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게임 콘셉트·캐릭터·배경 제작에 바로 쓸 수 있는 AI 프롬프트. 게임 장면, 크리처, 아이템, 시네마틱 컷을 빠르게 만들 수 있습니다.

2026.05.22

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나노바나나 프로로 생성한 바로크펑크 로열 가든 미니어처

바로크펑크 로열 가든 미니어처

나노 바나나 프로· Image
Whimsical {argument name="subject" default="miniature world depiction of a royal garden courtyard with fountain ceremony"} in an artistic {argument name="style" default="baroquepunk"} style.
@sayobonito
GPT 이미지 2로 생성한 한국 웹툰 캐릭터 게임 스크린샷

한국 웹툰 캐릭터 게임 스크린샷

GPT 이미지 2· Image
Korean mobile RPG game screenshot featuring a Korean webtoon-style character. Korean game UI: HP bar, 스킬 버튼, 퀘스트 알림, inventory panel. Korean fantasy landscape background. Character name in Korean Hangul at top. Korean mobile game aesthetic — vibrant colors, clean UI, Korean text throughout. 16:9.
@khaiinit
GPT 이미지 2로 생성한 전전 일본 연구소 마인크래프트 스크린샷

마인크래프트 일본 연구소 스크린샷

GPT 이미지 2· Image
Create a Minecraft screenshot image of exploring a mysterious pre-war Japanese research laboratory.
@RitaStar1128
GPT 이미지 2로 생성한 보스전 인트로 화면

보스전 인트로 화면

GPT 이미지 2· Image
Create a premium, highly believable Boss Fight Intro Screen for an imaginary game called BLACK RELIQUARY, featuring a boss named Mother Veyr. The goal is to make the moment feel like an unforgettable encounter: cinematic, threatening, iconic, and instantly recognizable as the kind of screen players remember, clip, and post online. It should feel like the exact second before a legendary boss fight begins. Game details: - Game title: BLACK RELIQUARY - Genre: soulslike action RPG - Boss name: Mother Veyr - Boss title: The Saint Beneath the Roots - Core concept: an ancient worshipped corpse-queen fused with a cathedral-sized root system beneath a dead holy city - Encounter type: final boss - Main fantasy: entering a sacred, cursed place and facing a boss that feels divine, rotten, and impossible to survive - Audience: soulslike players, dark fantasy fans, boss-fight lovers, gothic horror audiences - Tone: brutal, mythic, tragic, terrifying, reverent - Cultural vibe: dark fantasy prestige, cathedral horror, soulslike boss drama - Reality level: believable AAA Screen structure: Build the scene like an official in-game boss reveal moment. Include sections such as: - boss name reveal - boss title / epithet - dominant boss visual or silhouette - arena backdrop - optional player character silhouette - health bar or phase bar - optional “phase one” or encounter status - optional UI warnings or encounter markers - optional subtitle or lore line - optional “new objective” or challenge cue For the text, include: - one strong boss-name reveal - optional short subtitle or line - wording that feels official, dramatic, and game-authentic - language that is memorable, intimidating, and concise - a balance between mystery and threat Include: - a strong boss name treatment - premium encounter hierarchy - iconic silhouette or full-body reveal - believable boss-fight UI logic - clear sense of danger and scale - polished arena storytelling - strong “you are about to die” energy - instantly shareable gameplay-moment appeal Visual direction: - Make the screen feel like a real boss reveal players would screenshot before getting destroyed - Emphasize scale, menace, anticipation, and encounter identity - Balance cinematic framing with believable gameplay UI - Make it suitable for fake game concepts, boss-design showcases, fan-worldbuilding, or gaming promo materials - The result should look like a genuine pre-fight moment from a beloved game Art direction: - Style: premium soulslike boss reveal with gothic cathedral encounter UI - Color palette: ash black, dried crimson, pale bone, holy gold, ghost blue glow - Typography feel: ornate dark-fantasy serif with severe encounter hierarchy - Material feel: cinematic intro overlay and polished in-game HUD - Lighting or image mood: infernal candlelight, root-shadow terror, sacred fire glow - Background: underground cathedral forest beneath a ruined holy capital Composition: - Show the screen as one cohesive boss-intro moment - Make the boss name, silhouette, and threat level instantly readable - Use real encounter-screen hierarchy and combat-game logic - Make the boss feel iconic, mechanically dangerous, and emotionally memorable - Make the final output feel like a premium fake boss-fight reveal with viral potential Output quality: - ultra-detailed - visually structured - commercially believable - culturally fluent - polished gameplay UI design - strong hierarchy and spacing - premium encounter composition - instantly shareable visual concept Optional content blocks: - phase one marker - health bar - objective cue - lore subtitle - player HUD fragment - arena name Avoid: - generic monster posing - weak boss naming - fake-looking UI bars - cluttered encounter design - random effects without gameplay logic - amateur boss-screen aesthetics - too much text fighting the reveal - obvious parody unless intentionally chosen Create a premium, highly believable Boss Fight Intro Screen for an imaginary game called STATIC PROTOCOL, featuring a boss named Axiom-9. The goal is to make the moment feel like an unforgettable encounter: cinematic, threatening, iconic, and instantly recognizable as the kind of screen players remember, clip, and post online. It should feel like the exact second before a legendary boss fight begins. Game details: - Game title: STATIC PROTOCOL - Genre: sci-fi action shooter - Boss name: Axiom-9 - Boss title: Sovereign of the Failing Grid - Core concept: a rogue war-machine intelligence inhabiting a floating ring of weaponized satellites and a humanoid synthetic core - Encounter type: secret boss - Main fantasy: facing a hyper-intelligent machine god in a collapsing orbital combat chamber - Audience: sci-fi action fans, shooter players, cyberpunk lovers, spectacle-boss audiences - Tone: high-tech, oppressive, cinematic, electric, ruthless - Cultural vibe: cyberpunk prestige, sci-fi raid warning, sleek boss encounter design - Reality level: believable AAA Screen structure: Build the scene like an official in-game boss reveal moment. Include sections such as: - boss name reveal - boss title / epithet - dominant boss visual or silhouette - arena backdrop - optional player character silhouette - health bar or phase bar - optional “phase one” or encounter status - optional UI warnings or encounter markers - optional subtitle or lore line - optional “new objective” or challenge cue For the text, include: - one strong boss-name reveal - optional short subtitle or line - wording that feels official, dramatic, and game-authentic - language that is memorable, intimidating, and concise - a balance between mystery and threat Include: - a strong boss name treatment - premium encounter hierarchy - iconic silhouette or full-body reveal - believable boss-fight UI logic - clear sense of danger and scale - polished arena storytelling - strong “you are about to die” energy - instantly shareable gameplay-moment appeal Visual direction: - Make the screen feel like a real boss reveal players would screenshot before getting destroyed - Emphasize scale, menace, anticipation, and encounter identity - Balance cinematic framing with believable gameplay UI - Make it suitable for fake game concepts, boss-design showcases, fan-worldbuilding, or gaming promo materials - The result should look like a genuine pre-fight moment from a beloved game Art direction: - Style: premium sci-fi boss warning screen with sleek combat HUD - Color palette: black, electric cyan, toxic red, chrome silver, deep violet - Typography feel: sharp industrial sci-fi type with warning-state hierarchy - Material feel: cinematic battle overlay and tactical encounter interface - Lighting or image mood: emergency alarm glow, strobing energy arcs, cold machine light - Background: broken orbital core chamber overlooking a storm of digital debris and city lights below Composition: - Show the screen as one cohesive boss-intro moment - Make the boss name, silhouette, and threat level instantly readable - Use real encounter-screen hierarchy and combat-game logic - Make the boss feel iconic, mechanically dangerous, and emotionally memorable - Make the final output feel like a premium fake boss-fight reveal with viral potential Output quality: - ultra-detailed - visually structured - commercially believable - culturally fluent - polished gameplay UI design - strong hierarchy and spacing - premium encounter composition - instantly shareable visual concept Optional content blocks: - system warning banner - health bar - phase indicator - objective cue - player HUD fragment - arena name Avoid: - generic robot posing - weak boss naming - fake-looking UI bars - cluttered encounter design - random effects without gameplay logic - amateur boss-screen aesthetics - too much text fighting the reveal - obvious parody unless intentionally chosen Create a premium, highly believable Boss Fight Intro Screen for an imaginary game called ROSEGHOST ACADEMY, featuring a boss named Lady Hush. The goal is to make the moment feel like an unforgettable encounter: cinematic, threatening, iconic, and instantly recognizable as the kind of screen players remember, clip, and post online. It should feel like the exact second before a legendary boss fight begins. Game details: - Game title: ROSEGHOST ACADEMY - Genre: horror action RPG - Boss name: Lady Hush - Boss title: Headmistress of the Silent Wing - Core concept: a spectral school matron whose face is hidden behind layered veils and whose voice manifests as razor-thin phantom threads - Encounter type: mid-game wall - Main fantasy: entering a beautiful haunted institution and confronting a boss who feels elegant, intimate, and absolutely lethal - Audience: anime-horror fans, stylish action players, gothic-school aesthetic lovers, boss-design fans - Tone: eerie, elegant, oppressive, stylish, uncanny - Cultural vibe: anime horror prestige, gothic school nightmare, supernatural boss drama - Reality level: believable AA or premium indie hit Screen structure: Build the scene like an official in-game boss reveal moment. Include sections such as: - boss name reveal - boss title / epithet - dominant boss visual or silhouette - arena backdrop - optional player character silhouette - health bar or phase bar - optional “phase one” or encounter status - optional UI warnings or encounter markers - optional subtitle or lore line - optional “new objective” or challenge cue For the text, include: - one strong boss-name reveal - optional short subtitle or line - wording that feels official, dramatic, and game-authentic - language that is memorable, intimidating, and concise - a balance between mystery and threat Include: - a strong boss name treatment - premium encounter hierarchy - iconic silhouette or full-body reveal - believable boss-fight UI logic - clear sense of danger and scale - polished arena storytelling - strong “you are about to die” energy - instantly shareable gameplay-moment appeal Visual direction: - Make the screen feel like a real boss reveal players would screenshot before getting destroyed - Emphasize scale, menace, anticipation, and encounter identity - Balance cinematic framing with believable gameplay UI - Make it suitable for fake game concepts, boss-design showcases, fan-worldbuilding, or gaming promo materials - The result should look like a genuine pre-fight moment from a beloved game Art direction: - Style: premium anime-horror boss reveal with elegant supernatural UI - Color palette: ivory, black, faded rose, moonlit blue, blood-red accents - Typography feel: refined gothic title type with sharp horror encounter hierarchy - Material feel: cinematic intro overlay and polished in-game HUD - Lighting or image mood: moonlit corridor glow, candlelit dread, spectral thread shimmer - Background: abandoned academy ballroom with broken mirrors, hanging curtains, and endless dark hallways Composition: - Show the screen as one cohesive boss-intro moment - Make the boss name, silhouette, and threat level instantly readable - Use real encounter-screen hierarchy and combat-game logic - Make the boss feel iconic, mechanically dangerous, and emotionally memorable - Make the final output feel like a premium fake boss-fight reveal with viral potential Output quality: - ultra-detailed - visually structured - commercially believable - culturally fluent - polished gameplay UI design - strong hierarchy and spacing - premium encounter composition - instantly shareable visual concept Optional content blocks: - phase one marker - health bar - objective cue - lore subtitle - arena name - player HUD fragment Avoid: - generic ghost posing - weak boss naming - fake-looking UI bars - cluttered encounter design - random effects without gameplay logic - amateur boss-screen aesthetics - too much text fighting the reveal - obvious parody unless intentionally chosen Create a premium, highly believable Boss Fight Intro Screen for an imaginary game called TIDEWRAITH, featuring a boss named Nerevoss. The goal is to make the moment feel like an unforgettable encounter: cinematic, threatening, iconic, and instantly recognizable as the kind of screen players remember, clip, and post online. It should feel like the exact second before a legendary boss fight begins. Game details: - Game title: TIDEWRAITH - Genre: action adventure / mythic horror - Boss name: Nerevoss - Boss title: The Drowned King Below the Lantern Sea - Core concept: an ancient ocean sovereign bound inside a cathedral of wrecked ships, coral thrones, and bioluminescent bones - Encounter type: raid boss - Main fantasy: descending into a beautiful, haunted abyss and facing a colossal ruler who feels both divine and marine-nightmare terrifying - Audience: fans of ocean horror, action games, mythic boss encounters, and cinematic fantasy worlds - Tone: majestic, eerie, tragic, overwhelming, mythic - Cultural vibe: dark fantasy, oceanic eldritch horror, prestige action game, deep-sea mythology - Reality level: believable AAA Screen structure: Build the scene like an official in-game boss reveal moment. Include sections such as: - boss name reveal - boss title / epithet - dominant boss visual or silhouette - arena backdrop - optional player character silhouette - health bar or phase bar - optional “phase one” or encounter status - optional UI warnings or encounter markers - optional subtitle or lore line - optional “new objective” or challenge cue For the text, include: - one strong boss-name reveal - optional short subtitle or line - wording that feels official, dramatic, and game-authentic - language that is memorable, intimidating, and concise - a balance between mystery and threat Include: - a strong boss name treatment - premium encounter hierarchy - iconic silhouette or full-body reveal - believable boss-fight UI logic - clear sense of danger and scale - polished arena storytelling - strong “you are about to die” energy - instantly shareable gameplay-moment appeal Visual direction: - Make the screen feel like a real boss reveal players would screenshot before getting destroyed - Emphasize scale, menace, anticipation, and encounter identity - Balance cinematic framing with believable gameplay UI - Make it suitable for fake game concepts, boss-design showcases, fan-worldbuilding, or gaming promo materials - The result should look like a genuine pre-fight moment from a beloved game Art direction: - Style: premium mythic-ocean boss reveal with cinematic action-game HUD - Color palette: abyssal blue, sea-black, ghostly turquoise, pale gold, blood-coral accents - Typography feel: elegant mythic serif with sharp encounter-warning hierarchy - Material feel: cinematic intro overlay and polished in-game raid UI - Lighting or image mood: bioluminescent abyss glow, storm-dark water light, sacred underwater terror - Background: flooded ship-cathedral beneath a black sea, with suspended lanterns, whale-bone arches, and rising tidal mist Composition: - Show the screen as one cohesive boss-intro moment - Make the boss name, silhouette, and threat level instantly readable - Use real encounter-screen hierarchy and combat-game logic - Make the boss feel iconic, mechanically dangerous, and emotionally memorable - Make the final output feel like a premium fake boss-fight reveal with viral potential Output quality: - ultra-detailed - visually structured - commercially believable - culturally fluent - polished gameplay UI design - strong hierarchy and spacing - premium encounter composition - instantly shareable visual concept Optional content blocks: - raid phase marker - health bar - arena name - objective cue - lore subtitle - player HUD fragment Avoid: - generic sea monster posing - weak boss naming - fake-looking UI bars - cluttered encounter design - random effects without gameplay logic - amateur boss-screen aesthetics - too much text fighting the reveal - obvious parody unless intentionally chosen1c:Tf55,Create a premium, highly believable Boss
@LudovicCreator
GPT 이미지 2로 생성한 가상 게임 런칭 키아트

가상 게임 런칭 키아트

GPT 이미지 2· Image
Create a premium, highly believable Fictional Game Launch Key Art poster for an imaginary game called [GAME TITLE]. The goal is to make the game feel like a real major release with strong commercial appeal, cinematic worldbuilding, and instantly recognizable launch energy. The image should feel like official key art used for a reveal trailer, storefront banner, collector’s edition cover, or global campaign rollout. Game details: - Game title: [GAME TITLE] - Genre: [ACTION RPG / HORROR / OPEN WORLD / TACTICAL / FIGHTING / COZY / SURVIVAL / JRPG / RACING / SHOOTER / PLATFORMER] - Core concept: [WHAT THE GAME IS ABOUT] - Platform vibe: [PLAYSTATION / XBOX / NINTENDO / PC / MOBILE / MULTIPLATFORM / INDIE / AAA] - Main fantasy: [WHAT PLAYERS GET TO FEEL OR DO] - Audience: [AUDIENCE] - Tone: [EPIC / DARK / STYLISH / MELANCHOLIC / CHAOTIC / COZY / MYSTERIOUS / CINEMATIC / NOSTALGIC] - Cultural vibe: [ANIME / SOULSLIKE / RETRO ARCADE / CYBERPUNK / DARK FANTASY / SOFT SCI-FI / Y2K GAMECORE / FANTASY PRESTIGE] - Reality level: [BELIEVABLE AAA / BELIEVABLE INDIE HIT / STYLIZED BUT REAL / DEADPAN FICTIONAL] Key art structure: Build the image like an official game launch campaign visual. Include elements such as: - game title logo - central hero character or ensemble cast - world or environment backdrop - enemy, threat, or mystery presence - release tagline - optional platform badges - optional edition label such as Deluxe Edition / Collector’s Edition / Season One - optional age rating block - optional studio logo or publisher mark - optional pre-order or release cue For the campaign text, include: - one strong launch tagline - optional short support line - wording that feels like a real reveal campaign - language that is memorable, cinematic, and commercially sharp - a balance between mystery and hype Include: - a strong title treatment - polished key art composition - believable commercial hierarchy - iconic character presentation - clear worldbuilding signals - premium launch-poster energy - strong emotional fantasy - instantly shareable reveal-campaign appeal Visual direction: - Make the image feel like a real game people would wishlist, preorder, and post about immediately - Emphasize scale, identity, immersion, and launch-event energy - Balance entertainment-market realism with imaginative creative direction - Make it suitable for social launch posts, game-store pages, reveal trailers, press kits, or collector’s box art - The result should look like genuine launch key art from a highly anticipated title Art direction: - Style: [AAA GAME KEY ART / PREMIUM INDIE LAUNCH POSTER / ANIME RPG CAMPAIGN / DARK FANTASY GAME COVER / FUTURIST ACTION GAME VISUAL / RETRO-PRESTIGE GAME POSTER] - Color palette: [PALETTE] - Typography feel: [CINEMATIC GAME LOGO / SHARP SCI-FI TYPE / ORNATE FANTASY TITLE / RETRO ARCADE DISPLAY / MINIMAL PRESTIGE] - Material feel: [GAME COVER / STORE BANNER / REVEAL POSTER / COLLECTOR’S EDITION SLEEVE / DIGITAL LAUNCH ASSET] - Lighting or image mood: [CINEMATIC GLOW / DARK STORM / LUMINOUS MAGIC / NEON ACTION / DUSTY APOCALYPSE / SOFT MYTHIC LIGHT] - Background: [BATTLEFIELD / CITYSCAPE / COSMIC VOID / FOREST / RUIN / CASTLE / FUTURE METROPOLIS / ABSTRACT ENERGY FIELD] Composition: - Show the artwork as one cohesive game-launch image - Make the logo, hero character, and world stakes instantly readable - Use real key-art composition logic with strong foreground, midground, and background storytelling - Make the game feel iconic, playable, and commercially real - Make the final output feel like a premium fake game launch visual with viral potential Output quality: - ultra-detailed - visually structured - commercially believable - culturally fluent - polished entertainment-market styling - strong hierarchy and spacing - premium key-art composition - instantly shareable visual concept Optional content blocks: - collector’s edition badge - preorder now cue - season subtitle - platform icons - rating icon - studio logo - tagline lockup - DLC mention - live-service season marker - release year Avoid: - generic fantasy poster composition - weak logo design - random character posing without game logic - cluttered key art - fake-looking platform details - amateur game-poster aesthetics - too much text fighting the artwork - obvious parody unless intentionally chosen
@LudovicCreator

원신 캐릭터 복도 댄스

씨댄스 2.0· Video
Genshin Impact anime CG style animation. Three anime characters dancing together in a realistic school corridor environment. Fun energetic dance video. Environment: Realistic school hallway — white drop ceiling with fluorescent lights, terrazzo floor, cream walls on left, red brick wall on right with bulletin board. The corridor stretches into the background. LEFT ANIME CHARACTER: A tall anime-style girl with long straight black hair, wearing a black crop camisole top and loose grey casual pants, white shoes. She dances with relaxed cool energy — swaying, arms flowing, hair bouncing. CENTER CHARACTER — THE WANDERER: Genshin Impact character Scaramouche/Wanderer. Short dark navy blue hair, pale skin, blue-violet eyes. Wearing: white outer coat with large teal-blue decorative side wing panels printed with white patterns, black inner bodysuit, dark pleated mini hakama skirt, purple sash with tassels, black fingerless gauntlets, white leg wraps, blue open-toe sandals. His signature wide flat kasa hat with gold and blue metallic ornaments floats above his head. He dances in the center with swagger — smooth body rolls, side steps, his wide coat panels dramatically billowing with each move. RIGHT ANIME CHARACTER: A tall anime-style girl with long straight dark brown hair, wearing a white crop tank top and dark wide-leg pants, white sneakers. She dances with upbeat fun moves — arms raised, bouncing to the rhythm. [0-5s] Wide shot — all three anime characters stand in the school corridor. They begin dancing together in sync. The Wanderer in the center hits a confident groove, leaning into the beat. Both girls match his energy on either side. Camera steady at medium-wide angle. [5-9s] The Wanderer does a flashy spin, his coat panels flaring out in a circle. The girls do synchronized shoulder rolls. Camera slowly pushes in to medium shot. The corridor lighting casts nice shadows. [9-14s] All three do a coordinated sequence — step left, step right, arm wave. The Wanderer does a stylish final pose with one arm extended, coat billowing. Both girls strike cute poses beside him. Camera pulls back to wide shot. Hold.
YouMind
GPT 이미지 2로 생성한 러스트 인게임 스크린샷

러스트 인게임 스크린샷

GPT 이미지 2· Image
an ingame screenshot of rust
@FixlationAI
나노바나나 2로 생성한 포스트 아포칼립스 미니어처 디오라마

포스트 아포칼립스 미니어처 디오라마

나노 바나나 2· Image
Create a stylish, hyper-realistic poster of a post-apocalyptic LAL CHOWK SRINAGAR as a square diorama. The scene features ruined landmarks, layered terrain with exposed soil, water, and rocks for depth, and overgrown plants reclaiming the city. Integrate the city's name 'Srinagar' in sleek 3D white letters, blending organically into the landscape. Use a cinematic, moody aesthetic-cracked structures, subtle fog, and dynamic lighting to make the decay feel dramatic yet elegant. Place the diorama on a clean white background for contrast. Ultra-detailed, high-resolution.
@auqibhabib
나노바나나 프로로 생성한 초현실 카지노 vs 앵무새 배틀

초현실 카지노 vs 앵무새 배틀

나노 바나나 프로· Image
{argument name="location" default="casino"} VS. {argument name="animal" default="parrot"}
@PSN62595111
나노바나나 프로로 생성한 초현실적인 낙타 vs 모텔 장면

초현실적인 낙타 vs 모텔 장면

나노 바나나 프로· Image
{argument name="animal" default="camel"} VS. {argument name="location" default="motel"}
@PSN62595111

강변 외계 악어 매복

씨댄스 2.0· Video
A muddy riverbank track in grey daylight, thick green jungle on one side and the river on the other, a watchtower at the bend. An army gun-jeep speeds along the track. A mega crocodile, huge as a truck, chases it out of the river and bites onto the back of the jeep, dragging it sideways through the mud. On the watchtower, a soldier loads a rocket launcher. Sound: roaring engine, sliding mud, groaning metal, croc hissing, radio voices. Shot 1 (0–3s) — THE HOOK: Low rear shot in the mud. The mega crocodile has its jaws clamped on the back of the gun-jeep, dragging it sideways toward the river, the wheels spinning and throwing mud. The driver fights the wheel and shouts into his radio: "IT'S GOT THE JEEP!" Shot 2 (3–6s): Up on the watchtower. A soldier lifts a rocket launcher onto his shoulder and aims down at the track — but holds his fire, the croc still clamped on the jeep with the men in it. He calls on the radio: "Pull free! Get on the flat!" Shot 3 (6–9s): At the jeep. The driver guns the engine hard and the jeep breaks loose, lurching forward onto the open flat ground away from the river. The crocodile lets go and lunges after it across the open mud, jaws wide, fully in the clear. Shot 4 (9–13s) — BIG SLOW-MOTION MOMENT: The croc is out in the open on the flat now. The soldier fires from the tower. Bullet time — the rocket streaks down across the track in slow motion, smoke trailing behind it, straight into the crocodile. The hit throws its huge body sideways, mud and water hanging in the air. Shot 5 (13–15s): Time snaps back. A big burst of fire and smoke rolls across the flat as the crocodile drops and lies still in the mud. The gun-jeep skids to a stop on the open ground, the men looking back. Smoke drifts over the river. Cut.
2072297164668363142

사막 기지 레이더 트럭 외계생물

씨댄스 2.0· Video
An army desert base in bright harsh daylight, sand dunes all around, tents and watchtowers, a big radar truck with a spinning dish parked in the open. A giant alien — brownish-black, slimy, with long whipping tentacles — has wrapped its tentacles around the radar truck and is dragging it across the sand toward the dunes, the operator trapped inside the cabin. On the watchtower, a soldier loads a rocket launcher. Sound: groaning metal, wet tentacles slapping, shouting men, the alien's low roar, radio voices. Shot 1 (0–3s) — THE HOOK: Low shot across the sand. The giant alien wraps its slimy tentacles around the radar truck and hauls it backward across the desert toward the dunes, the wheels carving deep tracks in the sand, the dish bending and sparking. Inside the cabin, the operator bangs on the glass and shouts into his radio: "IT'S DRAGGING ME TO THE DUNES!" Shot 2 (3–6s): Up on the watchtower. A soldier lifts a rocket launcher onto his shoulder and aims out at the truck — but holds his fire, the alien wrapped on the cabin with the operator still inside. He calls on the radio: "Get out! Jump clear!" Shot 3 (6–9s): At the radar truck. The operator kicks his door open, cuts through a strap holding him in, and jumps out into the sand, rolling clear and running. The alien, still wrapped around the empty truck, drags it around and then slides off onto the open sand flat, rearing up tall and clear, tentacles spread wide. Shot 4 (9–13s) — BIG SLOW-MOTION MOMENT: The alien is out in the open on the sand now. The soldier fires from the tower. Bullet time — the rocket streaks across the desert in slow motion, smoke trailing behind it, straight into the alien. The hit throws its slimy body up off the sand, tentacles flinging outward, dust and sand hanging in the air. Shot 5 (13–15s): Time snaps back. A big burst of fire and slime rolls across the sand flat as the alien drops and lies still. The operator runs clear across the dunes as soldiers come out of the tents. Smoke drifts over the desert base. Cut.
2072296875198456304

게임 AI 프롬프트란?

게임 프롬프트는 게임 캐릭터, 배경, 아이템, 시네마틱 장면 같은 게임용 비주얼을 빠르게 구체화하기 위한 AI 프롬프트입니다. 캐럿에서는 Nano Banana Pro, GPT Image 2 같은 생성 모델로 콘셉트 이미지를 만들고, 결과물을 다시 수정하거나 비율 변경, 배경 제거, 화질 개선 같은 후속 작업까지 이어갈 수 있습니다.

주요 활용 장면

  • 캐릭터·크리처 콘셉트 아트
  • 배경·환경·맵 콘셉트
  • 아이템·UI 에셋
  • 게임 시네마틱·PV 장면
  • 치비·스티커·미니어처

이 태그가 유용한 이유

게임 비주얼은 세계관, 스타일, 디테일이 일관되게 유지되어야 합니다. 콘셉트 단계인지 인게임 장면인지에 따라 표현이 달라지기 때문에 스타일과 용도가 분명한 예시를 기준으로 시작하면 방향을 빠르게 잡을 수 있습니다. 프롬프트를 고를 때는 피사체, 스타일, 색감, 디테일 수준이 함께 드러나는 예시를 우선 확인하는 것이 좋습니다.

프롬프트 구성 팁

  1. 게임 장르와 스타일을 먼저 정하세요.
  2. 피사체, 구도, 색감, 디테일 수준을 구체적으로 적으세요.
  3. 필요하면 세계관, 재질, 분위기를 분리해서 지정하세요.
  4. 생성 후에는 스타일 일관성과 저작권 요소를 검수하세요.

캐럿에서는 프롬프트를 실행한 뒤 마음에 드는 결과물을 기준으로 다시 수정하거나, 비율 변경·배경 제거·화질 개선 같은 후속 작업을 이어갈 수 있습니다.

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