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Three-Column Space Shooter Game Comparison

Game Cinematic / PVby @Mr. Weirdo · source ↗July 18, 2026

Full prompt

[Slot Execution Instructions] No replaceable slots are configured. Bracketed sections like [Project Overview] and [Output Checklist] are fixed column names, not slots. Execute directly according to these specifications without inquiring. Do not alter the game genre, model names, 3-column layout, art style, shot count, target duration, or audio design. [Global Highest Priority: Complete Action and Duration Adaptation] This rule takes precedence over all other generation, editing, and compositing requirements. Target Duration: The final Master duration is approximately 28 seconds. Fable 5, Kimi K3, and GPT-5.6 Sol are three parallel tracks playing simultaneously, each running for about 28 seconds. Their durations must not be added together; the Master is not 84 seconds. Sequential Generation: Prioritize generating a continuous 28-second clip for each column in a single pass. If limited by the model's single-generation duration, use last-frame continuation to produce sequential segments. The next segment must seamlessly connect from the last frame of the previous one, inheriting the spaceship, enemies, barrages, items, background scrolling, and HUD visual style. Unified Speed Multiplier: If the total duration of the raw sequential footage in a column exceeds 28 seconds, it is strictly forbidden to crop the clips, delete intermediate actions, or only keep the first few seconds. You must apply a unified speed multiplier (speed_factor = Total Duration / 28) to compress the entire continuous track. Action coverage must be 100%, preserving the sequence from the first frame to the final frame. Continuity: Do not use hard cuts, black/white flashes, or cross-dissolves to mask discontinuities. If a segment fails to inherit the state, it must be regenerated. Audio Resync: After video retiming is complete, resync and produce the BGM and game sound effects. Use pitch-preserving time stretching if original audio must be retained; never delete video actions to match audio length. [Project Overview] Duration & Framerate: Approx. 28 seconds, ~30fps. Aspect Ratio: Horizontal 16:9 (Reference: 1212×720 or proportional HD). Theme: Side-by-side comparison of vertical space shooter games generated by three AI models: Fable 5, Kimi K3, and GPT-5.6 Sol. Art Style: White minimalist tech display frame, deep blue-black space interiors, retro arcade style, cyber neon, vector HUD, and slight CRT glow. Fixed Constraints: Single continuous shot with no camera movement or montages. No real people, live-action devices, or watermarks. Only use doubao or keling 2.6 if video models are required. [Three-Column Detailed Differences] The three game windows are identical in size and alignment, separated by light gray vertical lines. Headers and HUDs are locked as stable graphic layers in post-production. Fable 5 (Left): Minimalist near-black space with sparse stars. Cyan triangular wireframe spaceship firing thin cyan bullets. Magenta geometric wireframe enemies with low density and weak explosion feedback. Top HUD displays score, WAVE, and 3 hearts. Kimi K3 (Center): Traditional arcade style. Deep blue-purple gradient sky. Blue solid spaceship with exhaust flames firing vertical yellow bullets. Magenta, purple, and orange geometric enemies dropping items and showing +100/+200 points upon destruction. Top HUD displays SCORE, LEVEL (advancing 1–6), and heart lives. GPT-5.6 Sol (Right): High-density neon style. Scrolling perspective grid with a planet in the upper right. Fast-moving cyan-white glowing spaceship firing dense yellow-white bullets. Neon-colored enemies entering in scattered, diagonal, or full-row formations, causing massive bullet hells and intense particle explosions. Top HUD displays SCORE, SECTOR, and heart lives. [Storyboard Rhythm] This is a single continuous shot with escalating combat intensity: 00:00–00:08: Simultaneous base shooting. Center column enters Level 2; Right column adds colored enemies and barrages. 00:08–00:20: Intensity increases. Center column reaches Level 4; Right column forms complete formations and drops power-up items; Left column maintains a minimalist pace. 00:20–00:28: Climax. Center column reaches Level 6; Right column unleashes massive bullet hells and multi-row enemy arrays. The video ends abruptly while intense combat is still ongoing. [Standard Execution Steps] Setup Parameters: Initialize fixed specifications (16:9, 28s, 1 shot, 3 parallel tracks, no cropping) in project_spec.json. Video Generation: Generate the three vertical game tracks independently. Maintain strict state inheritance using continuity_state.json at every continuation point to track spaceship, enemies, and UI. Retiming & Assembly: Combine all sequential clips per column and apply the calculated speed_factor to compress each full timeline to exactly 28 seconds. Embed the three tracks into the static white tech frame. UI & Audio Post-Production: Overlay and lock the Logos, titles, and HUD layers. Create a retro electronic arcade audio track with fast synth pulses and 8-bit game SFX (lasers, explosions, level-ups) synchronized to the retiming. Quality Control: Inspect all continuation points to ensure 100% action coverage, stable layouts, and continuous HUD numeric progression. [Output Checklist] project_spec.json, storyboard_final.json, duration_map.json, continuity_state.json, run_log.json assets/ (Static UI, frames, and sprites) source_clips/ (Un-trimmed raw clips) and clips/ (Full sequences and retimed 28s tracks) audio/ (SFX tracks and final mix) final/master.mp4 (Final composite video)
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