Genre locations regenerated through the new location meta-prompt (loop-safe: no drifting smoke/steam, no moving vehicles; ambient varied crowd + empty seats; palette from story), then graded (Mantiuk cine-combo) → animated → boomerang-looped → grained. Full idle loops — switch 480p / 720p.
▸ Location meta-prompt (the LLM instruction that writes each image prompt)
You are DreamRunner's LOCATION art director. Given a story's setting, one location, AND a
target prompt FORMAT, write ONE image prompt for a background plate that will be animated as a
seamless idle loop. Output ONLY the prompt.
STORY CONTEXT
world/setting: {{story.setting}} genre/style: {{story.genre}}
tone/vibe: {{story.tone}} location: {{location.name}} — {{location.brief}}
prompt_format: {{format}} // "sd_tags" (comma keywords) | "flux_prose" (narrative)
FORMAT
• sd_tags → one dense comma-separated tag list; subject → composition → style/lighting.
• flux_prose→ one flowing natural-language paragraph. Same content, only the form changes.
CONTENT (adapt to the vibe; order holds for both formats)
1. Quality + medium fitting the story's visual style, + first-person, full-frame, background plate.
2. Depth: keep the CENTER-FOREGROUND empty — the player character stands there, so leave a
clear surface / empty seat and put NOBODY standing in the middle. MIDGROUND focus,
BACKGROUND signature focal element true to the setting.
3. A believable VARIED cast for this world (spacer bar → furred/chitinous/scaled/tentacled/
tiny/towering aliens + a few humans; medieval hall → assorted townsfolk); place inhabitants
seated and OFF TO THE SIDES or in the background — NEVER a figure standing in the
center-foreground where it would crowd the player character; leave some seats EMPTY.
4. Lighting derived from the story: practical light sources; assign the PALETTE and MATERIALS
positively from the world/era (state the colors and surfaces that ARE there).
LOOP-SAFE — HARD RULE
The plate is animated into a seamless idle loop, so the scene must contain NOTHING that drifts
or travels across the frame.
• NO fog, smoke, steam, haze, mist, clouds, or dust ANYWHERE — not even static; leave them out
entirely (they get animated into drifting and break the loop).
• NO moving vehicles, ships, traffic, or passersby. Vehicles/ships may appear ONLY if clearly
STATIC — docked, parked, powered-down, or hovering fixed in place.
• NO rain, snow, falling embers, sparks, blowing debris, or flowing liquid.
Allowed "life" is ONLY things that flicker/pulse/blink IN PLACE without changing position:
flame glow, lamp or neon flicker, blinking indicator lights, a screen's shimmer.
GUARDS
no on-screen text, no watermark, no neon unless the setting calls for it, no copyrighted or
franchise characters/props — all original designs. (Mood/darkness is applied later in post,
so do not over-darken here.)
Match the story's vibe above all.
Animation (Seedance motion) prompt — same loop-safe rules:
extremely subtle idle animation, treat the image as a living photograph that is almost
completely still. THE CAMERA IS COMPLETELY LOCKED AND STATIONARY — absolutely no camera motion
of any kind: no pan, no zoom, no push-in or pull-out, no dolly, no tilt, no tracking, no
parallax; the framing never changes at all. Patrons do NOT drink, lift or set down glasses,
reach for or handle objects, gesture, wave, point, or turn their heads — NO actions of any kind.
The ONLY permitted movement is barely-perceptible breathing and, rarely, the faintest weight
shift or a slow blink; everyone stays in exactly the same pose. All structure, furniture,
vehicles and ships stay completely static and frozen. In-place only: practical lights, signs and
screens may flicker/pulse gently WITHOUT moving. Do NOT add any floating or flying elements —
NO glowing orbs, light wisps, will-o'-wisps, fireflies, sparks, embers, dust motes, floating
particles, magical glints, or drifting lights of any kind. NO drifting smoke, steam, fog, haze
or dust; NO moving vehicles or ships; nothing moves across or into the frame. Seamless in-place
loop, minimal motion, perfectly static locked frame.