Prompt Library

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60 prompts

Grok Imagine Video 1.5

A premium cinematic product launch photo for a futuristic iPhone 17 Pro Max, floating

A premium cinematic product launch photo for a futuristic iPhone 17 Pro Max, floating in a dark glossy studio environment with soft reflections and dramatic rim lighting. Show a vibrant high-resolution wave wallpaper with slight movement on the display, with crisp glass reflections, thin bezels, and a polished titanium frame. The camera pushes in slightly as the phone turns, emphasizing the screen brightness and premium materials. Then make a clean, high-end editorial cut: the phone flips smoothly in slow motion, revealing the back. The lighting shifts to highlight the rear design, focusing on the large camera system with precision-machined lenses, subtle lens reflections, and realistic depth. End on a hero shot of the camera module, with elegant Apple-style launch energy, minimal background, cinematic lighting, ultra-realistic materials, shallow depth of field, 4K, luxury tech commercial, smooth motion, no text, no hands, no extra objects.

MiniMax H3 Max

He explodes upward out of the black. Both arms drive toward the falling apple, body tw

He explodes upward out of the black. Both arms drive toward the falling apple, body twisting, white linen sleeves snapping taut then bunching as his shoulders roll. The apple tumbles fast, end over end, its stem whipping. He mistimes it — the fruit glances off his fingertips and spins away; he lunges after it, throwing his weight sideways, hair swinging across his face, eyes flashing wide. He catches it hard against his palm, the impact shoving his arm back and down, linen collapsing in loose folds. He pulls it in against his chest, breathing hard, and breaks into a grin as he looks straight into the lens. The candlelight jumps with every movement, flaring across his forearms and guttering into darkness behind him.

HappyHorse 1.1

Medium shot of a professional news anchor at a sleek desk in a modern broadcast studio

Medium shot of a professional news anchor at a sleek desk in a modern broadcast studio, cool blue lighting, softly glowing screens behind. 0-5s: He looks into the camera and says in a clear measured voice, "Good evening. Tonight, a breakthrough that could change how millions of us work." 5-10s: He turns slightly toward a second camera, "We'll have the full story, and what it means for you, right after this." Precise lip-sync, subtle studio room tone, crisp broadcast quality, shallow depth of field.

LTX-2.5 Fast

A slow lateral tracking shot glides through old-growth pines, following a large brown

A slow lateral tracking shot glides through old-growth pines, following a large brown bear as it moves along a shallow river bank, the camera drifting with it in parallel. Low morning sun cuts sideways through the trunks in hard parallel shafts, backlighting the bear's fur into a bright rim of gold against deep shadow; its breath clouds in the cold air with every step. Suspended mist and pollen turn slowly in the light beams. The bear pauses, lowers its head toward the water, then moves on. Telephoto compression, shallow depth of field, pine trunks sliding through the foreground, high dynamic range, cool green shadows against warm highlights, natural wildlife cinematography, 35mm film grain. Sound: shallow water running over stones, wind high in the pines, wet gravel underfoot, distant birdsong.

Seedance 2.5

Editorial still life for a luxury perfume brand, no people or hands in frame. A single

Editorial still life for a luxury perfume brand, no people or hands in frame. A single heavy-based glass bottle with a faceted amber-tinted body and a brushed brass cap, standing on a slab of honed travertine against a warm sand-toned plaster wall. Beside it, a low-profile companion object for scale — a folded cream linen card embossed with the brand mark and a single dried sprig of eucalyptus resting on the stone. A slow drip of liquid catches the light on the bottle's shoulder. Hard, directional late-afternoon sunlight from the right rakes across the scene, casting a long, sharp bottle shadow and a bright caustic refraction on the wall behind it; a soft secondary bounce lifts the shadow side. Palette of amber, ivory, warm grey, and dull gold. Eye-level camera, slight three-quarter angle to the bottle, generous negative space above and to the left for type, medium-format look, 90mm lens, shallow but controlled depth of field, subtle film grain. Quiet, architectural, restrained, tactile, with the light doing the storytelling

MiniMax H3

A high-energy anime fight scene between two original warriors on a rain-soaked rooftop

A high-energy anime fight scene between two original warriors on a rain-soaked rooftop at night. One fighter glows with electric blue energy, the other with fiery red-orange power. They dash toward each other at extreme speed, exchange precise punches and sword strikes, then collide in a massive mid-air impact that sends colorful sparks, energy trails and shattered debris across the scene. Dynamic sweeping camera movement, dramatic close-ups, exaggerated anime motion, detailed character animation, vibrant lighting, strong contrast and a powerful cinematic final pose. No dialogue or text.

MiniMax H3 Max

Exactly 5 seconds. Inside a bright sterile laboratory, a cryogenic chamber opens and c

Exactly 5 seconds. Inside a bright sterile laboratory, a cryogenic chamber opens and cold vapor spills across the floor. A confused man slowly sits up. A scientist steps forward and says, “Welcome back.” The man asks, “What year is it?” The scientist hesitates as the camera gently pulls backward. Photorealistic Hollywood science-fiction drama, soft white daylight, realistic vapor, restrained acting, accurate lip sync, no extreme close-up.

Create a high-end hero infographic titled “SPECTRAL FLOW INDEX”. Design it as a large
Grok Imagine Image 2.0

Create a high-end hero infographic titled “SPECTRAL FLOW INDEX”. Design it as a large

Create a high-end hero infographic titled “SPECTRAL FLOW INDEX”. Design it as a large circular radial diagram with a bright central glowing core, surrounded by five clean concentric rings expanding outward like a precision instrument dial. Each ring is divided into evenly spaced segments containing miniature visual studies rendered in distinctly different styles: photorealism, blueprint linework, volumetric particle render, ink stipple, soft watercolor, isometric technical drawing, cinematic still, macroscopic crystal close-up, luminous wireframe, and matte clay sculpture. The overall atmosphere is electric, refined, and extremely polished — deep charcoal background, subtle luminous cyan and soft amber accents, thin glowing guide lines, and perfect geometric alignment. Typography is dense, hierarchical, and perfectly legible with sharp edges and straight baselines: Large precise bold sans-serif title centered at the very top Medium-weight subtitle directly beneath it: “Mapping energy gradients across observable scales” A clean horizontal band of eight short, evenly spaced labels in sharp small caps across the upper third, naming invented measurement zones Two tall vertical columns of text, one on the far left and one on the far right, each containing five tightly spaced entries in clear body text (definitions on the left, observational notes on the right) A single thin full-width footer line at the very bottom in micro but still razor-sharp text: “Advanced visualization reference · Educational series only” All text sits on straight horizontal or vertical axes. No curved or circular text. Consistent spacing, strong visual hierarchy, and absolute clarity at every scale.

Grok Imagine Video 1.5

Create an action-packed, dynamic medium shot of a male swordsman in motion. He is mid-

Create an action-packed, dynamic medium shot of a male swordsman in motion. He is mid-air, performing a lightning-fast sword flourish. A razor-sharp katana is spinning around his hands, leaving a faint wind-trail blur. He is wearing modern, sleek ninja-inspired athletic gear. Cinematic lighting, high-contrast, dust particles in the air, 8k resolution, dramatic angle.

MiniMax H3 Max

Create a **Flappy Bird-style pixel-art gameplay animation set entirely in San Francisc

Create a **Flappy Bird-style pixel-art gameplay animation set entirely in San Francisco**, presented as authentic retro mobile game footage. A tiny pixel-art bird automatically flies from left to right while the camera remains fixed in a classic side-scrolling 2D perspective. The player keeps the bird airborne by repeatedly flapping upward while gravity constantly pulls it downward. Instead of the traditional green pipes, every obstacle should be unmistakably **San Francisco-themed** while preserving the exact same simple gameplay mechanic: each obstacle creates a narrow vertical opening that the bird must fly through without touching anything. Use obstacles such as: * Two steep San Francisco hills forming a narrow gap. * Victorian houses extending down from above and up from below. * Giant red sections of the Golden Gate Bridge creating openings between the towers and roadway. * Cable cars entering from the top and bottom of the screen. * Downtown skyscrapers forming tight passages. * The Transamerica Pyramid extending into the flight path. * Coastal cliffs surrounding a narrow opening. * Construction scaffolding creating rectangular gaps. * Giant redwood trees framing the flight path. * Fog banks partially surrounding openings while keeping the playable gap clearly visible. Every obstacle must function like a real Flappy Bird obstacle: **one clear opening, one required flight path, no alternate routes.** ### SAN FRANCISCO ENVIRONMENT Make the scrolling background unmistakably San Francisco. Include layered pixel-art scenery: **Foreground:** rooftops, streetlights, cable-car wires, fire escapes, trees, signs and passing architectural details. **Midground:** colorful Victorian houses, steep streets, cable cars, cafés, parks, dense neighborhoods and downtown buildings. **Background:** San Francisco Bay, Alcatraz, the Transamerica Pyramid, Salesforce Tower, rolling hills and the Golden Gate Bridge. **Sky:** bright California sunset colors, huge pixel clouds, drifting coastal fog, distant birds and subtle atmospheric animation. The scenery should continuously scroll from right to left while the bird remains around the left-center of the screen. ### GAMEPLAY The bird flies automatically forward. Each flap causes a quick upward movement followed by a smooth downward arc from gravity. The gameplay should be fast, simple and immediately readable. Show the bird successfully passing through multiple increasingly difficult San Francisco-themed gaps. Obstacle spacing should feel fair but challenging. Never allow the bird to fly around an obstacle. Every obstacle must extend completely from either the top or bottom edge of the playable screen, leaving only one intentional opening. The sequence should feel like genuine uninterrupted gameplay rather than a cinematic animation. ### BIRD ANIMATION Use a charming, simple pixel-art bird with a tiny 2–4 frame wing-flapping animation. Keep the bird's: * sprite design * proportions * colors * beak * wings * eyes completely consistent throughout the sequence. When flapping upward, slightly tilt the bird upward. When falling, gradually tilt the bird downward. ### SCORE Include a large retro pixel-number score centered near the top of the screen. Start at a low score and visibly increase it by one every time the bird successfully clears an obstacle: **3 → 4 → 5 → 6 → 7** Keep the UI extremely minimal. No menus, dialogue, instructions or unnecessary interface elements. ### PIXEL-ART STYLE Crisp handcrafted pixel art with visible individual pixels. Limited retro color palette. No 3D rendering. No realistic textures. No vector graphics. No motion blur. No anti-aliasing. No smooth painted edges. Everything should look intentionally created as pixel art. The visual quality should feel like a beautifully polished modern indie recreation of a classic 2010s mobile game. ### CAMERA Classic fixed side-view gameplay camera. No zoom. No camera rotation. No cuts. No cinematic angles. The bird maintains approximately the same horizontal position while the entire San Francisco environment continuously scrolls from right to left. ### AUDIO Use a simple catchy retro mobile-game soundtrack with light chiptune melodies. Add: * short flap sound on every wing beat * satisfying point sound whenever an obstacle is cleared * subtle cable-car bell sounds * distant city ambience * occasional seagulls * soft wind near the Bay Keep the music playful and addictive. ### OVERALL FEEL It should immediately read as: **“Flappy Bird, but the entire game takes place in San Francisco.”** Simple, addictive, funny and instantly recognizable. The city's architecture and landmarks should replace the traditional obstacle design without making the gameplay complicated. **Format:** 16:9 widescreen, continuous side-scrolling pixel-art gameplay, fixed camera, no cuts, retro game audio, minimal score HUD, no logos.

MiniMax H3 Max

.Create a pixel-art side-scrolling platformer gameplay animation, presented as authent

.Create a pixel-art side-scrolling platformer gameplay animation, presented as authentic 16-bit / 32-bit retro game footage. The game is a fast, continuous San Francisco-themed endless runner. A heroic pixel-art adventurer automatically runs from left to right while the camera smoothly tracks the character, keeping the hero roughly centered on screen. The player cannot stop or move around obstacles. Every obstacle that enters the hero’s running path must require either jumping over it or ducking underneath it. The hero must never simply run past, behind, in front of, or through an obstacle. GAMEPLAY The hero continuously runs forward through a beautiful pixel-art version of San Francisco. Obstacles approach clearly from the right side of the screen with enough visual anticipation to understand what is happening. There are only two ways to avoid hazards: JUMP: Used for anything occupying the ground-level running path. DUCK: Used for anything crossing directly above the running path at head or upper-body height. Every gameplay obstacle must physically intersect the hero’s path if no action is taken. Examples of San Francisco-themed obstacles: * A cheerful corgi runs directly across the hero’s path. The hero jumps completely over it. * A startup founder or venture capitalist charges directly toward the hero holding out a giant term sheet. The hero jumps completely over the person. * An autonomous delivery robot rolls directly into the running path. Jump over it. * An abandoned electric scooter lies horizontally across the sidewalk. Jump over it. * A shopping cart rolls directly into the running path. Jump over it. * A low-flying delivery drone crosses directly at the hero’s head level. Duck underneath it. * A flock of pigeons flies directly across the path at head height. Duck underneath them. * A strange startup prototype drone flies directly across the running path. Duck underneath it. * Low construction scaffolding extends across the sidewalk. Duck underneath it. Keep obstacles visually distinct and spaced far enough apart that every jump or duck reads clearly as a deliberate gameplay action. SAN FRANCISCO ENVIRONMENT The world should be unmistakably San Francisco while retaining the beautiful fantasy-adventure atmosphere of the original concept. The environment scrolls continuously behind the hero using multi-layer parallax scrolling: Foreground: lush grass, sidewalk edges, rocks, flowers, tiny plants, fire hydrants, cable-car rails, fallen leaves, utility covers and small particles moving quickly. Midground: colorful Victorian houses, steep streets, cafés, trees, cable cars, fences, stone walls, staircases, construction scaffolding and occasional fantasy waterfalls moving at medium speed. Background: enormous green hills mixed with recognizable San Francisco geography, dense neighborhoods, downtown skyscrapers, the Transamerica Pyramid, distant castle-like silhouettes, the Bay, the Golden Gate Bridge and enormous mountains beyond the city, moving slowly. Very distant atmospheric layer: colorful California sky, enormous clouds, drifting coastal fog, distant birds and subtle atmospheric pixel animation. Blend recognizable San Francisco architecture with a lush fantasy-adventure world. Victorian houses can sit beside ancient stone ruins. Cable-car tracks can wind through grassy hills. Waterfalls can descend beside city staircases. The Golden Gate Bridge can appear dramatically between mountains and fog. Background pedestrians, cars, buildings and scenery are decorative only. Anything presented as an actual gameplay hazard must enter the hero’s exact physical running path and trigger a jump or duck. HERO ANIMATION Use a highly polished 8–12 frame running cycle with expressive movement, bouncing hair and clothing, an animated cape, scarf or jacket, natural arm and leg motion, and tiny dust particles appearing beneath the boots. During gameplay, transition cleanly between: RUN → JUMP → LAND → RUN → DUCK → RUN Jump animations must visibly carry the hero completely over each ground obstacle. Duck animations must visibly lower the hero enough for airborne obstacles to pass directly over the character. Keep the hero’s design, face, clothing, colors, proportions and sprite dimensions 100% consistent throughout every frame. SCORE AND GAME UI Include a small, authentic retro-game score counter in the upper-right corner. The score continuously increases as the hero survives and travels farther. Use a simple pixel font and numbers, such as: SCORE 004820 The score should visibly increase during gameplay. Keep the interface minimal so it feels like an actual endless-runner game rather than a cinematic animation. Do not add menus, tutorial text, dialogue boxes or unnecessary interface elements. MUSIC AND SOUND Include energetic retro video-game music throughout the gameplay. The soundtrack should sound like a polished SNES / early PlayStation-era adventure game: upbeat, catchy and energetic, with chiptune-inspired synths, punchy retro drums, melodic bass and a bright adventurous lead melody. Add synchronized retro sound effects: * Soft rhythmic footsteps while running. * A short arcade-style jump sound whenever the hero jumps. * A quick swoosh during ducking. * Landing sound when the hero touches the ground. * Drone buzzing as drones approach. * Pigeon wing flaps. * Small environmental sounds for passing cable cars or city activity. * A subtle score or point sound after successfully clearing an obstacle. Music should remain the dominant audio layer, with sound effects mixed cleanly underneath. PIXEL-ART REQUIREMENTS Crisp hand-crafted pixel art with clearly visible individual pixels, a limited retro color palette and extremely detailed sprite work. The visual quality should resemble a premium modern indie pixel-art platformer, combining nostalgic SNES / PlayStation-era game art with highly polished modern animation. Use detailed environmental pixel art, expressive sprite animation, colorful lighting and rich parallax depth. Absolutely no 3D rendering, no vector graphics, no smooth painted edges, no realistic textures, no motion blur and no anti-aliased artwork. Everything on screen must look intentionally drawn as pixel art. CAMERA Classic side-view 2D platformer perspective. Fixed camera height. Smooth horizontal tracking. No zooming. No cuts. No camera rotation. The hero remains approximately centered while the environment moves continuously from right to left. Obstacles always approach from the right and cross the hero’s exact running line. Never allow the hero to avoid an obstacle simply because it passes in the foreground or background. If it is a gameplay obstacle, the hero must jump over it or duck underneath it. OVERALL FEEL Make the game feel like a beautiful fantasy-adventure platformer crossed with a simple offline endless runner, except the entire world is a playful pixel-art interpretation of San Francisco. Prioritize readable gameplay, detailed scenery, satisfying running animation, clear jumps and ducks, recognizable San Francisco details, a continuously increasing score, and catchy retro game music. Format: 16:9 widescreen, side-scrolling 2D gameplay, 60 FPS if supported, continuous gameplay, retro soundtrack and sound effects, minimal score HUD, no logos.