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Worked Example — High-Speed Slow-Motion Sports

Original worked example by jnMetaCode (MIT). Applies the 5-stage structure to high-speed slow-motion sports — where a real high-speed camera (Phantom-class) and the decisive moment are the whole craft. Teaches the high-frame-rate anchor and physical-effort detail (sweat, strain, impact) that separate visceral slow-mo from a game-engine replay.

Concept: a sprinter exploding off the blocks, the decisive push frozen in extreme slow motion. Swap the sport, keep the discipline.

Further reading (inspiration, not copied — all rewritten in our structure): cinematic/sports motion notes in geekjourneyx/awesome-ai-video-prompts (MIT).

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Variables you need to define first

VariableThis exampleSwap for…
{{athlete}}a sprinter at the blocksa boxer / a swimmer / a skateboarder
{{moment}}the explosive first push off the blocksthe punch landing / the dive entry / the board flip
{{detail}}sweat flicking off the brow, muscles tautwater sheeting off / chalk dust bursting
{{venue}}a stadium track at dusk under floodlightsa gym / a pool / a street spot
{{palette}}cool floodlight white + warm skinhigh-contrast B&W / saturated arena

The complete prompt (copy-paste ready)

1 · Core theme

high-speed slow-motion sports | decisive-moment detail | natural venue light | visceral physical effort | photoreal, no game-engine replay look

2 · Character & scene

Athlete: {{athlete}}. Reference uploaded photo, features 100% preserved, no beautification. The realism is in the effort: strained face, gritted teeth, muscles taut and trembling, veins raised, {{detail}}, scuffed and worn gear, dirt or chalk. Not a clean hero pose — a body at its physical limit.

Scene: {{venue}}, {{palette}}. Atmosphere in the air — dust, breath vapour, spray — made visible by the slow motion.

3 · Atmosphere & quality

Shot on a Phantom high-speed cinema camera at ~1000fps (the real slow-mo tool), played back in extreme slow motion. Cinematic {{palette}} grade, shallow focus, fine film grain. Every micro-detail readable: a single sweat droplet, fabric rippling, the ground flexing under force.

4 · Camera rules

A locked or smoothly tracking shot that follows {{moment}} — high-speed rigs are stabilised, not handheld.

5 · Storyboard (3 beats, ~10s)

0–2s · Coiled (real-time, tension)
Action: {{athlete}} set, still, breathing hard, every muscle loaded.
Camera: Slow push toward the point of action.
Sound:  Breath, a tightening crowd hum.

2–7s · The decisive moment (extreme slow motion — the payoff)
Action: {{moment}} detonates — but in extreme slow-mo: {{detail}} hangs
        in the air, fabric ripples, the body's full force reads frame by
        frame.
Camera: Track the motion, locked focus on the detail.
Sound:  Time-stretched impact + breath; everything stretched and heavy.

7–10s · Release (ease out)
Action: The motion completes; a last sweat droplet falls.
Camera: Hold, settle toward real-time.
Close:  No victory roar, no flexing hero pose, no flare. Just the body
        spent and the last droplet hitting the ground.

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

blurry, low resolution, watermark, text overlay, subtitles, logo, oversaturated colors, plastic CG skin, video-game replay look, game-engine render, 3D cartoon, motion interpolation artifacts, stutter, smooth-but-fake slow motion, flat even studio lighting, perfectly clean flawless gear, distorted face, extra fingers, melting/morphing geometry, frame flicker, ghosting, lifeless locked-off camera, cheesy lens flare

Why it's built this way

Usage: generate the decisive moment beat (2–7s) first — if the slow-motion reads as real high-speed footage (not interpolated mush) and the sweat/effort detail lands, build around it. Watch for fake interpolation artifacts; negate them.

Model: Kling and Seedance handle motion realism well; Veo 3 gives the cleanest high-detail slow-mo and native impact audio. Avoid models' default "smooth interpolation" — lean on the negative field to keep it looking like true high-speed capture.