Seedance 2.5 prompt library: cinematic video examples

Seedance 2.5 on Morphic, an all-in-one creative studio

A growing collection of Seedance 2.5 video prompts with example clips, written for its native 1080p 30-second output. Copy any prompt, generate it on Morphic, and learn the shot-brief patterns that work best with Seedance 2.5, including how to word an edit or an extension.

Voxel art: chicken at sunrise

title: "Voxel Chicken, Morning Wake" reference_handling: "No reference images provided: style is defined entirely by the style and visual_feel fields below. All character and environment design must strictly follow the voxel/MagicaVoxel aesthetic described." style: "Voxel art style, 3D cubic block construction, MagicaVoxel aesthetic. Cinematic studio lighting on a diorama-scale scene. High-detail voxel sculpting with visible individual cube units at edges and joints." visual_feel: "Warm rim lighting, soft ambient occlusion pooling in crevices and block seams. Shallow depth of field, blurred dark background with faint silhouetted grass. Moody dark-to-warm transition, 4K render clarity." duration: "10 seconds" character_modeling: chicken: base: "Small round voxel chicken built from chunky cubic blocks, sculpted entirely in blocky low-poly voxel form." features: "White and cream block-plumage with a blocky red voxel comb and orange cubic beak. Stubby cube legs, tiny yellow voxel feet. Simple dot eyes rendered as single dark voxel cubes." physics: "Movement is rigid and stepped, block segments shifting in discrete increments rather than smooth organic motion, true to voxel medium. Slight bounce on each footstep landing." movement_in_this_scene: "The chicken is NEVER shown mid-flap or airborne in this scene. It moves only by walking, waking on the bed, stepping down, waddling to the doorway, stepping outside. No running." coop_interior: base: "Small voxel chicken coop, blocky wood-plank walls built from stacked cube textures." features: "A small cubic straw-bed nest in one corner, voxel straw rendered as tufted yellow-brown block clusters. A low square doorway cut into the front wall, dark interior beyond it." exterior_landscape: base: "Rolling voxel green landscape visible through and beyond the coop doorway." features: "Blocky green grass terrain built from layered cube height variation, small voxel hill silhouettes in the distance, a low warm-toned voxel sunrise sky gradient from deep orange to soft yellow at the horizon." cinematic_storyboard: 00_01.5_waking: camera: "Static extreme close-up on the nest. Hold." action: "The chicken's blocky eyelid-cube blinks open in two rigid steps. Its head-block tilts left, then right, in stepped voxel motion. A small cube of straw dust puffs up beside it and settles." lighting: "Dim warm interior glow, single soft light source from the doorway edge." 01.5_03_rising: camera: "Low tabletop angle, slow push-in. Fixed height." action: "The chicken's body-block rises off the straw nest in three discrete stepped movements: settle, lift, straighten. Cube feet plant onto the coop floor with a soft blocky thud." lighting: "Warm rim light catching the top edge of its plumage blocks, interior remains dim." 03_04.5_the_step_down: camera: "Side profile at ground level, static." action: "The chicken waddles in rigid stepped increments toward the square doorway, cube legs alternating in blocky cadence. Its silhouette grows sharper as it nears the light spilling through the frame." lighting: "Hard warm light spilling in from the doorway, sharp contrast against dark interior." 04.5_06_threshold: camera: "Reverse angle from outside looking in through the doorway. Static." action: "The chicken's head-block pokes through the low doorway first, comb catching direct light. It pauses, a single stepped hesitation beat, cube eyes widening slightly." lighting: "Bright warm backlight haloing the doorway frame, chicken partially silhouetted." 06_07.5_stepping_out: camera: "Wide shot, slow pull-back revealing the exterior. Fixed." action: "The chicken steps fully outside in two blocky strides, feet landing on the voxel grass blocks. Small cube-shaped grass tufts compress slightly under its stepped weight." lighting: "Full warm sunrise wash, rim light strong along its back edge." 07.5_10_the_view: camera: "Slow orbit to the chicken's front profile, then settles. Hold on final frame." action: "The chicken stops, head-block lifting to face the horizon. It stands still as the layered voxel hills and gradient sunrise sky fill the background, faint grass silhouettes blurred in the foreground." lighting: "Full warm rim lighting across its plumage, soft ambient occlusion in every block crevice, background falls into soft blurred shadow." production_notes: audio_design: "Soft blocky footstep clicks on each stepped movement, gentle ambient morning bird tones building from silence, faint low wind at the exterior reveal, no music until final shot where a single warm sustained tone rises." lighting: "Overall progression from dim warm interior to full warm sunrise exterior wash, rim lighting present throughout, intensifying toward the final shot." critical_constraint: "All character and environment forms must remain visibly cubic/voxel at all times, no smoothing, no organic curvature creeping into any surface. Movement stays stepped and incremental, never fluid or interpolated." avoid: "Jitter, bent or distorted limbs, smooth non-voxel interpolation, identity drift on the chicken's block proportions, temporal flicker." animation_style: "Stepped voxel motion cadence: discrete positional shifts rather than continuous smooth animation, consistent with true voxel/stop-motion-adjacent movement logic."

Stylized 3D: high tide helmsman

title: "High Tide Helmsman, Rapid Cut" style: "Stylized 3D claymation character animation, Laika/Aardman tactile texture, exaggerated physical comedy, rapid-fire montage editing. 4K clay and wood-grain detail." visual_feel: "Bright hard daylight, wind-whipped spray, snappy stop-motion holds and pops, hard exaggerated squash-and-stretch on every impact. Quick, punchy, relentless rhythm, no shot lingers." duration: "10 seconds" character_modeling: sailor_boy: base: "Young claymation boy sailor standing at the ship's helm." features: "Black tousled clay hair under a cream flat cap, round freckled face, large dark oval eyes, orange nose, tan rolled-sleeve button-up shirt, brown trousers, stubby expressive clay hands." physics: "Hard squash and stretch on every single impact. Cap flaps and nearly launches. Hair strands snap sharply on each jolt. Body never settles, always mid-recovery or mid-brace." movement_in_this_scene: "NEVER shown standing calm and stable. Every shot catches him off-balance, staggering, lunging, or bracing, full-body effort on every beat, wide comedic reactions, no static holds longer than a single beat." ship_wheel: base: "Sturdy wooden ship's helm wheel, thick spokes, rope-wrapped grips." features: "Worn brown wood, brass center hub." physics: "Spins hard and fast, jerks violently against his hands on every wave hit, spokes blur on fast turns." cinematic_storyboard: 00_015_the_swell: camera: "Extreme low-angle worm's-eye looking up past the bow. Static." action: "A dark wave wall rises sharply behind the ship. The boy snaps his head up, eyes going wide, plants his feet hard." lighting: "Hard overhead sun, glinting wave crest." sfx: "Sharp rising water roar." 015_03_first_impact: camera: "Fixed wide shot, hard handheld jolt on impact." action: "Wave slams the hull. Ship snaps sideways. His body lurches right, hands white-knuckled, wheel spinning violently against him. Spray bursts overhead in one hard sheet." lighting: "Blinding white flare through spray." vfx: "Exaggerated clay-splash droplets frozen mid-burst." sfx: "Sharp wet crack, wood groan." 03_045_wrestle_wheel: camera: "Overhead top-down on his hands and the wheel. Fast rotate." action: "His stubby hands wrench the spinning wheel back, forearms straining hard, torso twisting violently. Water sheets across the deck beneath him." lighting: "Hard top-down sun, sharp shadow." sfx: "Wood creak, hard grunt of effort." 045_06_second_impact: camera: "Dutch angle medium shot, tilted hard. Quick snap-hold." action: "A second wave broadsides the ship. He's thrown left this time, cap flapping wildly, one hand slipping off the wheel before he slams it back on." lighting: "Flat daylight, spray catching sun in streaks." vfx: "Motion-streaked spray lines across frame." sfx: "Heavy slosh impact, sharp gasp." 06_075_the_stone: camera: "90-degree side profile at ground level. Fast whip-pan." action: "A jagged stone spike juts from the churn dead ahead. His eyes go huge, body freezing rigid for a single sharp beat." lighting: "Bright flat daylight, stone silhouetted in foam." sfx: "Sharp intake of breath." 075_09_the_dodge: camera: "Inverted upside-down close-up on his straining face, whip-cutting upright mid-shot." action: "He yanks the wheel hard. Ship heels steeply, carving around the stone. Face contorts, cheeks puffed, spray whipping sideways. Stone slides past just past his shoulder." lighting: "Sun flashing in and out through whipping spray." vfx: "Hard motion-streak on his lean and the spray." sfx: "Rushing hiss, wood groan easing sharply." 09_10_the_relief: camera: "Slow push-in, low angle. Hold on final frame." action: "Ship levels out fast. Shoulders drop, hard exhale, wide relieved grin breaks across his face. He wipes spray off his forehead in one quick motion." lighting: "Clean warm daylight breaking through the last spray haze." sfx: "Wind settling, breathy relieved laugh." production_notes: audio_design: "Continuous layered wave roar and wood-groan under the whole sequence, punctuated by a sharp impact hit on every cut. Final beat drops to wind-settle and his laugh, the only quiet moment in the clip." critical_constraint: "Cuts land every 1.5 seconds without exception, no shot exceeds that duration. No two shots share the same camera framing." avoid: "Jitter, bent or distorted limbs, identity drift, chaotic composition, static held frames longer than 1.5 seconds." animation_style: "Stop-motion claymation cadence: hard holds and pops between extreme poses, no smooth tweening, aggressive frame-to-frame micro-jitter on hair, cloth, and spray."

Street dancer, neon corner

A street dancer spins across a wet city corner at night and snaps into a hard freeze, jacket flaring wide a beat behind the body before it settles. A vertical orbit sweeps halfway around him and lands as he locks the pose. Motivated magenta and teal light from a diner sign, hard backlight haloing his silhouette, light drizzle catching the glow. Music-video energy, 35mm, crisp motion. (deep bass beat) <sneaker squeak on wet concrete, a sharp exhale>.

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Watch movement macro

Extreme macro into the exposed movement of a luxury mechanical watch, the balance wheel oscillating and a jeweled gear turning as light rakes across the polished bridges. A slow rack focus travels from the balance wheel to the winding barrel. Warm directional key, a deep black surround, gold and steel with tiny ruby jewels, precise controlled reflections. Luxury product macro, 100mm macro, ultra-sharp. (a soft ambient tone) <the faint tick of the escapement>.

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Lava river aerial

A bright orange lava river snakes down a black volcanic slope at night, crusting into dark rock at its banks as gouts of sparks lift and die in the heat. A high drone drifts forward and slowly descends toward the glowing flow, heat shimmer warping the air above it. Pitch-black surroundings, intense emissive orange, drifting ash. Aerial documentary, high dynamic range, one steady descent. <low volcanic rumble, hiss of cooling rock>. No music.

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Clay model to finished car

A grey clay design model of a sports car sits on a turntable, then a wave of glossy deep-red paint washes over it from nose to tail, chrome and glass resolving as the wave passes until a finished car gleams under the lights. A slow orbit arcs around it through the change. Dark studio, controlled softbox reflections sweeping the panels, a black-and-red premium palette. Product-commercial transformation, 50mm, precise reflections. (a low cinematic swell) <a soft synth shimmer as the paint sweeps>.

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Sea turtle reef

A green sea turtle glides through a vivid coral reef, small fish scattering and re-forming in its wake as its flippers sweep slow and deliberate. The camera drifts alongside at the turtle's pace, keeping it frame-right. Clear turquoise water, god-rays fanning down from the rippled surface, saturated coral pinks and oranges, tiny particles catching the light. Nature-documentary clarity, 50mm, crisp focus. <muffled underwater ambience, soft bubble trail>. No music.

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Monochrome painting: kitchen montage

title: "Grayscale Knife Flourish, Vegetable Prep Montage" reference_handling: "No reference image. Fully text-to-video generation: all character design, wardrobe, and environment described from scratch below." style: "Monochrome grayscale digital painting. Soft painterly brushwork, visible hand-painted texture, expressive hand-drawn character linework. Retro animated-film aesthetic, no photorealism, no 3D CG look." visual_feel: "Fast, punchy, hard-cut rhythm. Moody low-key lighting with strong directional highlights carving form out of grayscale. Painterly motion trails on fast hand movement, no smooth CG interpolation." duration: "10 seconds" character_modeling: chef: base: "Adult male chef, confident and precise, described fully from scratch, no reference image." features: "Dark hair, tall white chef's hat, white double-breasted chef coat with black tie, white apron. Confident angular face, sharp jawline rendered in painterly grayscale linework. Coat crisp with visible brushstroke folds. Apron loosely tied, prone to shifting askew during motion." physics: "Fabric of coat and apron responds to fast motion with painterly flutter, brushwork-style creasing, not photoreal cloth sim. Expression shifts fluidly between focus and showmanship." movement_in_this_scene: "Chef is in constant fast, confident motion throughout, no static frontal poses. He is NEVER shown facing the camera dead-on and still except at the very final beat. Hand-to-prop ownership stays logical: knife always in the hand last shown holding it, garlic clove travels hand-to-hand only as explicitly staged, no prop teleporting." emotional_state: "Playful bravado and total confidence: showman's energy, not stress. Smirks and grins throughout, never strained or panicked." cinematic_storyboard: 00_015_the_chop: camera: "Close-up on blade and board. Static, locked." action: "Knife raised in his right hand comes down in rapid, precise successive strikes, dicing tomatoes on a wooden cutting board crowded with tomatoes, garlic, and herbs. Small neat pile of diced tomato builds with each strike." lighting: "Low-key directional highlight raking across the blade edge, everything else in deep grayscale shadow." sfx: "Rapid, sharp knife-on-board chopping, percussive and precise." 015_3_the_flip_catch: camera: "Medium shot, slight low angle. Fixed." action: "He flips the knife into the air in a showy spin and catches it cleanly by the handle without looking down. His eyes flick up to camera with a confident smirk." lighting: "Strong top-side highlight catching the spinning blade mid-air, rest of frame in shadow." sfx: "Metallic whip-spin of the blade, sharp thwack as it lands in his grip." 3_45_the_toss: camera: "Fast lateral tracking shot, following his hands. One primary movement." action: "He scoops chopped vegetables into a sauté pan with one hand while tossing a whole garlic clove into the air with the other, catching it cleanly behind his back." lighting: "Hard directional side-light streaking across his moving hands, motion-blurred trail on the garlic clove." sfx: "Soft rain of chopped vegetables into the pan, single crisp catch-slap of the garlic clove." 45_6_the_flip: camera: "Low angle, looking up. Fixed, slight motion blur permitted on vegetables only." action: "He grips the pan handle and launches the sautéing vegetables into a high flip, sending them spinning above the pan. Vegetables freeze at the peak of the flip. Pan tilted upward, chef watching with focused anticipation." lighting: "Strong backlight silhouetting the arc of the vegetables against a pale grayscale sky-tone." sfx: "Sharp pan-clang as the flip launches, brief suspended silence at the peak." 6_75_the_land: camera: "Medium close-up, slight push-in." action: "Vegetables land perfectly back in the pan with a burst of steam and sizzle. Chef grins and gives the pan a confident shake, shoulders relaxing into a satisfied pose." lighting: "Warm-toned highlight (rendered in grayscale value, not color) from the steam catching directional light, rising and dissipating." vfx: "Steam rendered as soft painterly plumes, brushstroke-style dispersal, not photoreal smoke sim." sfx: "Sizzling burst on landing, steam hiss, low satisfied exhale from the chef." 75_10_the_finish: camera: "Wide shot, pulling back. One primary movement to reveal the full kitchen." action: "He spins the knife once more and plants it point-down into the cutting board with a decisive strike. He strikes a playful triumphant stance, arms out, facing camera with a big confident grin, apron slightly askew from the motion." lighting: "Full low-key kitchen lighting revealed, strong directional highlights across counters and hanging pans, deep shadow pockets throughout." sfx: "Final knife-spin whir, comedic thunk as the blade plants in the board." production_notes: audio_design: "Upbeat, driving percussive kitchen rhythm music with playful swing underlying the full 10 seconds. Diegetic SFX layered on top at each beat: rapid knife chopping, blade spin-catch thwack, vegetable scoop, garlic catch-slap, pan clang, sizzle and steam hiss, comedic knife-thunk finale." lighting: "Moody low-key kitchen lighting throughout, strong directional highlights carving the chef and props out of grayscale shadow. No flat or even lighting at any point." critical_constraint: "Chef's face, hairstyle, hat, coat, tie, and apron design stay fully consistent across every shot as described in character_modeling. The same wooden cutting board and kitchen counter remain the fixed spatial anchor across all six stages. Hand-to-prop logic is locked: no prop teleporting, no illogical hand swaps." avoid: "Jitter, bent or distorted limbs, identity drift on the chef's face between shots, color bleed (must stay strictly monochrome grayscale), photorealistic rendering, 3D CG smoothness." animation_style: "Painterly hand-drawn frame character with retro animated-film cadence: visible brushwork motion, not smooth CG interpolation. Hard cut every 1.5 seconds, no cross-dissolves between stages."

Retro anime: dogfight victory

title: "Dogfight Victory, Ocean Kill" style: "Retro 1980s cel-shaded anime mecha aviation aesthetic, Macross/Area 88 lineage. Hand-painted cel animation, thick clean linework, dramatic silhouette readability. 4K restoration grade." visual_feel: "Light blue daytime sky, bright and clear, not dark or muted. Sharp cel-shaded contrast, warm sun-kissed highlights on metal fuselage, painterly cloud volumes. Retro film grain, subtle chromatic separation on fast pans." duration: "10 seconds" character_modeling: pilot: base: "Male fighter pilot, retro anime hero design." features: "Sharp angular jaw, focused dark eyes, short black hair under a white-and-red flight helmet with dark visor flipped up. Olive-green flight suit, black boom mic curved to his lips, oxygen hose coiled at the collar." physics: "Head and shoulders shift naturally with g-force turns. Jaw sets tight with focus, then curls into a slow smirk in the final beat." movement_in_this_scene: "Pilot is alert throughout, never slumped or static. He snaps his head toward instruments, grips the stick, presses a control with a decisive jab, then eases back with a confident smirk." emotional_state: "Locked-in combat focus through the chase, sharp decisive intent at the trigger press, cocky triumphant satisfaction in the final smirk." hero_jet: base: "Sleek grey-and-blue delta-wing fighter jet, retro anime proportions, matching general military-fighter silhouette." features: "Weathered metal fuselage with painted squadron markings, twin tail fins, glowing engine exhaust, wing-mounted missile pods." physics: "Banks hard into turns, vapor trails peel off wingtips under g-force, missile fires with a bright ignition flare and smoke trail." enemy_jet: base: "Dark grey-and-black enemy fighter jet, angular hostile silhouette, unmarked or minimal insignia." features: "Matte gunmetal finish, twin engines trailing dark exhaust, distinct silhouette from the hero jet for instant readability." movement_in_this_scene: "Enemy jet flees in a straight desperate line, then is struck and breaks apart mid-air, trailing fire and smoke as it spirals down into the ocean." cinematic_storyboard: 00_00.5_close_on_pilot: camera: "Static close-up, slight low angle. Hold." action: "The pilot's eyes narrow with sharp focus. His jaw tightens. A quick glance up through the canopy toward the enemy jet ahead." lighting: "Bright daylight blue-sky bounce lighting through the canopy glass, even and clear." sfx: "Low engine rumble, radio static crackle." 00.5_02_extreme_wide_chase: camera: "Extreme wide tracking shot, level horizon." action: "The hero jet banks hard behind the fleeing enemy jet, both aircraft cutting fast parallel trails across open sky. Enemy jet weaves left, hero jet matches the turn tight on its tail." lighting: "Full bright daylight, light blue sky, soft sun glare off both fuselages." sfx: "Roaring twin-engine thrust, wind shear whistle." 02_03.5_through_the_clouds: camera: "Lateral tracking shot alongside the wing, then gentle pull-back." action: "Both jets punch through a bank of thick white clouds, vapor peeling off their wingtips. The enemy jet jinks right to break line of sight; the hero jet cuts through the cloud mass in pursuit, never losing angle." lighting: "Bright diffused cloud-light, sun breaking through cloud gaps in shafts." sfx: "Muffled engine roar inside cloud, wind buffet." 03.5_05_the_turn_dashboard: camera: "Interior cockpit medium shot, slight Dutch angle." action: "The pilot hauls the stick hard right, g-force pressing his head against the seat. His gloved hand flips a switch on the dashboard; red indicator lights blink to life across the instrument panel. He locks his eyes back on the canopy view of the enemy jet ahead." lighting: "Bright daylight spill through canopy glass, warm red glow from dashboard instruments." sfx: "Switch click, radar lock-on beep, engine strain." 05_06_fire_ignition: camera: "Exterior close shot on the wing-mounted missile pod. Fixed." action: "The missile ignites with a sharp burst of orange flame at the tail, thick white smoke instantly billowing backward as it launches free of the wing rail." lighting: "Bright daylight, hot orange flash against the light blue sky." vfx: "Hand-painted cel flame burst, thick smoke trail rendered in bold flat shapes." sfx: "Sharp missile ignition whoosh." 06_07_pilot_presses_button: camera: "Interior cockpit close-up on hand and dashboard." action: "The pilot's gloved thumb jabs down hard on a red firing button. The button depresses with a mechanical click, a small light beside it flashing from red to green." lighting: "Warm dashboard glow, bright canopy backlight." sfx: "Mechanical button click, confirmation beep." 07_07.5_closeup_button_hit: camera: "Extreme macro close-up on the button. Fixed." action: "The button sits fully depressed, green confirmation light steady and glowing. A faint vibration ripples across the dashboard surface from the missile's launch thrust." lighting: "Tight warm spot-light on the glowing green indicator." sfx: "Low resonant hum." 07.5_09_enemy_jet_falls: camera: "Wide dramatic shot from below, tilting up then following down." action: "The missile slams into the enemy jet's tail section. The fuselage erupts into a bold cel-animated fireball, wing sheared off and spinning away separately. The flaming wreck spirals downward trailing thick black smoke, crashing into the ocean below with a towering white spray of water." lighting: "Bright daylight, hot fire glow contrasting the light blue sky and deep blue ocean." vfx: "Hand-painted explosion cel frames, thick dramatic smoke silhouette, splash plume rendered in bold flat white shapes." sfx: "Deep explosion boom, metal shriek, heavy water impact splash." 09_10_pilot_smirk: camera: "Close-up, slow push-in. Hold on final frame." action: "The pilot exhales, shoulders easing back into the seat. One corner of his mouth curls upward into a confident, satisfied smirk. His eyes stay locked forward, unblinking." lighting: "Bright clean daylight through the canopy, soft warm highlight across his face." sfx: "Engine settles to a steady cruise hum, radio chatter fades in softly." production_notes: audio_design: "Layered engine roar throughout, rising in intensity through the chase, sharp mechanical punctuation on the button press, a deep bass-heavy explosion at impact, then a settling hum under the final smirk. Retro synth sting on the kill." lighting: "Consistent bright daylight with a light blue sky throughout, never dark or underlit, even in cockpit interior shots. Warm sun highlights on metal, red-glow dashboard accents only in interior beats." subtext: "A clean, decisive victory beat, confidence and skill rewarded, classic retro dogfight triumph without excess brutality." critical_constraint: "Sky stays light blue and bright in every exterior shot, never dark or shadowed. Pilot's pose, lighting, and expression are dictated entirely by the storyboard above, never a static or slumped default pose." avoid: "Jitter, bent or distorted limbs, temporal flicker, identity drift on the pilot's face, chaotic composition during the dogfight." animation_style: "Retro anime timing with held cockpit poses and fluid exterior aircraft movement. Explosions use hand-painted cel animation frames with thick smoke shapes and dramatic silhouette readability."

Muscle car, desert highway

A matte-black muscle car tears down an empty desert highway, the tail stepping out slightly as it powers through a shimmer of heat haze and kicks a rooster-tail of grit off the shoulder. A low tracking shot runs parallel to the front wheel, the car holding frame center-left. Blazing midday sun, bleached sky, warm asphalt shimmer, a flat endless horizon. Anamorphic car-commercial look, lens flare. <deep V8 rumble, tyre roar, wind buffeting>. No music.

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Anime rooftop, golden hour

A young woman in a casual denim jacket stands at a rooftop railing as a gust lifts her hair and scarf and sends a few loose papers tumbling past, the city sprawling gold behind her. A slow pan follows her gaze across the skyline. Warm golden-hour light, hand-drawn 2D cel shading, soft lens bloom, drifting clouds. Studio-anime style, clean linework, gentle parallax. (warm ambient synth pad) <wind gust, distant city hum, a train far below>.

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Aerial mountain reveal

A slow aerial pull-back over a snow-capped mountain range at golden hour, opening tight on a single sunlit ridge line and drawing back to reveal a sharp peak and range after range fading into blue haze behind it. Warm low sun raking the snow, deep shadowed couloirs, a faint wind lifting snow off the ridge. Cinematic aerial cinematography, anamorphic, one continuous reveal. <high mountain wind, a distant echo>. No music.

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Pixel-art wuxia

A pixel-art swordswoman leaps between rooftops in a moonlit 8-bit wuxia village, her cloak snapping behind her as tiles crumble under each landing. A vertical side-scrolling track follows her run. Cool moonlit blues and lantern-orange accents, crisp chunky pixels, a parallax skyline scrolling behind. Retro 8-bit pixel-art animation, a consistent pixel grid. (Chinese-style 8-bit chiptune) <pixel footfalls, a blade swish>.

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VHS beach, 1990s

A 1990s home-video shot of a family flying a red kite on a windy beach at sunset, the kite yanking and diving as they chase it across the sand and laugh. A loose handheld sway drifts to follow the kite, framed soft in 4:3 with a timecode ticking in the corner. Warm faded sunset color, VHS scanlines and chroma bleed, blooming highlights, grainy tape texture. Nostalgic camcorder aesthetic. <wind buffeting the mic, distant laughter, tape hiss>.

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Stop motion: hand-to-hand standoff

title: "Hand-to-Hand Standoff" reference_handling: "No reference images provided. Character designs are original stop-motion military figures built entirely from the descriptions below. If reference images are added later, they will be used strictly for character design, material, and costuming, never for pose or composition." style: "Breathtaking high-budget stop-motion feature, handcrafted clay-and-felt military aesthetic, ultra-dynamic editing, premium tactile stop-motion quality, 4K." visual_feel: "Tactile stop-motion holds and pops, no smooth tweening. Fine fingerprint texture on clay skin, visible felt fiber on uniforms. Dust motes catch practical light. Gritty, grounded, weighty." duration: "10 seconds" character_modeling: soldier_a: base: "Original stop-motion military figure, clay head and hands, felt-and-fabric uniform body." features: "Weathered olive-drab felt fatigues, rolled sleeves, cracked leather boot texture, close-cropped clay hair, hard angular jaw, dirt-smudged cheeks. Dog tags swing loose at the chest." physics: "Clay skin holds fingerprint and thumbprint texture under close light. Fabric creases hold their fold between frames, stop-motion stiff. Movements are weighty, deliberate, slightly jerky on the twos." movement_in_this_scene: "Soldier A is the aggressor throughout. He initiates every exchange, driving forward strikes, a shoulder tackle, and the final finishing blow. He is never shown retreating or off-balance." soldier_b: base: "Original stop-motion military figure, clay head and hands, felt-and-fabric uniform body, visually distinct from Soldier A." features: "Sand-tan felt fatigues, torn shoulder seam, buzzed clay hair, heavier jaw, a fresh clay-red gash along one eyebrow. Utility belt with felt pouches." physics: "Same tactile clay-and-felt material behavior as Soldier A. Torn seam fibers visibly fray further with each impact." movement_in_this_scene: "Soldier B fights back hard in the opening exchanges but loses ground progressively. By the final beat he is on his knees, then flat on his back, motionless, one arm splayed, chest still. He is NEVER shown running or fully upright after the 06_07_5 beat." cinematic_storyboard: 00_01_5_the_clash: camera: "Low tabletop angle, tight two-shot. Static." action: "Soldier A throws a driving straight punch. Soldier B blocks with a raised forearm, clay knuckles pressing into felt sleeve, and counters with a sharp elbow toward A's ribs." lighting: "Hard overhead practical light, single source, deep shadow pooling under both figures." sfx: "Dull clay-on-felt impact thud, fabric snap." 01_5_03_the_grapple: camera: "Handheld push-in, slight low angle." action: "Both soldiers lock forearms and grapple chest to chest, boots scraping and dragging small dust clouds across the tabletop set. Soldier A pivots his hip and drives a knee up into B's side." lighting: "Same overhead source, now with a warm rim kick as figures rotate through it." sfx: "Boot-scrape grit, muffled grunt." 03_04_5_the_throw: camera: "Side-view 90-degree profile at ground level. Fixed." action: "Soldier A hooks B's leading leg and hip-throws him. Soldier B's body arcs and slams flat onto the set floor, felt uniform puffing a small burst of set dust on impact." lighting: "Hard top light flattens into a brief silhouette moment as B is airborne." sfx: "Heavy thud, dust puff hiss." 04_5_06_the_scramble: camera: "Overhead top-down, straight down on both figures." action: "Soldier B scrambles onto his back foot and swings a wild hook. Soldier A leans back just out of range, then snaps a short jab into B's jaw, snapping his head sideways." lighting: "Top light now reads as a hard spotlight ring around the two figures." sfx: "Whoosh of a missed swing, sharp crack of the jab landing." 06_07_5_the_drop: camera: "Extreme low-angle worm's-eye, looking up past Soldier A's boots." action: "Soldier B staggers back two stiff stop-motion steps, knees buckling. He drops hard onto both knees, clay head lolling, one hand pressing weakly against his gashed eyebrow." lighting: "Light source lowers with him, casting a long stretched shadow across the set floor." sfx: "Knees hitting the ground, a low groan." 07_5_08_5_the_finish: camera: "Slow controlled push-in on Soldier A's raised fist. Macro on the clay knuckles." action: "Soldier A cocks his fist back, felt sleeve pulling taut, then drives one final downward punch toward B's jaw. Motion holds a frame before contact for weight." lighting: "Hard rim light catches the knuckle edge, rest of frame in shadow." sfx: "Single sharp inhale, held silence before impact." 08_5_10_the_down: camera: "Slow pull-back, low angle, static hold on final frame." action: "Soldier B collapses flat onto his back, one arm splayed outward, dog-tag-less chest still, eyes closed. Dust settles slowly around him. Soldier A stands over him, chest heaving in slow stop-motion increments, fists still clenched at his sides." lighting: "Overhead practical light narrows to a tight pool over both figures, edges falling to black." sfx: "A final soft thud, then dead quiet, one lingering dust-settle hiss." production_notes: audio_design: "Diegetic only, no score. Clay-and-felt impact thuds, boot-scrape grit, fabric snaps, breathing. Final beat drops to near silence with only dust settling." critical_constraint: "Soldier A remains the dominant aggressor throughout, never shown losing ground. Soldier B's defeat is progressive across the storyboard, not sudden. Both figures maintain consistent felt-and-clay material identity in every shot, no material or proportion drift between cuts." avoid: "Jitter beyond intentional stop-motion cadence, bent or distorted limbs, identity drift on either soldier's face, smooth interpolation or motion blur, CGI-smooth movement, morphing between poses." animation_style: "Stop-motion on twos, intentional micro-jitter between frames, holds and pops, no smooth tweening at any point in the clip."

Claymation diner cook

A round-cheeked short-order cook in a stop-motion clay world cracks an egg onto a griddle and it spreads and bubbles at the edges, then he flips it in a neat arc that lands back in the pan. A locked-off medium shot eases into a gentle push toward the sizzling surface. Warm tungsten diner light, chunky fingerprinted clay, felt booths and a tiny handmade ketchup bottle. Aardman-style stop-motion, visible frame-by-frame motion. <griddle sizzle, a happy hum, a spatula scrape>.

Edit prompt

Bioluminescent surf

Waves curl and break along a black volcanic beach at night, each crest igniting electric blue with bioluminescence as it topples and the foam scatters glowing across the wet sand. The camera holds a low steadicam push toward the breaking line, spray drifting past the lens. Moonless starlit sky, deep indigo palette, the only light the blue-green glow of the water. Anamorphic, 35mm film grain, one continuous take. (low ocean drone) <waves breaking, hiss of retreating foam>. No music.

Edit prompt

Sushi plating, overhead

Straight overhead, a chef's hands set the final piece of nigiri onto a dark slate board lined with neat rows of sushi, then draw a soft brush of glossy glaze across the fish so it catches the light. The camera holds down with a slow push-in. Soft directional light, deep slate and rice-white contrast, a single green shiso leaf. Premium culinary look, 50mm, shallow focus. <a faint knife tap, a quiet restaurant hum>. No music.

Edit prompt

UGC: serum skeptic

A woman in her late 20s films a selfie video in a sunlit bathroom, holding up a plain frosted serum bottle with no label, one eyebrow raised, then dabs a drop on her cheek. Handheld phone framing with a natural little shake, soft morning window light, an honest bare-face look. She says in a dry, conversational American accent: {My skincare routine used to have twelve steps. Now it's just this. I'm as suspicious as you are.} Raw UGC selfie style, natural light, no color grade. <a light bathroom echo, a small laugh>.

Edit prompt

Latte art, overhead

Directly overhead, a barista pours steamed milk into a dark espresso and a white rosetta blooms and feathers open across the crema, the last flick drawing the stem. The camera holds straight down with a slow push-in as the pattern forms. Soft window light from the left, warm cafe tones, a folded linen and a brass spoon beside the cup. Clean food-commercial look, 50mm, shallow focus. <the soft pour, a low cafe murmur, a spoon clink>. No music.

Edit prompt

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FAQs

How do I use these Seedance 2.5 prompts?
Pick any prompt in the library, copy it, and paste it into Morphic with a video model selected. Generate it as written first, then adjust the subject, setting, light, or camera move to make it your own. Each prompt is written as a short shot brief, so it is easy to see which part to change.
What makes a strong Seedance 2.5 prompt?
A clear shot brief rather than a caption. Name the subject, the motion over time, the setting and light, and one specific camera move, and describe how the shot evolves across its full length instead of a single frozen frame. The examples here follow that structure so you can reuse the pattern.
What are the Animation Styles prompts?
They are full storyboard briefs rather than one-line shot descriptions. Each one names the animation medium, defines every character and set as its own block, then lays out the clip beat by beat with a camera, action, and lighting note per beat. Filter the library by the Animation Styles tag to see them. Because they run to several thousand characters, those cards carry a Copy prompt button instead of the Edit prompt link, so you get the whole brief rather than a shortened version of it.
Why are the example clips different shapes?
Each prompt is framed for its subject: widescreen 16:9 for landscapes, aerials, and cinematic scenes, and vertical 9:16 for portrait and social shots. Every prompt names its framing, and you can switch the aspect ratio without rewriting the rest of the brief.
Can I use references to keep a character or set consistent?
Yes. Seedance 2.5 accepts multimodal references, so you can attach an image of a character, product, or set and carry that look through the clip and across shots. Say in the prompt what each reference is for, so the model knows which one drives the subject, the location, and the palette.
How do I write a prompt that edits or extends a clip?
Word it as an instruction on the clip rather than a description of a scene. An edit needs a verb like add, remove, replace, or change, naming what to change and what to leave alone. An extension needs extend, continue, or continue the story, plus the direction and a description of the boundary frame it grows from. Pin the Task Type to Edit or Extend as well, so the model does not read the brief as a request for a new video. The prompts in this library are written for fresh generations; the Seedance 2.5 guide covers the edit and extend patterns in full.
Can I use the videos I create for commercial projects?
The prompts here describe original scenes and fictional subjects, so what you generate is yours to use. Avoid prompting for real logos, trademarks, or a living person's likeness, and keep your final use in line with Morphic's terms.