Rogue Viper Action Set Piece Gameplay Sequence
Seedance 2 video prompt by Hero Syndicate · original post
A 15-second continuous-shot action gameplay sequence for a character called Rogue Viper, built from a reference image of the character's concept sheet. The prompt uses image-to-video reference assignment to lock the character's face, hairstyle and body across one unbroken shot.
the prompt
ROGUE VIPER — ACTION SET PIECE GAMEPLAY Seedance 2.0 | R2V | One Continuous Shot | 15 seconds | 16:9 Reference assignment: Image 1 = Rogue Viper identity reference — Panel 1 of the concept sheet, front and 3/4 turntable views. Controls face, hairstyle, body proportions, and silhouette. This reference takes priority over all other references for Viper's appearance. Image 2 = Rogue Viper costume reference — Panel 1 of the concept sheet. Matte black tactical bodysuit with gold accent seams on shoulders, forearms, and thighs. Gold cobra snake belt buckle. Calf-high black tactical boots with gold trim. Twin suppressed 9mm pistols in dual hip holsters. Compact grappling hook launcher mounted on left forearm. Image 3 = Enemy identity and costume reference — Panel 2 of the concept sheet, all three Obsidian Protocol Enforcer stances. Slate-gray and black modular plate carriers, dark red geometric hex-patch shoulder insignia, full-face ballistic visor with dark red tinted lens, black tactical gloves, compact bullpup assault rifle with active red laser sight. Image 4 = Environment, lighting, and action reference — Panel 4 of the concept sheet: the Obsidian Protocol Freight Depot at the Collapsed Bridge Canyon. Open-air industrial platform at cliff edge, dusk sky, shipping containers and crane equipment, collapsed suspension bridge dangling over the canyon below, warm amber dusk light from screen-right, cool blue-purple canyon shadow from screen-left, dust and smoke particles throughout, distant military helicopter in background sky, river of orange reflected sunset light far below in the canyon. Image 1 and Image 2 together control Viper's complete appearance. Image 3 controls all enemy appearances. Image 4 controls the environment geometry, lighting direction, color grade, and atmosphere. The text prompt controls all action timing, camera behavior, and gameplay HUD. Duration: 15 seconds. Aspect ratio: 16:9. One continuous shot. R2V mode. No cuts. No title cards. No transitions. Three timed action beats chained into a single uninterrupted take. Gameplay HUD:Minimal translucent third-person action game HUD overlay throughout the entire 15 seconds. Bottom-left: small circular detection meter, solid red, cobra head icon at center — enemies are alerted throughout this sequence. Bottom-right: twin pistol icon with the number 6 in clean white type, counting down by 1 each time Viper fires. No minimap. No crosshair. No health bar. HUD remains stable and does not obstruct the action. BEAT 1 — 0:00–0:05 — RUN AND SHOOT Spatial map:The environment matches Image 4 — open-air industrial freight depot platform at dusk. Shipping containers stacked at x=15% and x=80% form canyon walls of cover geometry. Crane arm structure extends from x=55% into the upper frame. The collapsed bridge dangles in the background at x=50%–x=70%. Canyon drop is visible at the far background edge. Viper enters from the left edge at x=8%, foreground, running right. Two Obsidian Protocol Enforcers from Image 3 occupy the midground — Enforcer A at x=52%, standing on top of a shipping container at elevated y position, rifle raised; Enforcer B at x=68%, ground level, crouching behind a crane support strut. Viper anchor — Beat 1:The woman from Images 1 and 2. Full-body medium shot, foreground, centered around x=30% by 0:02, moving screen-right. She runs in a low forward sprint, body angled, both suppressed pistols drawn and held out in a two-handed split stance — left pistol aimed screen-right toward Enforcer A at x=52%, right pistol aimed screen-right toward Enforcer B at x=68%. Her black hair streams back behind her as she runs. Her face, bodysuit, gold accents, cobra buckle, and boots match Images 1 and 2 exactly. Her boots make ground contact with the industrial deck plating on every stride. Action — Beat 1:Viper sprints across the depot platform from left to center frame. At 0:02 she fires left pistol at Enforcer A — one hard white two-frame muzzle strobe, no sustained glow. Enforcer A on the container top staggers and drops out of frame. At 0:03 she fires right pistol at Enforcer B — one hard white two-frame muzzle strobe. Enforcer B falls sideways from behind the crane strut. At 0:04 Viper does not slow — she keeps sprinting screen-right, both pistols still raised, scanning ahead. HUD ammo counter drops from 6 to 4. Camera — Beat 1:Third-person action game camera. 35mm anamorphic wide shot. Camera tracks laterally with Viper at matching running pace, staying 3 meters behind and slightly above her right shoulder, low angle, approximately 1.2 meters off the ground. Camera has organic motion — slight bounce tracking her run cadence, controlled, not handheld chaos. The depot environment and canyon background move naturally in parallax behind her. Camera preserves Viper in the left-center of the frame as she moves right. Lighting — Beat 1:Warm amber dusk key light from screen-right matching Image 4, catching the gold seams on Viper's right shoulder and forearm. Cool blue-purple canyon shadow fill from screen-left. Muzzle strobe flashes as hard white instantaneous bursts only — no bloom, no lens flare, no orange glow. BEAT 2 — 0:05–0:10 — LEDGE CLIMB Spatial map:Viper arrives at a large stacked shipping container at x=58%, height approximately 3 meters above the depot floor. A third Obsidian Protocol Enforcer — Enforcer C — stands on top of the container at x=58%, y=28%, looking down at Viper's approach, rifle aimed downward. The container surface is weathered steel with rust streaks and Obsidian Protocol stenciling. A lower ledge protrudes from the container at x=58%, y=55%, approximately 1.5 meters up from the floor — a grab point. Viper anchor — Beat 2:Viper arrives at the container base at x=52%, foreground, momentum carrying her into a running jump at 0:05. Her left hand holsters her pistol in one fluid motion as she reaches the ledge. Both hands grab the lower ledge edge at x=55%, y=55% simultaneously — fingers wrapped around the steel lip, full grip. Her body swings forward from the momentum of the jump, boots scraping the container face. She pulls up hard — arms driving downward, chest clearing the ledge at 0:07. At 0:08 she is fully atop the lower ledge, one knee planted on the steel surface. She draws her left pistol again at 0:09. Her face, bodysuit, gold accents, and boots remain consistent with Images 1 and 2 throughout this beat. Action — Beat 2:Running jump into ledge grab at 0:05. Controlled climb pull-up from 0:06 to 0:08. At 0:08 Viper is crouched on the ledge surface, one knee down, left pistol coming up. At 0:09 she fires once at Enforcer C above her — hard white muzzle strobe, two frames. Enforcer C falls backward off the container top and out of frame. At 0:10 Viper completes the climb to the full container top surface, rising to a standing crouch. HUD ammo counter drops from 4 to 3. Camera — Beat 2:Camera adjusts from the lateral tracking position of Beat 1 into a slight low-angle as Viper begins the jump at 0:05. The camera cranes up organically as Viper climbs — tracking her vertical movement, keeping her in the center of the frame, rising from 1.2 meters to approximately 4 meters off the ground by 0:09. The crane move is smooth and continuous, no snap. The canyon depth and dusk sky come into the upper frame as the camera rises. Anamorphic 35mm throughout. Lighting — Beat 2:Warm amber dusk light from screen-right still dominant, now catching the full front of Viper's bodysuit as she faces screen-left during the climb. The container surface shows hard industrial shadows. Muzzle flash at 0:09 is instantaneous white strobe only. BEAT 3 — 0:10–0:15 — GRAPPLING HOOK SWING Spatial map:Viper stands on top of the shipping container at x=50%, elevated position. The crane arm extends from x=55% into the upper-right frame, its hook attachment point at x=68%, y=15%. Beyond the crane arm, the canyon drop is visible — the collapsed bridge sections hang at x=60%–x=75%, the river far below catching orange dusk reflection as shown in Image 4. A large concrete crane counterweight platform is visible on the far side of the canyon gap at x=78%, y=42% — Viper's landing target. A fourth Obsidian Protocol Enforcer — Enforcer D — stands on this far platform at x=80%, y=40%, facing screen-left. The military helicopter from Image 4 is visible in the far background sky at x=85%, y=18%, approaching slowly. Viper anchor — Beat 3:Viper stands upright on the container top at x=50%, both pistols holstered. She raises her left forearm — the compact grappling hook launcher mounted on the forearm of her suit as per Image 2 is now visible. The launcher is matte black with gold trim detail matching the bodysuit. She aims the launcher upward at approximately 45 degrees toward the crane arm attachment point at x=68%, y=15%. Her face, bodysuit, gold accents, cobra buckle, and boots remain consistent with Images 1 and 2. Action — Beat 3:At 0:10 Viper fires the grappling hook launcher — a short sharp pneumatic burst, the hook shooting upward on a fine black cable, arcing screen-right and upward, catching and locking on the crane arm at x=68%, y=15% at 0:11. The cable goes taut instantly. At 0:11 Viper runs two steps to the container edge and launches off — full body airborne, right hand gripping the cable, left hand drawing one pistol mid-swing. Her body arcs outward over the canyon gap in a wide pendulum swing — the canyon depth and collapsed bridge visible below her during the swing. At 0:12–0:13 she is at the apex of the swing, body fully extended, one pistol raised and aimed at Enforcer D on the far platform at x=80%. She fires twice mid-swing — two hard white two-frame muzzle strobes. Enforcer D drops. At 0:14 Viper releases the cable at the arc's end and lands on the far concrete platform at x=72%, boots hitting the surface hard, momentum carrying her into a forward roll. She comes up out of the roll at 0:15 in a standing combat crouch, both pistols raised, scanning the platform. HUD ammo counter drops from 3 to 1. Camera — Beat 3:At 0:10 the camera pulls back from its elevated position to a wider medium shot as Viper prepares the grapple. At 0:11 as she launches off the container, the camera stays locked at the container edge for one beat — letting her swing away from camera into the frame, showing the canyon depth below her. At 0:12 the camera transitions smoothly into a lateral tracking arc — swinging with Viper, matching the pendulum motion, keeping her in the center-left of the frame with the canyon visible below and the far platform visible ahead. The swing motion is the camera's dominant move from 0:11 to 0:14. At 0:14 as she lands, the camera drops back into the standard third-person position, 3 meters behind and above her right shoulder, settling into the final frame. Anamorphic 35mm throughout. The swinging camera arc is smooth and physically motivated — it follows the pendulum, not a random orbit. Lighting — Beat 3:Warm amber dusk light from screen-right at full intensity during the swing, catching Viper's gold accents against the open sky. Canyon shadow creates deep cool blue-purple fill below her during the swing arc. The distant helicopter in the background sky has a faint searchlight beam. Muzzle strobes at 0:12–0:13 are instantaneous white bursts only. Dusk color grade matches Image 4 throughout — warm amber sky, cool canyon shadow, orange river reflection below. Environment:Matches Image 4 exactly and consistently throughout all three beats. Open-air industrial freight depot on a cliff-edge platform at dusk. Shipping containers, crane arm structure, crane counterweight platforms, industrial deck plating. Collapsed suspension bridge sections hanging over the canyon gap. Deep canyon with river reflecting orange dusk light far below. Amber-orange dusk sky with scattered cloud. Military helicopter in the far background sky. Dust and smoke particles throughout the air, consistent with Image 4. Warm amber light from screen-right. Cool blue-purple shadow from screen-left and canyon depth. The environment geometry remains spatially consistent across all 15 seconds — no location shifts, no background replacement. Aesthetics:Unreal Engine 5 third-person action-adventure game rendering. Photorealistic throughout — physically-based materials on all surfaces: weathered steel shipping containers, worn concrete, matte nylon tactical bodysuit, leather, ballistic polymer armor. Lumen global illumination with dusk sky as dominant light source. Warm amber and cool blue-purple complementary color contrast matching Image 4's color language. Shallow depth of field on background elements. Subtle film grain. Anamorphic lens character — faint horizontal bokeh on background light sources and the canyon river reflection below. No bloom. No stylized rendering. No anime. No cartoon. Audio:Sustained action sequence audio throughout. Industrial ambient — wind across the canyon, crane structure groaning, distant river. Running boots on metal deck plating — heavy, rhythmic. Suppressed pistol reports — dry, sharp, two-frame, no echo — one per muzzle flash. Enforcer bodies landing on metal surfaces — immediate and solid. Ledge grab — gloved hands gripping steel, a grunt of physical exertion. Grappling hook launcher — short sharp pneumatic burst at 0:10, cable going taut at 0:11, a hard metallic click. Cable under load — faint tension hum during the swing arc. Landing on the far platform at 0:14 — boots hitting concrete hard, forward roll, fabric impact. Military helicopter rotor — distant and low throughout. No music. No score. Continuity:Viper's face, hair, bodysuit, gold accent seams, cobra belt buckle, boots, and body proportions remain identical to Images 1 and 2 across all 15 seconds. The grappling hook launcher on her left forearm remains visible and consistent in all beats. All Obsidian Protocol Enforcers match Image 3 — slate-gray plate carriers, dark red hex insignia, full-face red-tinted visor —
- model
- Seedance 2
- type
- video
- shape
- 3:4
- length
- 30 seconds
- shared
- May 26, 2026
- prompt
- 2,263 words
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