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游戏预告片与宣传视频公式

Seedance 2.0 游戏 PV 与电影级预告片提示词

游戏 PV(宣传视频)提示词结合史诗级视觉、赛璐璐或写实 CG 美学、角色技能展示和电影级镜头运动。本模板涵盖画质锚点设置、动画/CG 风格选择、技能展示节奏和史诗收尾镜头——全部遵循六要素组合公式。

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模板、示例和后续媒体证明应集中放在这里,而不是散落在宽泛的教程指南中。

媒体证明

图片证明:即将补充
视频证明:即将补充

电影级 PV 的画质锚点设置

每条游戏 PV 提示词开头设置画质锚点以确定渲染层级:「Unreal Engine 5 cinematic quality」「Cel-Shaded CG anime render」或「AAA game cutscene quality」。这个前置画质标签在模型处理场景内容前就调整了输出流水线。再添加氛围锚点如「volumetric fog」「ray-traced reflections」或「HDR bloom」以在各片段间保持 VFX 级一致性。

赛璐璐 CG 与写实 PBR 的选择

每条预告片选择一种风格并坚持到底。赛璐璐 CG 使用硬边阴影、有限色板和可见描边线条——适合动画风格游戏和风格化 RPG。写实 PBR(基于物理的渲染)使用柔和渐变、次表面散射和光度学照明——适合 3A 动作和开放世界。在同一次生成中混合两种风格会导致模型在渲染方式间摇摆不定。如果预告片需要两种风格,分别生成各片段再剪辑组合。

角色技能展示的节奏控制

游戏预告片遵循揭示节奏:建立角色(1-2秒)、蓄势(1-2秒)、释放技能(2-3秒)、展示余波(1-2秒)。将此映射到分镜时间戳。技能释放应是视觉高潮——最亮的色彩、最动感的镜头、最快的运动。在其前后分别以短暂的静止(蓄力)和视觉平复(冲击)来衬托。这种对比让技能在短片段中也显得震撼。

预告片的史诗镜头运动

游戏预告片使用实拍中不可能实现的夸张镜头运动。极近距离环绕施法角色的轨道镜头。从低处仰望巨型Boss的震撼低角度。从慢动作拔剑到全速劈砍冲击的速度变化。从地面废墟升起揭示战场全景的摇臂镜头。为每个镜头运动明确描述其速度和轨迹。

完整预告片的多段生成方案

30-60 秒的游戏预告片应拆分为 2-4 个生成片段,每段 8-12 秒。片段一:大气世界建立。片段二:角色登场配合标志性招式。片段三:升级战斗或多角色展示。片段四:适合放 Logo 的收尾镜头配戏剧性定格。在所有片段间保持风格锚点、色彩方案和画质标签一致。逐段生成、审核、确认后再进入下一段。

Input / Output 示例

赛璐璐 CG 游戏 PV——暗黑奇幻 RPG

一段 10 秒的动画风赛璐璐 CG 预告片片段,在暗黑奇幻场景中展示角色技能。

10-second Cel-Shaded CG anime game PV, hard shadow edges, visible ink outlines, limited dark-fantasy color palette of crimson, black, and steel blue, AAA anime game quality.
0-3s: Wide establishing shot of a ruined gothic cathedral at twilight, camera slowly pushes in through shattered stained-glass windows, volumetric dust particles in crimson light beams, desolate atmosphere, 24fps cinematic cadence.
3-5s: Medium shot of a female knight in dark ornate armor standing amid the ruins, camera orbits at close range, wind catches her tattered cape, she grips a massive zweihander sword, her eyes glow faintly crimson, tension building.
5-8s: Speed-ramp from slow-motion sword raise to full-speed downward slash, crimson energy arc trails from the blade, camera follows the arc in a dramatic whip-pan, energy wave impacts the ground creating a radial shockwave of dark particles.
8-10s: Aftermath wide shot, camera crane-up revealing the destruction path, dust and crimson particles settling, knight stands at the center in a power stance, blade planted in cracked stone, hold frame for title card placement.
SFX: Wind howl transitions to impact bass boom at 5s, metallic sword ring sustains through 8-10s.
Negative: any text, subtitles, logos, watermarks, realistic PBR shading
赛璐璐动画游戏预告片片段,墨线描边渲染一致,技能展示配合速度变化的冲击感,暗黑奇幻深红与钢蓝配色中适合放标题的收尾定格。

写实 CG 机甲Boss登场

一段 8 秒 PBR 风格的游戏过场动画,巨型机甲从废墟城市中现身。

8-second realistic PBR game cinematic, Unreal Engine 5 quality, photometric lighting, ray-traced reflections on wet surfaces, cinematic 2.39:1 aspect ratio.
0-3s: Ground-level camera in a rain-soaked destroyed city street, puddles reflecting burning buildings, camera low angle looking down the street, distant rumbling growing louder, debris begins to vibrate and bounce.
3-6s: Dramatic reveal as a colossal mecha leg crashes through a building on the left side of frame, camera shakes with the impact, concrete and glass cascade in slow motion, camera tilts up following the leg to reveal the massive torso emerging through dust and smoke.
6-8s: Extreme low angle looking straight up at the fully revealed mecha, red optical sensors flare to life in sequence across its head, rain streaks across the camera lens, lightning illuminates the full silhouette for one frame, camera holds for dramatic scale emphasis.
SFX: Rumble crescendo, building collapse at 3s, hydraulic servo whine as sensors activate.
Negative: any text, subtitles, logos, watermarks, Cel-Shaded style, anime outlines
照片级写实机甲登场序列,PBR 材质可信,地面机位与巨型机甲间的戏剧性体量对比,配合适当的雨水和破坏特效。

动画风多角色技能展示

一段 12 秒动画风游戏 PV,三个角色快节奏连续释放标志性技能。

12-second Cel-Shaded anime game PV, vibrant action color palette of electric blue, amber, and violet, sakuga-quality animation fluidity, dynamic speed lines.
0-4s: Character 1 — agile assassin dashes across rooftops at night, camera tracking at speed, electric-blue energy trails from twin daggers, quick-cut to a spinning aerial strike on a shadow enemy, impact freeze-frame with radial speed lines for 3 frames.
4-8s: Character 2 — armored mage plants a staff into the ground, camera pushes in to medium close-up, amber magical circles spiral upward around them, dramatic camera pull-back to wide shot as a massive fire phoenix erupts overhead, feathers of flame scatter.
8-12s: Character 3 — samurai sheathes then quick-draws a katana in one fluid motion, violet slash arc hangs in the air, camera whip-pans 180 degrees to show five enemies dissolving behind them, closing wide shot with all three characters back-to-back in a triangle formation, wind-swept heroic pose, hold for title card.
SFX: Dagger slash whooshes at 2s, fire phoenix roar at 6s, katana ring at 9s, silence for closing hold.
Negative: any text, subtitles, logos, watermarks, realistic PBR shading
快节奏动画游戏 PV,三个角色各有独立色彩标识的技能展示,通过动感镜头转场串联,以三人背靠背的团队阵型定格收尾,适合叠加标题。

常见问题

如何避免赛璐璐与写实片段间的风格不一致?

将每种风格作为独立片段生成,绝不在同一条提示词中混合。添加明确的负面锚点——动画片段加「no realistic PBR shading」,写实片段加「no Cel-Shaded outlines」。在剪辑中切换风格时,使用闪白或粒子爆发等过渡效果让风格切换显得有意为之。

游戏预告片每段最佳时长是多少?

每个生成片段 8-12 秒效果最佳。3-5 秒的短片段适用于快切动作蒙太奇。30-60 秒的完整预告片应规划为 3-5 个片段,逐段生成审核确认,最后在后期中配合音乐和声效组装。

如何制作适合放标题的收尾镜头?

在提示词末尾描述定格画面:「角色保持力量姿态,镜头缓慢后拉,场景归于静止,定格 2 秒」。留出干净的负空间(空旷天空、黑暗虚空或虚化背景)作为 Logo 放置区。指定位置:「upper third clear for title overlay」。生成时不含任何文字,在后期添加标题卡。

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