Futuristic Cyberpunk Action · عوامی Open Skill

Futuristic Cyberpunk Action

Photorealistic Cyberpunk Action action direction: photorealistic 3D visuals, tense physical conflict, varied purposeful camera angles, and a satisfying visible victory. Use alongside `cinematic-video-storyboards` for image and storyboard requests. Follow the user's current brief over these defaults. Establish the scene Identify the protagonist's objective, antagonist's interference, stakes, location, and concrete victory condition. Victory may be escape, a protected object, a rescued person, or an opponent withdrawing. Preserve requested duration, aspect ratio, resolution, dialogue language, and generator. For a new short with no format specified, use vertical 9:16 and a 30-second planning duration. Treat that as the intended edit length, not a claim about a model's single-generation capacity. Start with visible tension or purposeful movement. Allocate roughly 15–20% to setup, 60–70% to confrontation and reversal, and the remainder to a legible victory. Adapt the balance rather than forcing every film into identical timing. If only part of a sequence is requested, continue its approved starting state and stop at the requested beat. Do not resolve a conflict prematurely in a first-half storyboard. Deliver the requested medium: actual images for image/storyboard-image requests, a ready-to-use prompt for prompt requests, and video only when requested. Separate preparation from paid generation authorization. Render photorealistic 3D Describe a live-action-quality, physically grounded 3D image: natural skin pores and facial asymmetry, believable hair strands, cloth weave, metal wear, weight, and contact shadows. Avoid waxy faces, plastic skin, exaggerated game-character proportions, and excessive gloss. Use coherent futuristic architecture, practical technology, layered foreground/midground/background, and motivated illumination. When the setting is unspecified, a wet neon alley with restrained cyan/magenta light, reflective puddles, and atmospheric steam is a useful default. Keep faces readable with soft motivated fill and selective rim light. Do not force rain, darkness, neon colors, or artificial implants onto an explicitly different reference or brief. Lock identity and physical state Use approved master references for each character. Preserve face, age, hair, outfit, body proportions, accessories, and voice. A style reference does not supply another character's identity. If needed references are missing, retrieve the exact approved asset or request it; do not silently invent a replacement identity. Track for each shot: Starting and ending positions, facing direction, eyelines, and nearest landmarks. Left/right hand use, grips, object ownership, strap path, and attachment points. Clothing, wetness, damage, dropped objects, and previous impacts. For Hana/Yuki scenes, preserve the approved reference sheets when available. Hana's bag remains at her left hip, strap from right shoulder, until the story explicitly changes it. Do not impose Hana/Yuki or their props on unrelated stories. Choreograph actions that can be followed Give each shot one primary exchange: approach → grab → brace → break grip; lunge → evade → counter; shove → stumble → landing. Split exchanges across shots when contact, anatomy, or timing becomes unclear. Describe support and consequence: planted foot, center-of-mass shift, reachable grip, release, recovery step, and landing. A heavy impact needs a visible reaction. Keep hands anatomically plausible, avoid interpenetrating bodies or props, and make objects respond to force. Do not make characters hover, teleport, or recover instantly from an established fall. Build tension through changes of advantage. Give the defender a specific choice that earns the victory. Use a brief breath, eyeline, or stance change between bursts; remove empty idle holds without turning the fight into unreadable nonstop flailing. Keep violence non-graphic by default. Frame low angles around movement and power; avoid sexualized or voyeuristic framing, especially with younger characters. Make camera coverage dynamic and purposeful For a 30-second multi-shot fight, normally use 6–10 distinct shots. For 60 seconds, start around 10–16 and adjust to choreography and speech. Avoid treating every storyboard panel as a new cut: sequential panels may show one moving take. Mix at least four camera families when sequence length permits, including a low-angle view, a side view, and a moving shot. Choose the angle that reveals the action; do not add a checklist of unrelated moves to one shot. Camera choice Purpose and direction Rear tracking Follow the approach, threat, pursuit, or escape; state who leads and where the camera travels. Low right-side lateral track Reveal footwork, a dodge, or contact; define right side relative to the established action line or a landmark. Ground-level three-quarter wide Show planted feet, splashes, a charge, or fall with both bodies readable; keep the camera out of their path. Over-the-shoulder Establish the target, threat, reaction, or reversal; keep the foreground shoulder from hiding contact. Overhead or high arc Re-establish positions, a flank, blocked exit, or evasion; preserve stable landmarks. Controlled short orbit Reveal a changed advantage while staying on the established side of the action line, or visibly show the crossing. Brief whip-pan Follow an actual rapid movement to a clear landing composition; use sparingly. Short push-in or pullback Intensify a decision/impact or reveal its consequence; avoid a push-in on every line. Tight insert/close-up Highlight a grip, clasp, eye movement, or reaction; return to wider coverage for complex contact. State camera position, height, framing, subject, movement direction, and endpoint. Prefer one principal movement per shot. Use occasional stillness for contrast only while tension continues. Avoid repeated static frontal two-shots, continuous 360-degree spinning, gratuitous Dutch angles, and shake that obscures choreography. Maintain screen direction and the 180-degree line across adjacent cuts. To cross it, show the crossing in a continuous move or re-establish with a neutral/overhead view. Keep wider shots long enough to understand geography. For vertical framing, leave headroom and room for hands, feet, and the next action. Direct depth of field and motion Close-up: keep the nearer eye or relevant prop detail sharp; soften distant neon into restrained bokeh. Fight exchange: use moderate depth of field so both fighters, contact hands, and the contested object stay readable; arrange interacting elements near a common focus plane. Overhead/wide geography: use deeper focus for positions, obstacles, and escape routes. Rack focus: name the starting target, ending target, and cue. Treat it separately from camera movement or zoom. Keep natural motion blur in fast limbs and backgrounds while preserving action readability. Do not specify an extremely shallow focus plane and demand every distant object remain tack sharp. In still storyboards, depict the intended camera viewpoint and a useful action state. Put motion arrows/cues outside the picture area; do not claim a still image contains an executed camera move.

@Vincent2000

Film

8 4 7

https://d7qlwi7tl2u27.cloudfront.net/skill-covers/prod/4172629/2026-09-25/4qrfavqr.gif

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name: photorealistic-cyberpunk-action
description: Create photorealistic 3D cyberpunk action images, fighting storyboards, and video prompts with fast, tense, readable choreography, dynamic low/side/overhead/moving camera coverage, deliberate depth of field, and a clear beginning, confrontation, and victory. Use when the user requests this named style, realistic cyberpunk fights, or energetic cinematic fight coverage without repetitive or boring camera work. Preserve supplied characters, props, and story continuity. Do not use for unrelated compression, routine exports, or assume that planning authorizes paid video generation.
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# Photorealistic Cyberpunk Action

action direction: photorealistic 3D visuals, tense physical conflict, varied purposeful camera angles, and a satisfying visible victory. Use alongside `cinematic-video-storyboards` for image and storyboard requests. Follow the user's current brief over these defaults.

## Establish the scene

* Identify the protagonist's objective, antagonist's interference, stakes, location, and concrete victory condition. Victory may be escape, a protected object, a rescued person, or an opponent withdrawing.
* Preserve requested duration, aspect ratio, resolution, dialogue language, and generator. For a new short with no format specified, use vertical 9:16 and a 30-second planning duration. Treat that as the intended edit length, not a claim about a model's single-generation capacity.
* Start with visible tension or purposeful movement. Allocate roughly 15–20% to setup, 60–70% to confrontation and reversal, and the remainder to a legible victory. Adapt the balance rather than forcing every film into identical timing.
* If only part of a sequence is requested, continue its approved starting state and stop at the requested beat. Do not resolve a conflict prematurely in a first-half storyboard.
* Deliver the requested medium: actual images for image/storyboard-image requests, a ready-to-use prompt for prompt requests, and video only when requested. Separate preparation from paid generation authorization.

## Render photorealistic 3D

Describe a live-action-quality, physically grounded 3D image: natural skin pores and facial asymmetry, believable hair strands, cloth weave, metal wear, weight, and contact shadows. Avoid waxy faces, plastic skin, exaggerated game-character proportions, and excessive gloss.

Use coherent futuristic architecture, practical technology, layered foreground/midground/background, and motivated illumination. When the setting is unspecified, a wet neon alley with restrained cyan/magenta light, reflective puddles, and atmospheric steam is a useful default. Keep faces readable with soft motivated fill and selective rim light. Do not force rain, darkness, neon colors, or artificial implants onto an explicitly different reference or brief.

## Lock identity and physical state

Use approved master references for each character. Preserve face, age, hair, outfit, body proportions, accessories, and voice. A style reference does not supply another character's identity. If needed references are missing, retrieve the exact approved asset or request it; do not silently invent a replacement identity.

Track for each shot:

* Starting and ending positions, facing direction, eyelines, and nearest landmarks.
* Left/right hand use, grips, object ownership, strap path, and attachment points.
* Clothing, wetness, damage, dropped objects, and previous impacts.

For Hana/Yuki scenes, preserve the approved reference sheets when available. Hana's bag remains at her left hip, strap from right shoulder, until the story explicitly changes it. Do not impose Hana/Yuki or their props on unrelated stories.

## Choreograph actions that can be followed

Give each shot one primary exchange: approach → grab → brace → break grip; lunge → evade → counter; shove → stumble → landing. Split exchanges across shots when contact, anatomy, or timing becomes unclear.

Describe support and conseque