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2026.06.02

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GPT 이미지 2로 생성한 루트박스 캡슐 드롭 광고

루트박스 캡슐 드롭 광고

GPT 이미지 2· 이미지
Create a premium, highly believable Lootbox / Capsule Drop Ad for an imaginary drop called STARFALL RESERVE. The goal is to make the drop feel addictive, valuable, visually irresistible, and immediately legible as a limited capsule release that players or collectors would obsess over. It should feel like an official monetized event, gacha banner, blind-box campaign, or capsule collection ad with strong rarity tension and hype. Drop details: - Drop name: STARFALL RESERVE - Drop type: gacha banner - Platform / game / universe: Velvet Orbit Online - Core concept: a celestial capsule event featuring mythic character skins, orbital weapon effects, rare companion drones, and star-ranked cosmetic halos - Main fantasy: pulling an ultra-rare mythic skin that instantly changes your status inside the game world - Audience: gacha players, anime-game fans, collectors, character-skin obsessives, live-service event chasers - Tone: premium, electric, cosmic, desirable, intense - Cultural vibe: anime gacha prestige, live-service event hype, luxury digital goods - Reality level: believable live game Ad structure: Build the visual like an official drop or summon campaign. Include sections such as: - drop title - hero item, skin, or featured pull - rarity tiers - pull pool or featured lineup - odds cues or rarity signals - event duration - optional price or currency - optional “limited time” banner - optional guaranteed reward note - optional event iconography or pack art - optional “open now” or “summon” CTA For the copy, include: - one strong drop headline - 1 to 3 support lines - short hype language that feels native to game or collector culture - a balance between urgency, desirability, and system clarity - wording that feels official, not generic Include: - a strong drop title treatment - premium rarity hierarchy - visually distinct featured items - believable monetization cues - strong event timing / scarcity signals - polished platform-native UI language - clear value fantasy - instantly shareable collector-hype energy Visual direction: - Make the ad feel like a real live event people would spend money on immediately - Emphasize rarity, exclusivity, emotional pull, and shiny desirability - Balance commercial monetization design with polished visual worldbuilding - Make it suitable for social launch posts, in-game store banners, event promo art, or collectible-culture content - The result should look like a genuine limited-time drop from a successful platform or game Art direction: - Style: premium anime summon banner with cosmic live-event polish - Color palette: midnight blue, silver, violet, pale gold, luminous white - Typography feel: sleek event-display type with premium rarity labels - Material feel: mobile game event banner and in-game summon screen - Lighting or image mood: radiant cosmic glow with high-value item shine - Background: celestial summon void with star fragments and orbit rings Composition: - Show the ad as one cohesive drop-campaign image - Make the featured reward, rarity tiers, and event timing instantly readable - Use real shop-banner hierarchy and monetization logic - Make the drop feel tempting, limited, and systemically believable - Make the final output feel like a premium fake loot-drop ad with viral potential Output quality: - ultra-detailed - visually structured - commercially believable - culturally fluent - polished drop-system styling - strong hierarchy and spacing - premium event-banner composition - instantly shareable visual concept Optional content blocks: - pity guarantee note - event countdown - in-game currency icon - mythic rarity badge - preview carousel - “summon now” CTA Avoid: - generic reward icons - weak rarity logic - fake-looking monetization cues - cluttered banner design - random typography choices - amateur event aesthetics - too much copy fighting the featured item - obvious parody unless intentionally chosen Create a premium, highly believable Lootbox / Capsule Drop Ad for an imaginary drop called MOONBEAN PARADE. The goal is to make the drop feel addictive, valuable, visually irresistible, and immediately legible as a limited capsule release that players or collectors would obsess over. It should feel like an official monetized event, gacha banner, blind-box campaign, or capsule collection ad with strong rarity tension and hype. Drop details: - Drop name: MOONBEAN PARADE - Drop type: blind box capsule drop - Platform / game / universe: Moonbean Club - Core concept: a collectible toy series featuring miniature dreamy mascot creatures in parade outfits, sleepwalking uniforms, moon hats, and hidden glow-in-the-dark variants - Main fantasy: pulling the secret ultra-rare figure that nobody else has yet - Audience: designer toy collectors, Pop Mart fans, kawaii-culture audiences, Gen Z collectors, internet aesthetic lovers - Tone: cute, premium, addictive, playful, collectible - Cultural vibe: Pop Mart, soft dream-core, kawaii prestige, collectible-drop culture - Reality level: believable collectible drop Ad structure: Build the visual like an official drop or summon campaign. Include sections such as: - drop title - hero item, skin, or featured pull - rarity tiers - pull pool or featured lineup - odds cues or rarity signals - event duration - optional price or currency - optional “limited time” banner - optional guaranteed reward note - optional event iconography or pack art - optional “open now” or “summon” CTA For the copy, include: - one strong drop headline - 1 to 3 support lines - short hype language that feels native to game or collector culture - a balance between urgency, desirability, and system clarity - wording that feels official, not generic Include: - a strong drop title treatment - premium rarity hierarchy - visually distinct featured items - believable monetization cues - strong event timing / scarcity signals - polished platform-native UI language - clear value fantasy - instantly shareable collector-hype energy Visual direction: - Make the ad feel like a real live event people would spend money on immediately - Emphasize rarity, exclusivity, emotional pull, and shiny desirability - Balance commercial monetization design with polished visual worldbuilding - Make it suitable for social launch posts, in-game store banners, event promo art, or collectible-culture content - The result should look like a genuine limited-time drop from a successful platform or game Art direction: - Style: premium blind-box collectible ad with cute polished toy-launch energy - Color palette: cream, pastel yellow, pale lavender, baby blue, soft pink, holographic accents - Typography feel: rounded playful display type with crisp premium labels - Material feel: collectible capsule poster, toy-drop campaign sheet, mobile promo banner - Lighting or image mood: candy-pop glow, glossy toy reflections, soft dreamy shine - Background: capsule machine fantasy space with floating stars, clouds, and premium packaging cues Composition: - Show the ad as one cohesive drop-campaign image - Make the featured reward, rarity tiers, and event timing instantly readable - Use real shop-banner hierarchy and monetization logic - Make the drop feel tempting, limited, and systemically believable - Make the final output feel like a premium fake loot-drop ad with viral potential Output quality: - ultra-detailed - visually structured - commercially believable - culturally fluent - polished drop-system styling - strong hierarchy and spacing - premium event-banner composition - instantly shareable visual concept Optional content blocks: - secret chase figure badge - rarity odds strip - countdown timer - price per box - full lineup preview - “limited stock” cue Avoid: - generic reward icons - weak rarity logic - fake-looking monetization cues - cluttered banner design - random typography choices - amateur event aesthetics - too much copy fighting the featured item - obvious parody unless intentionally chosen Create a premium, highly believable Lootbox / Capsule Drop Ad for an imaginary drop called PHANTOM SUPPLY CRATE. The goal is to make the drop feel addictive, valuable, visually irresistible, and immediately legible as a limited capsule release that players or collectors would obsess over. It should feel like an official monetized event, gacha banner, blind-box campaign, or capsule collection ad with strong rarity tension and hype. Drop details: - Drop name: PHANTOM SUPPLY CRATE - Drop type: event lootbox - Platform / game / universe: Frontline District - Core concept: a high-status crate containing rare tactical streetwear skins, animated weapon wraps, mask variants, and one ultra-rare blacked-out operator bundle - Main fantasy: unboxing the one skin that makes your character instantly recognizable in every match - Audience: shooter players, live-service cosmetics buyers, esports fans, competitive skin collectors - Tone: high-stakes, premium, tactical, exclusive, hype-driven - Cultural vibe: esports shop, luxury streetwear crossover, prestige shooter cosmetics, dark-mode game store - Reality level: believable live game event Ad structure: Build the visual like an official drop or summon campaign. Include sections such as: - drop title - hero item, skin, or featured pull - rarity tiers - pull pool or featured lineup - odds cues or rarity signals - event duration - optional price or currency - optional “limited time” banner - optional guaranteed reward note - optional event iconography or pack art - optional “open now” or “summon” CTA For the copy, include: - one strong drop headline - 1 to 3 support lines - short hype language that feels native to game or collector culture - a balance between urgency, desirability, and system clarity - wording that feels official, not generic Include: - a strong drop title treatment - premium rarity hierarchy - visually distinct featured items - believable monetization cues - strong event timing / scarcity signals - polished platform-native UI language - clear value fantasy - instantly shareable collector-hype energy Visual direction: - Make the ad feel like a real live event people would spend money on immediately - Emphasize rarity, exclusivity, emotional pull, and shiny desirability - Balance commercial monetization design with polished visual worldbuilding - Make it suitable for social launch posts, in-game store banners, event promo art, or collectible-culture content - The result should look like a genuine limited-time drop from a successful platform or game Art direction: - Style: premium shooter event banner with tactical-luxury cosmetics polish - Color palette: matte black, steel grey, acid green, white, muted orange accents - Typography feel: bold industrial sans-serif with sharp rarity labels - Material feel: in-game store banner, esports event promo, weapon-skin campaign visual - Lighting or image mood: dark prestige, metallic reflections, intense reward glow - Background: armored crate reveal bay with smoke, spotlights, and tactical UI overlays Composition: - Show the ad as one cohesive drop-campaign image - Make the featured reward, rarity tiers, and event timing instantly readable - Use real shop-banner hierarchy and monetization logic - Make the drop feel tempting, limited, and systemically believable - Make the final output feel like a premium fake loot-drop ad with viral potential Output quality: - ultra-detailed - visually structured - commercially believable - culturally fluent - polished drop-system styling - strong hierarchy and spacing - premium event-banner composition - instantly shareable visual concept Optional content blocks: - epic / legendary / mythic rarity strip - event countdown - premium currency icon - guaranteed epic after X pulls - preview carousel - “open crate” CTA Avoid: - generic reward icons - weak rarity logic - fake-looking monetization cues - cluttered banner design - random typography choices - amateur event aesthetics - too much copy fighting the featured item - obvious parody unless intentionally chosen Create a premium, highly believable Lootbox / Capsule Drop Ad for an imaginary drop called CELESTIAL ATELIER: VOL. 1. The goal is to make the drop feel addictive, valuable, visually irresistible, and immediately legible as a limited capsule release that players or collectors would obsess over. It should feel like an official monetized event, gacha banner, blind-box campaign, or capsule collection ad with strong rarity tension and hype. Drop details: - Drop name: CELESTIAL ATELIER: VOL. 1 - Drop type: premium summon banner - Platform / game / universe: Atelier Zero - Core concept: a couture-themed digital fashion capsule featuring celestial gowns, halo headpieces, chromed heels, animated fabric effects, and one mythic full-look transformation set - Main fantasy: unlocking a complete couture avatar look that feels impossible, expensive, and socially dominant - Audience: fashion-game players, avatar collectors, dress-up game fans, luxury-digital-style audiences - Tone: luxurious, aspirational, glamorous, premium, intense - Cultural vibe: fashion game prestige, digital couture, gacha event luxury, editorial avatar culture - Reality level: believable stylized live game event Ad structure: Build the visual like an official drop or summon campaign. Include sections such as: - drop title - hero item, skin, or featured pull - rarity tiers - pull pool or featured lineup - odds cues or rarity signals - event duration - optional price or currency - optional “limited time” banner - optional guaranteed reward note - optional event iconography or pack art - optional “open now” or “summon” CTA For the copy, include: - one strong drop headline - 1 to 3 support lines - short hype language that feels native to game or collector culture - a balance between urgency, desirability, and system clarity - wording that feels official, not generic Include: - a strong drop title treatment - premium rarity hierarchy - visually distinct featured items - believable monetization cues - strong event timing / scarcity signals - polished platform-native UI language - clear value fantasy - instantly shareable collector-hype energy Visual direction: - Make the ad feel like a real live event people would spend money on immediately - Emphasize rarity, exclusivity, emotional pull, and shiny desirability - Balance commercial monetization design with polished visual worldbuilding - Make it suitable for social launch posts, in-game store banners, event promo art, or collectible-culture content - The result should look like a genuine limited-time drop from a successful platform or game Art direction: - Style: premium fashion-gacha banner with couture-event polish - Color palette: pearl white, champagne gold, silver, pale lilac, midnight navy - Typography feel: elegant modern display type with luxurious rarity tags - Material feel: mobile summon screen, digital fashion event poster, premium shop panel - Lighting or image mood: radiant runway glow, glossy fabric shine, celestial event shimmer - Background: cosmic atelier stage with floating mirrors, light halos, and luxury-fashion UI framing Composition: - Show the ad as one cohesive drop-campaign image - Make the featured reward, rarity tiers, and event timing instantly readable - Use real shop-banner hierarchy and monetization logic - Make the drop feel tempting, limited, and systemically believable - Make the final output feel like a premium fake loot-drop ad with viral potential Output quality: - ultra-detailed - visually structured - commercially believable - culturally fluent - polished drop-system styling - strong hierarchy and spacing - premium event-banner composition - instantly shareable visual concept Optional content blocks: - mythic couture badge - event countdown - premium gem currency icon - guaranteed 5-star note - featured set carousel - “summon now” CTA Avoid: - generic reward icons - weak rarity logic - fake-looking monetization cues - cluttered banner design - random typography choices - amateur event aesthetics - too much copy fighting the featured item - obvious parody unless intentionally chosen1c:Tf6d,Create a premium, highly believable Lootbox / Capsule Dr
@LudovicCreator
GPT 이미지 2로 생성한 보스전 인트로 화면

보스전 인트로 화면

GPT 이미지 2· 이미지
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· 이미지
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
GPT 이미지 2로 생성한 GTA풍 게임 키아트 포스터

GTA풍 게임 키아트 포스터

GPT 이미지 2· 이미지
Create a stylized AAA video game key art poster. CONCEPT: “Vice City 2026” reimagined — modern evolution of the iconic GTA Vice City cover art. Preserve the comic-panel collage identity, but upgrade with futuristic Miami, tech culture, and modern crime lifestyle. STYLE: AAA game key art, Unreal Engine 5 inspired rendering + illustrated comic-panel hybrid Bold black grid layout, sharp vector framing, stylized GTA-like characters (NOT real humans) High-saturation neon palette (magenta, cyan, electric blue, sunset orange) FORMAT: Classic GTA cover grid composition (multi-panel collage with thick black dividers) Centered stacked title typography ──────────────────────────── 🧩 PANEL COMPOSITION (MODERNIZED ICONIC GRID): Top-left: Police helicopter redesigned as a sleek surveillance drone chopper with neon accents, flying over futuristic Miami skyline Top-center: Stylized male character (Tommy-inspired 2026 version) holding a smartphone instead of cash — crypto trading UI glow on screen Top-right: High-performance futuristic superbike (Tron-inspired neon trims), aggressive angle Mid-left: Stylized female NPC in modern beachwear (tasteful, confident), holding phone taking selfie with neon skyline behind Center: Large bold stacked title: “grand theft auto” (classic block typography) “vice city” in neon script Add “2026” subtle tag integrated into script glow Mid-right: Luxury hypercar (Infernus-inspired redesign), sharp LED strips, aggressive stance Bottom-left: New protagonist portrait (Tommy-inspired, older, dominant expression, modern outfit) Bottom-center: High-speed car chase panel — car flipping mid-air with sparks, police drones + neon VCPD vehicles chasing Bottom-right: Stylized character (Lance-inspired 2026), holding futuristic weapon, confident stance Additional small panels (optional fill-ins): - Jet ski cutting through neon ocean water - AI billboard with crypto ads - Nightclub silhouette scene with dancers - Beach lifeguard tower glowing neon ──────────────────────────── 🎨 ART DIRECTION: Color: - Strong contrast neon palette - Pink/cyan split lighting across panels - Warm sunset gradients for beach panels Lighting: - Hard comic-style highlights + UE5 glow effects - Neon reflections and rim lighting Texture: - Slight grain + halftone comic texture overlay - Clean vector edges with subtle 3D depth ──────────────────────────── 🔤 TYPOGRAPHY: “grand theft auto” — bold white stacked block font (iconic style) “vice city” — neon script, glowing pink with cyan edge “2026” — small futuristic numeric tag integrated subtly ──────────────────────────── 🎥 CAMERA / FRAMING: Each panel: - Dynamic angles (low-angle cars, close-up portraits, action tilt shots) - Cinematic composition inside each frame ──────────────────────────── ✨ PLAYFUL DETAILS: - Crypto/AI billboards instead of retro ads - Police drones instead of only cars - Smartphone glow replacing old-school pager/cash vibe - Neon reflections exaggerated for game aesthetic - Subtle HUD/UI hints embedded in panels ──────────────────────────── RENDER DETAILS: Ultra-detailed stylized assets, crisp outlines, vibrant lighting, clean separation between panels NEGATIVE: real humans, photoreal poster, movie poster style, flat illustration only OUTPUT: --ar 2:3 --quality 2 --style raw
@Diplomeme

게임 키아트 AI 프롬프트란?

게임의 세계관과 캐릭터를 한 장에 응축한 게임 키아트 AI 프롬프트입니다. 실제 출시작 같은 상업적 임팩트의 커버아트·키비주얼을 손쉽게 만듭니다.

주요 활용 장면

  • 게임 커버·키비주얼
  • 스토어 배너·썸네일
  • 트레일러·런칭 캠페인 이미지
  • 팬 게임·컨셉 아트
  • 컬렉터 에디션 표지

이 태그가 유용한 이유

게임 키아트는 강렬한 구도와 캐릭터 임팩트, 분위기가 핵심입니다. 가상의 타이틀이라도 진짜 대작처럼 보이는 비주얼을 빠르게 만들어 기획·홍보에 활용할 수 있습니다.

프롬프트 구성 팁

  1. 게임 제목과 장르·세계관을 구체적으로 지정하세요.
  2. 주인공·보스 등 핵심 캐릭터와 포즈를 적으세요.
  3. 컬러 팔레트와 시네마틱 라이팅을 명시하세요.
  4. 로고·타이포·UI 요소 배치를 요청하세요.

GPT Image 2로 시네마틱한 구도와 디테일을 결합하면 상업 출시작급 게임 키아트를 완성할 수 있습니다.

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