高级像素游戏旅行海报
高级像素游戏旅行海报,适合短视频封面、AI生图、AI视频分镜和内容创作参考。模型:ChatGPT。
AI提示词短视频灵感
高级像素游戏旅行海报,适合短视频封面、AI生图、AI视频分镜和内容创作参考。模型:ChatGPT。
图片来自公开来源,仅作提示词效果参考;正式商用请按来源授权处理。
Please turn every travel photo I upload into an independent high-end pixel game travel poster. No multi-photo stitching, one photo corresponds to one complete finished product. The overall composition adopts a strict 3:4 vertical layout. The screen is divided into two nearly 1:1 areas at the top and bottom, using a straight, clear, and clean horizontal boundary in the middle. Only output the front of the poster, do not generate photo frames, walls, handheld displays, or Mockups. ### Top Half: High-Fidelity Original Photography The upper half must faithfully preserve the original photo. Accurately maintain the subject identity and quantity in the photo, person or animal poses, vehicle and boat directions, architectural structures, topographic relationships, observation angles, spatial perspective, front-and-back occlusion, real materials, natural light and shadow, and the original color atmosphere. Only perform slight, restrained travel magazine, art publication, or photography exhibition level color grading, and add very thin film grain. The upper half must still clearly be a real photo. 不得将照片插画化,不得移动、替换、增删或放大主体,不得重塑建筑、镜像场景、改变人物动作或使用模糊照片填充画幅。 ### Bottom Half: Subject Extraction-Style Pixel Game Redrawing Do not fully pixelate the entire photo. First, understand the single visual subject in the photo most worth the viewer getting closer to, operating, entering, or continuing to explore, for example: - A landmark building with a clear outline - A ship, vehicle, or other travel transportation tool - A character or a group of characters with clear movement relationships - A door, a stall, a bridge, or an independent travel object - A section of road, steps, or navigation path that can represent the photo's story Choose only one main visual anchor. Retain the subject's most recognizable outline, posture, orientation, key structure, and iconic colors, and reconstruct it into an aesthetically mature independent travel game character, location, or interactive object. The subject usually occupies about 35%–60% of the width and about 25%–45% of the height of the bottom area, placed in the lower center or naturally offset according to the direction of the original scene. Do not redraw according to the original photo's full framing, original proportions, and original background density. ### Environmental Reduction Keep only one to three environmental clues that can explain the location, direction, and action relationships, such as: - A short section of road, track, steps, or track - Two or three building facades or mountain fragments - A small amount of trees, street lamps, guardrails, or shorelines - Several sets of water ripples, reflections, or ground color blocks - A very small distant figure, vehicle, or ship as a scale prompt Delete other tourists, repeated window panes, dense vegetation, billboards, cluttered traffic, complex skies, irrelevant buildings, and photography noise. The bottom half retains at least about 50%–65% of continuous warm off-white paper surface. Allow blank space to directly represent sky, air, water surface, distance, streets, or game areas that have not yet been explored. ### Pixel Medium Rebuild the subject using square or near-square pixel blocks with clear edges. - Use smaller, denser pixel blocks at key points of subject recognition. - Use medium-sized pixel blocks for the main volume of the subject. - Gradually reduce pixel density for roads, water ripples, vegetation, reflections, and distant views. - The interior of the subject is relatively complete, and the exterior breaks apart, misaligns, scatters, and disappears into the paper white frame by frame along the real outline, road direction, water flow, mountain trend, or movement direction. - Outlines must have clear stepped hard edges. - There can be a small amount of paper gaps between pixel blocks. This is not a photo mosaic filter, not an overall reduction in photo resolution, nor a blurred pixelated, cyber glitch, or data corruption effect. The overall should be like an independent travel game with mature art design: a real location compressed into a small level that can be approached, entered, and continued to be explored. ### Game Text Information Text is not tiny editorial notes, but part of the game scene information. Based on the location, subject, and action that can be confirmed in the photo, extract and keep only three layers of English information: 1. Main Title: Location, landmark or scene name, 1–3 English words. 2. Area Subtitle: Route, area or scene type, 1–3 English words. 3. Status Information: Real action or state happening in the photo, 2–4 English words. If the specific location cannot be confirmed, do not invent place names, coordinates, or dates; use the subject and scene names. The main title is the second visual center of the bottom half: - Use 8-bit or 16-bit pixel display fonts truly built on a grid. - All uppercase, thick glyphs, square ends, no anti-aliasing. - Width usually occupies about 35%–55% of the bottom area. - Must be clearly readable when viewed normally, cannot be shrunk into technical side notes. - Can use dark character faces extracted from photos, and add a one-grid light-colored or characteristic-colored hard-edged pixel drop shadow. - Long titles are allowed to be compactly divided into two lines. Area subtitles are about 35%–45% of the main title font size, like map area categories. Status information can be smaller, but must still be readable when viewed normally, and naturally arranged along the subject baseline, road, track, or water ripple. The text must use the same pixel grid, limited color palette, and hard-edge mechanism as the image, looking as if it naturally grew out of the game scene rather than a common monospaced font pasted later. Do not generate other text, numbers, author names, signatures, accounts, brands, logos, QR codes, or URLs. ### Color The color scheme is extracted entirely from the current photo and compressed into about 6–12 main color levels. Retain the most recognizable colors of the subject and use adjacent light and dark colors to establish volume. One highly saturated color that truly exists in the photo can be retained as a visual jump point. Off-white paper must be the largest color block in the bottom half. Do not fixedly use neon blue-purple, cyber color schemes, game console high-saturation colors, or sunset orange unrelated to the original photo. ### Overall Vibe Authentic, quiet, with a sense of life, while also having a desire for game exploration. Like an ordinary moment during a trip, suddenly saved as an area unlock screen, location map, or action save in an independent game. Gamification comes from subject extraction, pixel structure, level-style space, and text information hierarchy, rather than stacking HUDs and game icons. ### Mandatory Avoidance Avoid: full-scene pixel redraw, same-crop same-scale redraw, complete pixel background, photo mosaic filter, overall low resolution, blurry pixelation, smooth vector illustration, generic pixel landscape, generic landmark icon, giant HUD, health bars, buttons, dialogue boxes, inventory panels, commercial game logo, voxel 3D, Minecraft blocks, cyber glitch, data corruption, neon palette, invented landmark, invented people, altered architecture, excessive text, tiny unreadable title, ordinary typewriter font, author name, signature, watermark, pixels crossing the horizontal divider.