Create a 30-second vertical 9:16 video that looks like authentic gameplay from a modern ultra-realistic AAA open-world game — NOT a cinematic movie.
CHARACTER LOCK: One realistic 70-year-old Japanese man with grey hair, aged face, slightly bent posture, faded blue railway/work jacket, dark trousers and black shoes. Keep identical face, body, clothing and age throughout.
ENVIRONMENT: Beautiful rural Japanese mountain village with a narrow asphalt road, traditional houses, rice fields, dense greenery, utility poles, mountains and a distant railway. Late-afternoon natural lighting. One continuous environment.
CAMERA/HUD: Third-person gameplay camera behind the character, consistent distance, responsive to player movement. Original realistic game HUD with minimap, health/stamina and contextual controller prompts. No GTA branding/UI.
0–3s: Man rides a bicycle toward a yellow waypoint. HUD: “REACH THE VILLAGE” + L3 STEER.
3–6s: Fallen tree blocks the road. Player brakes. L2 BRAKE. Objective changes: “CLEAR THE ROAD”.
6–9s: △ DISMOUNT. He gets off and looks toward the obstacle. R3 LOOK.
9–12s: L3 MOVE + R2 SPRINT. He approaches the fallen tree with believable elderly movement.
12–15s: □ INTERACT → ← → PUSH. He physically pushes the heavy tree aside. Realistic friction and weight; no disappearing objects.
15–18s: A metal road barrier is revealed. □ INTERACT. Message: “PATH STILL BLOCKED”.
18–21s: Player opens the barrier. It swings naturally and a waiting vehicle becomes visible.
21–24s: R3 LOOK. He returns to the bicycle. △ MOUNT.
24–27s: R2 PEDAL. He cycles through the cleared road. Waypoint turns green. Objective: “ROAD CLEARED”.
27–30s: Continue riding toward the village. HUD notification: “MISSION COMPLETE — ROAD CLEARED”. End during active gameplay, no cinematic ending.
GAMEPLAY FEEL: Every action must feel player-controlled. Fast pacing with an interactive moment every 2–3 seconds. Prompts appear only when usable. Realistic bicycle physics, braking, wheel rotation, elderly movement, tree weight, barrier movement, shadows and ground contact.
STRICT CONSISTENCY: One man, one bicycle, one tree, one barrier. No duplicates, morphing, teleportation, object popping, floating/sliding, face deformation, outfit changes, environment changes, lighting/weather changes or camera teleportation.
Ultra-realistic game-engine rendering, 24fps, high detail, realistic NPC/environment behavior, no anime, no cartoon, no fantasy, no movie cinematography.
创建一个 30 秒、9:16 竖屏视频,看起来像是现代超写实 AAA 开放世界游戏的真实游戏画面——而不是电影镜头。
角色锁定:一名写实的 70 岁日本男性,灰白头发,面容苍老,姿态略微佝偻,身穿褪色的蓝色铁路/工作夹克、深色长裤和黑色鞋子。在整个视频中保持相同的面部特征、身体形态、服装和年龄。
环境:美丽的日本乡村山区村庄,有一条狭窄的沥青路、传统房屋、稻田、茂密的植被、电线杆、山脉以及远处的铁路。傍晚自然光照。单一连续的环境场景。
摄像机/HUD:位于角色身后的第三人称游戏摄像机,距离保持一致,并响应玩家移动。原始逼真的游戏 HUD,包括小地图、生命值/耐力值和上下文相关的手柄提示。无 GTA 品牌/UI。
0–3 秒:男子骑自行车驶向黄色航点。HUD:“前往村庄” + L3 转向。
3–6 秒:倒下的树挡住了道路。玩家刹车。L2 刹车。目标变更:“清理道路”。
6–9 秒:△ 下车。他下车并看向障碍物。R3 观察。
9–12 秒:L3 移动 + R2 冲刺。他以可信的老人动作接近倒下的树。
12–15 秒:□ 互动 → ← → 推动。他用力将沉重的树推到一边。真实的摩擦力和重量感;物体不会消失。
15–18 秒:露出一个金属路障。□ 互动。消息:“路径仍被阻挡”。
18–21 秒:玩家打开路障。它自然摆动,一辆等待的车辆显现出来。
21–24 秒:R3 观察。他回到自行车旁。△ 上车。
24–27 秒:R2 踩踏。他骑过清理后的道路。航点变绿。目标:“道路已清理”。
27–30 秒:继续骑行前往村庄。HUD 通知:“任务完成 — 道路已清理”。在游戏进行中结束,无电影式结局。
游戏手感:每个动作都必须感觉是由玩家控制的。节奏快,每 2–3 秒有一个互动时刻。提示仅在可用时出现。逼真的自行车物理效果、刹车、车轮旋转、老人动作、树木重量、路障移动、阴影和地面接触。
严格一致性:一个人,一辆自行车,一棵树,一个路障。无重复、变形、瞬移、物体弹出、漂浮/滑动、面部变形、服装变化、环境变化、光照/天气变化或摄像机瞬移。
超写实游戏引擎渲染,24fps,高细节,逼真的 NPC/环境行为,无动漫风格,无卡通风格,无奇幻元素,无电影摄影手法。
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