edges, subtle drop shadows between layers."
- Glossy toy: "Isometric glossy vinyl-toy diorama, smooth plastic shading, soft rim light, collectible figurine look."
- Claymation: "Isometric stop-motion clay set, visible thumbprints, handmade plasticine texture, soft studio softbox light."
- Neon night: "Isometric miniature at night, warm interior glow and neon signage, moody rim light, wet reflective ground."
- Photoreal architectural (real estate, hospitality, premium/luxury): "Ultra-photorealistic architectural photography of a single cohesive [subject], cinematic wide-angle, warm golden-hour light, natural materials, restrained designer furnishings, a breathtaking view, editorial magazine quality (Architectural Digest), shallow depth of field, no people." For photoreal, drop the floating-island framing and the knockout (Step 3) — the scenes are full-bleed (a dark page background reads premium), the "dive" glides through doorways/glass rather than opening a roof, and cohesion comes entirely from the identical preamble (do NOT pass an
--imagereference — it clones the same room). Interiors trip Seedance's NSFW filter often; see SKILL Gotchas.
Scene still prompt (Step 2)
[STYLE PREAMBLE]
Subject: [SECTION.subject — describe the miniature scene: the building/space, a few
characters doing the work, the props that signal this stage of the business].Tips:
- Name concrete props (they anchor the scene): tanks, cauldrons, conveyor, crates, awning, string lights, benches, scooters, map pins.
- For the final "hero product" section, drop the diorama-island framing and prompt a single oversized product centerpiece floating on the same background with a few small orbiting props.
- Compose for the centre. The page renders every clip
object-fit:cover. Keep the focal subject horizontally centred with a little headroom, and don't park anything essential at the far left/right edges. Mobile ships its own native 9:16 chain (pipeline §6b), so this is not about surviving a crop — but a centred composition makes the portrait renders open cleanly from the same still, and it keeps the dive's focal point where the camera actually flies. - Aspect
3:2,--resolution 2k --quality high.
Leg prompt — architecture A, continuous forward take (Step 4)
--start-image = previous leg's ACTUAL last frame (leg 0: the first scene's still).
No --end-image. The bolded clauses are the motion-handoff contract — keep them
verbatim; the mid-leg move is where the expression goes.
Single continuous cinematic camera move, no cuts. **Continue the same slow, steady
forward glide.** [MID-LEG MOVE — optional, from the library below.] The camera moves
into [SCENE i] toward [FOCAL POINT]. **In the final second, settle back into a slow,
steady forward glide toward [the doorway / opening / direction of the next scene].**
[STYLE tail + PALETTE]. Smooth, graceful, slow motion, subtle parallax. No text, no captions.Mid-leg move library (pick by concept; omit for a plain glide)
Reversals are safe inside a leg (it's one continuous render) — only a seam may never reverse. That's why "ease back out" is fine mid-leg.
Locked-iso clause (CAMERA = locked isometric glide — SKILL Step 1.4/Step 4):
skip this library entirely and put this clause, verbatim, in the mid-leg slot of
EVERY leg:
The camera keeps exactly the same high isometric angle throughout — no rotation, no
orbit, no tilt. It only travels straight and level, the world sliding past beneath
the same view.Keep the handoff-contract clauses around it unchanged. When checking each leg's last frame, also check the ANGLE hasn't drifted (Seedance rotates slightly on long legs) — re-roll the leg if the view has turned.
- Half-orbit (product, luxury): "sweeping in a slow half-orbit around [the hero object], keeping it centered, then continuing past it"
- Crane-up reveal (scale, atriums, campuses): "rising smoothly as the full scale of [the space] reveals below"
- Low lateral track (production lines, counters, shelves): "tracking low and level alongside [the line], foreground objects sliding past in parallax"
- Push-in + ease back (craft, detail): "pushing in close to [the craft moment] until it nearly fills the frame, then easing gently back out"
- Rise-and-swoop (travel, outdoors): "climbing in a gentle arc over [the terrain], then swooping down toward [the next focal point]"
After rendering each leg, check its last frame before generating the next: it should read as a frame from a calm forward glide (no motion blur sideways, no half-finished orbit). If it doesn't, re-roll this leg — a bad handoff frame poisons every leg after it.
Dive-in clip prompt (Step 4)
--start-image = the scene still (solid-bg version).
Single continuous cinematic camera move, no cuts. Begin high and far, looking down at the
whole [SECTION.subject] from outside like a tiny model. The camera slowly glides forward
and descends toward it, sweeping in toward [FOCAL POINT — the counter/the cauldrons/the
people], as if flying inside. As the camera pushes in, the roof and upper structure
gently lift and open away to reveal the warm interior. [STYLE tail: soft matte clay
diorama, tilt-shift miniature, warm light, [PALETTE]]. Smooth, graceful, slow motion,
subtle parallax. No text, no captions.For scenes with no building to open (a field, a plaza, a road), replace the roof clause with "the camera flies low across [the scene] toward [focal point]."
Params by chain model (SKILL Step 4 table): seedance —
--mode std --resolution 1080p --aspect_ratio 16:9 --duration 8, no audio flag;
kling3_0 — --mode std --sound off --aspect_ratio 16:9 --duration 10 (no --resolution
param). Same for architecture-A legs.
Connector clip prompt (Step 5)
--start-image = dive_i LAST frame (extracted), --end-image = dive_{i+1} FIRST frame
(extracted). Both from the RENDERED videos, not the stills.
Single continuous cinematic camera move, no cuts. The camera smoothly pulls up and back
out of [SCENE i], rising into the sky, then glides forward across the connected miniature
world and arrives above [SCENE i+1], beginning to descend toward it. One connected
miniature clay world, seamless flowing aerial transition. [STYLE tail + PALETTE]. Smooth
graceful slow motion. No text, no captions.For the last connector into a hero-product finale: "…glides forward and the world dissolves toward a single giant [PRODUCT] floating in soft [BG] space, arriving in front of it."
seedance: --mode std --resolution 1080p --aspect_ratio 16:9 --duration 5; kling3_0:
--mode std --sound off --aspect_ratio 16:9 --duration 5. Connectors need --end-image
→ use a roster model that accepts it (Step 4).
Copy per section (for the engine config)
eyebrow— 2–4 words, uppercase feel (a value-prop label).title— 3–6 words, the beat's headline. First section = the site's hero line; last = the payoff + it carries the CTA.body— one sentence, plain-spoken, from the visitor's side.tags— 0–3 short proof chips (e.g. "Fresh-cooked", "30-min delivery").