Interactive Variables Playground
Customize the dynamic variables below to test real-time interpolation before copying.
Pre-Filled Template
### 1 · Core theme
`neon cyberpunk metropolis | rain-soaked night roam | volumetric haze | low-saturation teal base + neon accents | atmospheric realism, no game-CG city, no clean render`
### 2 · Character & scene
**Subject (the city itself):** [City Flavour] at night, [Weather].
The environment is *active*, which is what makes it atmosphere and not a
matte painting: rain falling and pooling, steam from vents, a [Neon Palette]
sign flickering with one dead tube, reflections rippling in puddles,
people passing as soft silhouettes. Grime, wear, wet surfaces everywhere
— imperfection is the realism.
**Figure (optional, secondary):** [Figure], small in the frame, never
the focus — it gives the city scale, then disappears into it.
### 3 · Atmosphere & quality
Shot on Sony Venice + Canon K-35 series (the gritty hard-sci-fi combo),
anamorphic widescreen, horizontal lens flares from the neon. Low-saturation
teal base with [Neon Palette] accents punching through the haze.
Volumetric light shafts, organic film grain, true reflective highlights
on wet ground (not blown-out CG bloom).
### 4 · Camera rules
[Move] — slow and deliberate; the city should drift past, not race.
- *Breathing:* "Handheld shot. Throughout, maintain an extremely subtle,
breath-like camera float to enhance presence."
- *Sound:* No score. Production / ambient audio only — steady rain,
distant traffic and sirens, the electric buzz of neon, fragments of
crowd chatter, a low city hum. A synth drone is allowed only as faint
ambient texture, not a music track.
### 5 · Storyboard (per-second, ~10s single roam)
```
0–3s · Enter
Action: The roam begins — [Move] into the [City Flavour], rain
streaking the frame, neon smearing in the wet lens.
Camera: Slow, low. Reflections lead the eye down the street.
Sound: Rain + distant traffic establish; neon buzz close.
3–7s · Through
Action: Pass the flickering [Neon Palette] sign (one dead tube),
steam crossing the frame, [Figure] passing as a silhouette.
Camera: Hold the drift; a puddle reflection ripples as something passes.
Detail: Grime and wear catch the light — the lived-in texture.
7–10s · Dissolve
Action: [Figure] merges into the moving crowd and is gone; the street
continues without them.
Camera: Keep drifting, breath-float, do not stop on the figure.
Close: No reveal, no hero turn, no title. Just the sign flickering once
more and the rain continuing down the empty-feeling street.
```
### Negative prompt (Seedance / Kling — paste into the dedicated field)
```
blurry, low resolution, soft focus, watermark, text overlay, subtitles, logo, oversaturated colors, plastic skin, glossy CG render, video-game look, clean render, 3D cartoon render, flat even studio lighting, perfectly clean dry surfaces, dead static matte-painting city, blown-out neon bloom, melting/morphing geometry, warped signage text, frame flicker, ghosting, jarring hard cuts, lifeless locked-off camera, cheesy lens flare
```
---Raw Template with Variables
### 1 · Core theme
`neon cyberpunk metropolis | rain-soaked night roam | volumetric haze | low-saturation teal base + neon accents | atmospheric realism, no game-CG city, no clean render`
### 2 · Character & scene
**Subject (the city itself):** {{city_flavour}} at night, {{weather}}.
The environment is *active*, which is what makes it atmosphere and not a
matte painting: rain falling and pooling, steam from vents, a {{neon_palette}}
sign flickering with one dead tube, reflections rippling in puddles,
people passing as soft silhouettes. Grime, wear, wet surfaces everywhere
— imperfection is the realism.
**Figure (optional, secondary):** {{figure}}, small in the frame, never
the focus — it gives the city scale, then disappears into it.
### 3 · Atmosphere & quality
Shot on Sony Venice + Canon K-35 series (the gritty hard-sci-fi combo),
anamorphic widescreen, horizontal lens flares from the neon. Low-saturation
teal base with {{neon_palette}} accents punching through the haze.
Volumetric light shafts, organic film grain, true reflective highlights
on wet ground (not blown-out CG bloom).
### 4 · Camera rules
{{move}} — slow and deliberate; the city should drift past, not race.
- *Breathing:* "Handheld shot. Throughout, maintain an extremely subtle,
breath-like camera float to enhance presence."
- *Sound:* No score. Production / ambient audio only — steady rain,
distant traffic and sirens, the electric buzz of neon, fragments of
crowd chatter, a low city hum. A synth drone is allowed only as faint
ambient texture, not a music track.
### 5 · Storyboard (per-second, ~10s single roam)
```
0–3s · Enter
Action: The roam begins — {{move}} into the {{city_flavour}}, rain
streaking the frame, neon smearing in the wet lens.
Camera: Slow, low. Reflections lead the eye down the street.
Sound: Rain + distant traffic establish; neon buzz close.
3–7s · Through
Action: Pass the flickering {{neon_palette}} sign (one dead tube),
steam crossing the frame, {{figure}} passing as a silhouette.
Camera: Hold the drift; a puddle reflection ripples as something passes.
Detail: Grime and wear catch the light — the lived-in texture.
7–10s · Dissolve
Action: {{figure}} merges into the moving crowd and is gone; the street
continues without them.
Camera: Keep drifting, breath-float, do not stop on the figure.
Close: No reveal, no hero turn, no title. Just the sign flickering once
more and the rain continuing down the empty-feeling street.
```
### Negative prompt (Seedance / Kling — paste into the dedicated field)
```
blurry, low resolution, soft focus, watermark, text overlay, subtitles, logo, oversaturated colors, plastic skin, glossy CG render, video-game look, clean render, 3D cartoon render, flat even studio lighting, perfectly clean dry surfaces, dead static matte-painting city, blown-out neon bloom, melting/morphing geometry, warped signage text, frame flicker, ghosting, jarring hard cuts, lifeless locked-off camera, cheesy lens flare
```
---