Style: 8K IMAX. Photorealistic — no 3D render, no game engine, no game-cutscene aesthetic.
Cinematography: Emmanuel Lubezki × Roger Deakins.
Lighting: Natural light only — contre-jour backlight, camera on shadow side, atmospheric haze throughout. Key light from sky and windows only.
Color: 60:30:10 — dominant / secondary / accent.
Camera: Physical cine lens. 180° shutter motion blur.
Skin: Pore-level realism — vellus hair, asymmetric moles, capillary flush, pore-shadow matching on-set light.
Acting: Hollywood — micro-pauses before reactions, precise eye-line, wet living eyes with catch-lights, visible breath and chest rise.
Physics: Gravity and inertia respected — mass has real weight, correct contact shadows. No floating props.
Composition: Rule of thirds + golden ratio. Every person moving from frame one.
Continuity: Characters, props, environment identical across every cut. No identity drift.
Technical: 24fps smooth motion. 8K detail. No jitter.
Audio: Environmental SFX only. No music. No subtitles.
SUBJECT — {image}, character matches input 100%, {image} can in right hand. By end fully transformed into {image} — armor assembled mid-air in real-time, {image} matches input 100%. WB 6500K. MULTISHOT — fast cinematic cutting, escalating energy across the full 15s.
LOCATION — {image} is a STYLE REFERENCE ONLY, not a fixed keyframe. Use it for the look, mood, architecture and lighting of the environment — a deserted NYC-type avenue in hard midday sun. Seedance should freely generate and extend the world: new buildings, new stretches of avenue, fresh camera angles. The character TRAVELS through space across the shots — he is NOT pinned to the exact spot or framing of the input image. Do not reproduce the reference frame 1:1.
ACTION —
SHOT 1 (0:00–0:02) — EXTREME CLOSE, chin to forehead. {image} raises {image} to lips, deep pull. Adam's apple descends then rises twice. Hard cut.
SHOT 2 (0:02–0:04) — Same close framing. Can lowers fast. Eyes snap open, sharp and alert (natural skin and iris detail, no glow). Zygomaticus major fires — wide genuine grin builds in under a second, 2mm to 8mm at mouth corners. Sternum rises with a full deep inhale. He is electric. Hard cut.
SHOT 3 (0:04–0:06) — WIDE, low. {image} EXPLODES forward into a sprint at 30 km/h, continuing in the SAME direction he was already facing — straight ahead down the avenue, NOT turning around. First strides — sneakers slam cracked asphalt, dust puffs eject 10cm. Hard cut.
SHOT 4 (0:06–0:08) — Tracking the sprint. Arms drive at 90°, track jacket trails 15cm, grin held, brow raised, jaw relaxed open. Stride extends, ground contacts shorten. Building speed. Hard cut.
SHOT 5 (0:08–0:09) — Final two strides, knees compress to 110°. Right foot drives into asphalt — surface fractures 20cm radius. He LAUNCHES upward at 65 km/h. Hard cut.
SHOT 6 (0:09–0:10) — WIDE, airborne. He twists at the apex, body in full motion. NANOTECH IGNITION — a burst of metallic nano-particles erupts from a glowing core on his chest, the swarm flooding outward across his torso like liquid mercury. Hard cut.
SHOT 7 (0:10–0:11) — MACRO CLOSE-UP on the chest core. Billions of tiny nano-particles surge and ripple over the fabric, flowing in fast liquid-metal waves and crystallizing into chrome chest plate in real-time. Micro-glints catch hard sunlight. Body still rotating behind the frame. Hard cut.
SHOT 8 (0:11–0:12) — MACRO CLOSE-UP on the forearm and hand. Nano-particles race down the arm, swarm wrapping the wrist, fingers — gauntlet plates knit and lock into solid armor as the hand flexes mid-air. Shimmering ripple, mercury sheen. Hard cut.
SHOT 9 (0:12–0:13) — TIGHT CLOSE-UP on the face. Nano-swarm sweeps up the neck and jaw, particles knitting the helmet shut over the face plate by plate, visor forms last and SLAMS closed with a sharp metallic CRACK. Visor LED ignites blue. Hard cut.
SHOT 10 (0:13–0:15) — WIDE. {image} SLAMS into {image} in a hard crouch, both armored feet hit asphalt simultaneously, dust ring erupts 80cm. Final stray nano-particles settle into the armor. He rises, snaps gauntleted fists open and shut — left then right — glances down at the chest plate. Muffled laugh from behind the sealed visor. Hard cut to black.
CAMERA — SUPER-DYNAMIC HANDHELD, never static, never locked off. Strong aggressive operator shake on every shot — 4–8cm bounce, organic human jitter, no stabilization. Pronounced DUTCH ANGLE throughout — frame canted 12–20° and shifting between shots, tilting harder as energy builds.
SHOT 1: FOV 18° extreme close, hard dutch 15°, violent micro-shake. SHOT 2: FOV 18°, dutch flips to opposite side ~18°, jittery. SHOT 3: FOV 84° low, dutch 12°, whip into the sprint. SHOT 4: FOV 84°, camera physically chasing the run, dutch 16°, heavy stride bounce, motion blur on pans. SHOT 5: FOV 63°, dutch 20°, snap-tilt up tracking the launch. SHOT 6: FOV 47°, fast handheld arc around the airborne body, dutch 18°, catching the nano ignition. SHOT 7: FOV 12° super-macro on chest core, violent micro-shake, dutch 16°, rack-focus on rippling particles. SHOT 8: FOV 12° super-macro on forearm, camera whips along the arm, dutch 14°, shallow DoF on the knitting plates. SHOT 9: FOV 18° tight on face, hard handheld push-in, dutch flips to 20°, snap as visor seals. SHOT 10: FOV 63°, hard jolt on landing impact, dutch 12°, camera recoils 8cm then keeps breathing on the suit inspection.
STYLE — Dominant: bleached asphalt grey and building canyon 60%. Secondary: navy/cream outfit transitioning to chrome armor 30%. Accent: grin, dust, shimmering liquid-metal nano-particle glints, chrome flash and visor LED blue on landing 10%. WB 6500K. NO glowing eyes — eyes lit by natural sunlight only.
CONSTRAINTS — Cut to black at end. 16:9. MULTISHOT with hard cuts per the timecodes above. NO slow-motion anywhere — everything 24fps full speed, especially the transformation. Camera always handheld with strong shake and dutch angle — NEVER static or locked. NO eye glow. {image} is a reference for style only — do NOT lock to the input frame or keep him in the same spot; the world extends and he moves through it. Grin must be fully established before the sprint begins.