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Worked Example — Hard Sci-Fi Space / Zero-G

Original worked example by jnMetaCode (MIT). Applies the 5-stage structure to hard sci-fi space — where weightless physics, vast scale, and the silence of vacuum are the craft. Teaches zero-G motion, the vacuum-sound choice (no external sound in space, only diegetic helmet audio), and epic restraint.

Concept: an astronaut on a tether drifting outside a station, Earth below. Swap the scenario, keep the physics and the silence.

Further reading (inspiration, not copied — all rewritten in our structure): space/cinematic scenes in hr98w/awesome-sora-prompts (CC0).

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Variables you need to define first

VariableThis exampleSwap for…
{{subject}}an astronaut on a tethera docking spacecraft / a derelict station
{{action}}drifting, reaching for a handrailan undock / a slow spin / a spacewalk repair
{{vista}}Earth's curve and the terminator line belowa gas giant / an asteroid field / deep starfield
{{wear}}scuffed suit, scratched visor reflectionsworn hull panels, ice venting, micro-meteor pits
{{light}}hard low sun, deep black shadowplanet-reflected glow / cold blue starlight

The complete prompt (copy-paste ready)

1 · Core theme

hard sci-fi space | zero-gravity physics | vast scale | controlled vacuum silence | photoreal NASA-footage realism, no game-cutscene look

2 · Character & scene

Subject: {{subject}}, {{action}} — in true weightlessness: slow, floaty, momentum-driven motion, a tether and cables drifting, no "up." Imperfections that read as real footage: {{wear}}, dust motes, fingerprint smears on the visor, the suit fabric creased and used. Not a clean render.

Scene: {{vista}}, {{light}}. True deep black space, a sharp un-twinkling starfield, hard sunlight with no atmospheric scatter.

3 · Atmosphere & quality

Shot on a simulated IMAX film camera + Panavision lens, anamorphic widescreen. Photoreal, the look of real orbital footage: extreme contrast (blinding lit side, pure black shadow), fine grain, true reflections of {{vista}} curving across the visor.

4 · Camera rules

A slow, weightless drift or orbit around {{subject}} — space camera moves are smooth and momentum-driven, not handheld.

5 · Storyboard (3 beats, ~10s)

0–3s · Drift (establish scale + weightlessness)
Action: {{subject}} drifts slowly against {{vista}}; tether and cables
        float. Tiny, fragile against the scale.
Camera: Slow orbital drift.
Sound:  Only helmet breathing; the vast silence outside.

3–7s · The moment ({{action}})
Action: {{action}} plays out in real weightless physics — slow reach,
        momentum carrying the body, a controlled correction.
Camera: Continue the drift, holding {{subject}} small in frame.
Sound:  Breathing quickens; a radio crackle; a muffled metal thud.

7–10s · Stillness (restrained close)
Action: {{subject}} steadies; {{vista}} turns slowly below.
Camera: Hold, weightless float.
Close:  No explosion, no dramatic music swell, no hero turn-to-camera.
        Just a small figure, the silence, and a planet turning below.

Negative prompt (Seedance / Kling — paste into the dedicated field)

blurry, low resolution, watermark, text overlay, subtitles, logo, oversaturated colors, twinkling stars, atmospheric haze in space, plastic CG render, video-game cutscene look, 3D cartoon, gravity-bound motion, fast jerky movement, handheld jitter, flat even lighting, melting/morphing geometry, distorted face, frame flicker, ghosting, cheesy lens flare, loud explosions in vacuum

Why it's built this way

Usage: generate the drift beat first — if the weightlessness and the true-black/starfield read as real orbital footage, the rest holds. Keep motion slow; this genre dies on fast or jittery movement.

Model: Veo 3 and Sora 2 give the best photoreal space, reflections and diegetic audio; Kling and Seedance handle the slow motion well. Lean on the negative field to kill twinkling stars, space-haze and gravity-bound motion.