Телевизионное шоу с водными препятствиями
L
Liam Sullivan
Seedance 2.0 · 2026-08-17
Промпт
Создать 30-секундный видеоролик, демонстрирующий крупномасштабное водное障碍ное соревнование в формате живого телевизионного шоу. Видео должно иметь соотношение сторон 16:9 и высокое качество изображения, напоминающее японские спортивные развлекательные программы конца 2000-х — начала 2010-х годов.
Сцена должна быть ночным большим открытым водным спортивным сооружением, на котором установлен полный трасс для соревнований. На территории должны быть большие прожекторы, металлические конструкции, зрительские места и оборудование для телевизионной съемки. Видео должно быть снято в стиле реального телевизионного шоу, с использованием нескольких камер, включая ENG-камеры, камеры с выдвижной стрелой, камеры для съемки с орбиты и т. д.
Главный персонаж — участник соревнований — должен быть показан в динамичных и разнообразных сценах, демонстрирующих его прохождение препятствий. Камера должна следовать за персонажем, показывая его движения и эмоции. Видео должно иметь естественный и реалистичный характер, без明显ых спецэффектов или монтажа.
Персонаж должен начать с уверенного и самоуверенного состояния, но по мере прохождения препятствий он должен становиться все более狼狈ным и неуверенным. Он должен упасть на платформе во время прохождения второго препятствия — "Fishbone Reverse" — и затем снова встать и продолжить соревнование.
Третье препятствие — "反曲 высокая стена" — должно быть показано в драматичной и напряженной манере, с использованием крупных планов и длинных кадров. Персонаж должен добраться до вершины стены и схватиться за нее руками, но затем suddenly быть сбит с墙ы большим мягким молотом.
Видео должно закончиться падением персонажа в воду и его появлением на поверхности с выражением удивления и разочарования на лице. Звуковой дизайн должен включать реалистичные звуки спортивного шума, включая аплодисменты зрителей, комментарии спортивного комментатора и звуки препятствий.
В целом, видео должно иметь динамичный и увлекательный характер, демонстрируя прохождение персонажа через препятствия в реалистичной и захватывающей манере.
Create a 30-second, 16:9 widescreen, ultra-realistic live-action video of a large-scale water obstacle competition. The overall presentation should resemble the live broadcast quality of Japanese large-scale sports entertainment special programs from the late 2000s to the 2010s. The stage is a massive outdoor water obstacle arena at night, with a complete obstacle course built above a large competition pool, surrounded by large lighting towers, steel structures, spectator seats, staff areas, and real TV program filming equipment.
The video should adopt the multi-camera shooting logic of real sports programs: ENG cameras, crane cameras, track follow-ups, long focal lengths, low-angle shots near the water surface, and fixed cameras on the side of obstacles. The lens should always serve the character's action. The picture should maintain the real TV live broadcast quality: natural pan, zoom, follow-focus, character tracking, slight ENG camera movement, and the slightly soft picture quality of early high-definition TV.
The entire process should proceed at a natural and realistic speed, following real-time physical laws.
**Character Consistency**: The uploaded image {{Mixed 1}} is the challenger's only visual reference. Strictly maintain the character's identity, facial features, face shape, hairstyle, hair color, skin tone, age feel, height, body type, body proportion, clothing, and overall character aura from the first frame to the last frame.
**Scene Continuity**: The entire video takes place in the same continuous nighttime water obstacle arena. The three obstacles are connected in physical space order: roller obstacle → Fishbone Reverse reverse fishbone obstacle → curved high wall. The character must move forward continuously along the same track.
**30-Second Timeline**:
0–3.2 seconds | Challenger appearance [leg close-up → upper body medium shot → facial close-up].
3.2–9 seconds | First obstacle: large roller obstacle [3.2–4.3 seconds | crane ultra-wide-angle shot].
9–20 seconds | Second obstacle: Fishbone Reverse [9–11 seconds | crane wide-angle shot].
20–27 seconds | Final obstacle: curved high wall [20–22 seconds | front long focal length shot].
27–30 seconds | Mechanism surprise → high-altitude diving → expression ending [27–28 seconds | wall-side medium shot].
**Physical Feedback**: All obstacles must produce real-time physical relationships with the character's body.
- Roller: foot stepping → roller rotation → character center of gravity change.
- Fishbone: rotating rod movement → approaching character → avoidance or real soft contact → body center of gravity affected → falling → body contacting platform → getting up again.
- High wall: sprinting → stepping on wall → inertial upward movement → hands grabbing wall top → body hanging → muscle force pulling up.
- Soft hammer: mechanism starting → soft hammer sweeping → hitting body → body force deflection → hand leaving wall edge → gravity falling.
- Water entry: air descent → body contacting water surface → large water splash → water wave spreading → character entering water → re-emerging from water.
**Character Performance Curve**: The character's emotions must change naturally with the competition:
- Opening: beautiful, confident, relaxed
- Roller: starting to get tense but still in control
- Fishbone: obviously flustered and truly falling
- Getting up again: not giving up and continuing to charge
- High wall: tired and exerting all strength
- Grabbing wall top: feeling like success is near
- Soft hammer appearance: sudden surprise
- Water entry: complete failure
- Final: wronged and helpless with a hint of comedy.
**Sound Design**: Preserve the real sound of a large-scale TV sports entertainment program throughout. Include:
- Starting buzzer
- Audience real-time cheering and applause
- Gasps and laughter
- Live commentary
- Character running footsteps
- Roller mechanical rotation sound
- Fishbone mechanical rotation sound
- Soft rod hitting human body with a soft thud
- Platform falling sound
- Character urgent breathing
- High wall stepping sound
- Soft hammer mechanism starting sound
- Soft hammer collision sound
- High-altitude diving into water sound
- Water splash and surface environment sound
The live commentary must change in real-time according to the character's current action. When the character falls in Fishbone, the audience clearly gasps. When the character gets up again, cheering resumes. When grabbing the high wall top, cheering reaches its maximum. When the soft hammer suddenly hits the character, the whole field instantly gasps. After the character dives into water, it turns into gasps, laughter, and applause.
The background music should be tense instrumental accompaniment with an atmosphere of Japanese large-scale sports entertainment specials. It should gradually intensify as the competition progresses and form a short climax when the final mechanism appears.
**Photography Rules**: Adopt real large-scale TV competition multi-camera live broadcast logic.
Prioritize:
- Where is the character?
- What is the obstacle?
- How is the character passing through obstacles?
- Why does collision happen?
Use wide-angle shots to explain obstacle space.
Use medium to long shots to fully display actions.
Use side track shots for running and moving.
Use low-angle shots to strengthen large obstacle sizes.
Use long focal lengths for characters' tense expressions and final wall sprint.
Use ENG medium close-ups for characters' flustered reactions.
Use water surface close-ups for final comedic expressions.
Camera cuts should be natural and crisp.
Maintain real TV program hard cut rhythm.
As competition enters its second half.
Camera cut frequency naturally increases.
**Final Mandatory Constraints**: Complete story sequence must strictly maintain:
1. Character appearance leg close-up → upper body → face → smile → fist clench.
2. Roller obstacle appears with slight imbalance but successfully passes through.
3. Fishbone Reverse makes characters increasingly flustered; must have one true fall on platform; then gets up again to continue.
4. Curved high wall only attempts once; must truly run up wall face and successfully grab wall top with both hands.
5. Create success expectation that characters are hanging from top and starting to flip over; let audience clearly think they are about to succeed.
6. Mechanism suddenly appears; large soft mechanism hammer sweeps from side and truly hits character.
7. High-altitude diving; soft hammer collision causes character grab failure; continuously falls from wall top into lower pool.
8. Water expression close-up; characters float out of water with wet hair; gasping; wronged; helpless; slightly comedic facial close-up as only final ending.
Complete emotional structure:
Self-confident appearance
Starts challenge
Becomes flustered
Truly falls
Gets up again to persist
Sees success near
Sudden reversal
High-altitude diving
Comedic ending
Proceeds using real-time advancement throughout.
Action speed naturally realistic; rhythm clear; concise; crisp.
Maintains character consistency; scene continuity; obstacle continuity; realistic inertia; gravity; collision feedback; TV live broadcast feel.
Note that this translation maintains technical terms like "ENG camera" (Electronic News Gathering camera) without translation as per instructions for specific names of products or technologies that do not require translation for clarity or understanding within their respective fields or contexts.
Also note that maintaining consistency in terminology related to film production (like "crane ultra-wide-angle shot") ensures clarity for professionals or enthusiasts familiar with these terms.
Lastly ensure all measurements like "16:9 widescreen" are kept as they directly relate to technical specifications widely recognized across languages without need for translation within this context







