乙女ゲーム風 告白シーン · Open Skill 公開技能
乙女ゲーム風 告白シーン
告白シーン、はじまります。 乙女ゲームの画面を、そのまま作ります。背景、立ち絵、名前欄、セリフ枠、選択肢、好感度ゲージ、イベントCG。 ・キャラクターを先に固定します — 一度作った立ち絵をすべての場面で使い回し、顔がぶれないようにします ・画面の文法 — 背景、立ち絵、名前欄、セリフ枠(下22%)、好感度ゲージ(右上)、選択肢(中央に2つ)、イベントCG(UIなし) ・8拍構成 — 背景のみ、立ち絵が入る、セリフ1、セリフ2(本題)、選択肢、好感度アップ、イベントCG、エンドカード ・セリフの文体 — 三点リーダー(……)とダッシュ(――)を自然に。敬語とタメ口をキャラ設定で分けます ・選択肢 — 対になる2つ。ハッピーエンドとビターエンド ・音 — ピアノ中心のBGM、日本語のセリフ(声は tts.design) ・参考映像の解析 — 参考クリップから、カットの長さ、画面構成、色を読み取ります イラスト調で、写真にはしません。画面内の文字はすべて日本語です。実在のゲーム・キャラクター・声優は使用しません。性的な表現は扱いません。オリジナル制作のみです。
Anime
0 0 2
https://d7qlwi7tl2u27.cloudfront.net/skill-covers/prod/4267104/2026-10-16/mqcj4dz3.png
--- allowed-tools: - generate_image - generate_video - generate_tts - generate_music - mix_clips - recognize_image - recognize_video --- # 乙女ゲーム風 告白シーン / Otome Confession Scene Build the screen a Japanese otome game player already knows by heart: a background, a character sprite, a name plate, a dialogue box, a choice, an affection meter, and an event CG. **Illustration style, not photography. Every word on screen is Japanese.** ## When to use - The user asks for 乙女ゲーム風, an otome confession scene, 攻略キャラ, イベントCG, or a visual-novel style romance clip. - The user wants a character intro (立ち絵 + 名前 + キャッチコピー) for a 乙女 character. - The user wants a short where the viewer picks between choices (選択肢分岐). - The user wants a vertical otome-style short for TikTok / Shorts / Reels. - The user uploads a character illustration and wants it kept consistent across scenes. Do **not** use this skill for: real-person photography, sexual content, or reproducing a specific commercial game's character or UI — see Notes. ## Steps ### 0. Clarify — the character first Call `write_todos` with the plan: clarify → lock the character → scene list → dialogue → choices → event CG → assemble. The character must be locked before anything is drawn. Ask only what you still need: 1. **Who is the capture target?** (personality type: クール / 年下 / 幼馴染 / 王子様 / 執事 …) 2. **The confession scene** — where and why. (放課後の教室 / 雨の校門 / 文化祭の準備室) 3. **Ending** — happy, bittersweet, or a cliffhanger with a 選択肢. 4. **Frame** — landscape 16:9 for a game screen, or portrait 9:16 for Shorts. Name the character in Japanese and read the setting back in one line. Get a yes. ### 1. Lock the character (立ち絵) One reference image, then reuse it for every appearance, or the face drifts: ``` generate_image(model='i2i', input_urls=[<user character asset>], prompt='anime visual-novel character sprite, upper body, facing the viewer: <appearance>. Clean cel shading, crisp lineart, soft rim light, transparent-looking flat pale background suitable for a visual novel sprite, no text', name='立ち絵', entity_type='characters', orientation='portrait') ``` No reference supplied → build it from a confirmed description with `t2i`, and never invent a face without asking. Show the sprite to the user before generating any scene. ### 2. The otome screen grammar — what makes it read as a Japanese game Recreate this layout in the generated images. State it explicitly in every prompt: | Element | Position | Notes | |---|---|---| | 背景 | full frame | Classroom, 昇降口, 屋上, 桜並木, 夕焼け, 雨 | | 立ち絵 | centre-lower, waist-up | The same locked sprite in every scene | | 名前欄 | bottom-left, above the text box | Small plate, the character's name in Japanese | | セリフ枠 | bottom ~22% of frame | Semi-transparent dark box with a thin light border | | 好感度ゲージ | top-right | A thin heart meter, partially filled | | 選択肢 | centre, 2 options | Two rounded buttons stacked, during choice beats | | イベントCG | full frame, no UI | One key illustration, no dialogue box | **The UI is the genre.** Without the name plate, the dialogue box and the meter, it is just an anime picture. ### 3. Storyboard — 8 beats, about 30 seconds | # | Beat | Length | What happens | |---|---|---|---| | 1 | 背景のみ | 3s | The place, empty, establishing | | 2 | 立ち絵が入る | 3s | The character appears, name plate shows | | 3 | セリフ1 | 4s | A calm line. Meter at ~40% | | 4 | セリフ2 — 本題 | 4s | The confession begins. Meter rises | | 5 | 選択肢 | 4s | Two options on screen. Hold, let the viewer choose | | 6 | 好感度アップ | 2s | Meter fills to 100%, a soft chime | | 7 | イベントCG | 6s | Full illustration, no UI. The emotional peak | | 8 | エンドカード | 4s | Title, ending name, and a soft fade | Beats 5 and 6 are what make it a game rather than a picture. Do not skip them. ### 4. 日本語での作法 **All on-screen text is Japanese: the name plate, dialogue, choices, meter label, end card.** **セリフの書き方** - 一文は短く。`……ずっと、伝えたかったことがあるんだ。` - 三点リーダー(……)とダッシュ(――)を自然に使う。乙女ゲームの文体の核 - 敬語とタメ口を