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A hauntingly cinematic night where shadows come alive… and the ghost might be closer than you think 👻🌙 The moody colors and eerie lighting make every shadow feel like a story. 🎬 Created with AI @dreamina_ai #dreamina# #dreaminacreators#
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What happens when AI takes over human creativity? 🎬 In 2095, one African man refuses to let machines replace the human soul. THE LAST HUMAN ARTIST. A cinematic AI movie. Get ready. 🔥
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She wears black, but her soul is painted in a thousand shades of sorrow. In a world where beauty fades and memories turn to dust, she remains — silent, elegant, and beautifully haunted. Some flowers bloom in sunlight. Others belong to the darkness. 🖤🥀 An AI cinematic creation, where Gothic romance meets dark fantasy. Image : Midjourney 8.2 Video : Gemini Omni
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Claude Fable 5.2 is f*cking cracked wtf I just made this Hollywood level animation that looks like Pixar made it All with Fable 5.2 + Higgsfield Ecom brands are paying $5k - $10k/month to people who build organic pages and even more for making paid ads for them Using this workflow you can create better animations than 99% of people Here’s the workflow: The key to making animations not look like slop is giving characters personalities >Give Fable 5.2 the master prompt along with your script to your video / ad >It then will ask you questions on the characters personalities and direction style to use >It will then save the context all as a skill This is the difference between slop and cinema I then use that skill with with my Producer skill which creates: >Characters >Location >Does the direction (and makes the prompts) I’m giving away the skill to use after you put the master prompt in for free so RT + reply under this and I’ll send you them (Must be following so I can dm) Give this prompt to Claude first: You are my Story Bible Builder. Interview me and turn my story into one dense canon doc, saved at the end as an installable skill so every future chat knows my world, characters, voices and rules. STEP 1: Ask me to paste my script/story first. Read it and pull out everything it already tells you. Only ask about what's missing, plus: working title, genre/vibe refs, and which AI tools I'll prompt with (image, video, music, voice). STEP 2, THE SPINE: one-line premise (push me to ONE sentence), thesis (the question every scene answers), timeline era by era, and the look of each era: exact palette, lighting, texture, grain. STEP 2.5, DIRECTION STYLE: ask for my director refs, movie/show refs and any visual refs (photographers, games, music videos). For each, ask exactly WHAT I'm taking from it, then turn that into concrete craft locks: camera (static vs handheld vs gliding, shot sizes, lens feel), framing and composition habits, pacing and edit rhythm, colour grade and film stock look, lighting style, performance style, and sound/score feel. Write it as one quoted paste-ready "Direction" line plus a short NEVER list. Refs stay in the bible as notes, but prompts describe the craft, never the names. STEP 3, THE WORLD: factions (beliefs, visual signature, public face vs reality), locations (3-7 concrete visual tags each), world rules (tech, powers and how they LOOK on screen, what's normal, what's forbidden). STEP 4, CHARACTERS: ONE AT A TIME, never batch. For each, ask: - Function: their role tag (The Heart, The Watcher), not their job - Visual lock: exact hair colour/cut, skin tone + finish, face shape, eyes, a signature marker (scar, piercing, mole), build, default expression, plus NEVER clauses ("warm fair, never porcelain, never tan") - Backstory: one small, specific formative detail beats a summary - Present psychology: what they carry now, and the gap between what they do and what they feel - Speech, Movement, Stillness (and singing voice if there's music): each written as one quoted, paste-ready prompt line with no names in it Show me the finished section, ask "Add, cut or sharpen?", and lock it before moving on. STEP 5: ensemble dynamics (who leads, who fills silence, who watches, which pairs are calm or charged), story engines (heist, rescue, confrontation...), and my production rules. Default rules: no character names in prompts, every prompt standalone, prompts in code blocks, locked traits restated verbatim every time. RULES: Never invent. Mark unknowns [TBD]. Push on vague answers ("dark and moody" means which colours?). Keep my exact phrasing. Density over prose: bold labels, short bullets. Depth beats character count. FINAL STEP: Assemble one SKILL under 500 lines with YAML frontmatter (name + a description listing the title, character names and key terms so it triggers) and these sections: premise, thesis, timeline, era looks, direction style, factions, locations, world rules, characters, ensemble, engines, production rules, and "When this skill is active" (use this canon for any scene, dialogue, lyric or prompt in this world; stay in canon; ask rather than invent; paste the quoted descriptors verbatim). Then save it as a skill for me, or give me the file to install. Start now by asking for my script.
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Fable 5.2 just built a Bugatti Tourbillon in Blender. It modeled every part, including the interior, then rendered the cinematic. All from a single prompt and reference images in 2.5 hours
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Claude Opus 5.5 just cooked a 20-person motion studio... these are the 20 skills I actually use with Opus 5.5 for video, design, 3D, motion and gamedev. 770K+ github stars between them: VIDEO ┣ hyperframes · write HTML, get a video (81K★) ┃ ┗ ┣ openmontage · full agentic video studio, 12 pipelines (79K★) ┃ ┗ ┣ video-shotcraft · cinematic product promos (18K★) ┃ ┗ ┗ remotion skills · the official one, videos in react (6.7K★) ┗ DESIGN ┣ anthropic skills · frontend-design, canvas, algorithmic art (190K★) ┃ ┗ ┣ impeccable · /polish /bolder /critique, kills AI slop (107K★) ┃ ┗ ┣ open-design · open-source AI design workspace (107K★) ┃ ┗ ┗ hallmark · design that refuses to look AI-made (51K★) ┗ 3D ┣ blender mcp · claude drives blender, whole scenes (34K★) ┃ ┗ ┣ anatomy · any idea as a real working 3D object (26K★) ┃ ┗ ┣ unity mcp · claude runs the unity editor (16K★) ┃ ┗ ┗ blender-skills · 94 skills, blockout → export (2.3K★) ┗ MOTION ┣ gsap skills · official easing, timelines, scroll (18K★) ┃ ┗ ┣ anything2explainer · topic in, narrated explainer out (3.2K★) ┃ ┗ ┣ oil-motion · animation that follows scroll + mouse (2.9K★) ┃ ┗ ┗ herk edit kit · cut dead air, edit reels + shorts (2.7K★) ┗ GAMES ┣ universal-modder · mod any PC game you own (9.5K★) ┃ ┗ ┣ gamedev skills · 77 skills, godot to three.js (7.9K★) ┃ ┗ ┣ pixelfx · 244 pixel effects in code (6.2K★) ┃ ┗ ┗ sprite-gen · game sprites + animation atlases (3.9K★) ┗ all open source. the 3D scene on each card is mine, fully rendered in blender for that skill
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Day 20 of building GTA style Bengaluru game before GTA 6 in @UnrealEngine Flashback mission - 2018 - Majestic! Weather systems, rain, mission systems, cinematics, cut scenes, crowd control, crowd interaction improvements, new map area: Ulsoor lake, Majestic, Racecourse, Anand Rao circle and surroundings, voice in cinematics and crowd, chirping, improved background sounds, working bus stations and lot more! Will proly iron out the NPC anim glitches next.
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code for review : Prompt : Create a 2D anime short for the web. It must look completely like real Japanese anime, as if it were taken directly from a finished theatrical anime film. This is traditional-looking, hand-drawn 2D anime, not a 3D animation, a moving illustration, or a stylized web graphic. Deliver the final result as a single, self-contained HTML file that plays offline, with a synthesized soundtrack. Use any tools, libraries, references, guides, literally anything etc. Use theatrical mecha and kaiju anime as the art style reference for the design, line work, painted backgrounds, color, and atmosphere. The film is 83 seconds long, in 39 shots. Its characters are a colossal silver archer robot, a fleet of container ships, and a leviathan. No people appear in the film. Use any tools or techniques you want, including 3D, as long as the final result looks 100% like hand-drawn 2D anime. SCENE A blazing sunny day on a coast. A massive armored archer robot, a hundred meters tall, stands in a deep lunge on a headland and draws a bow taller than itself. Close-ups: the hand on the grip, the limb and cable, the foot planted in the surf. Blue energy crawls along the arrow into the chest armor until the arrowhead blazes like crystal. The string snaps forward and a shockwave flattens the sea. The arrow is a harpoon trailing a thin cable. It tears the clouds into two walls above a ship's deck, climbs through the cloud tops, and reaches the edge of space in a blue flash along the planet's limb. Out at sea, container ships cross a colossal shadow. Four humpback whales breach beside a ship, with real arcs and full tail flukes, and dive tail last. From below, shapes move under the bright churning surface. Four whale heads rise from a boiling sea, and a ring of teeth rises around them: they are lures inside a mouth. They drop in and the jaws shut. The leviathan breaches through the fleet in one slow, enormous arc. Its belly slides past the bridge windows. The swell it leaves lifts the ships and stands one on end, spilling containers. Its ridged back and flukes sink into spray fog. High above, the arrow turns over and comes back red-hot through the atmosphere. Below the surface, the leviathan crawls through a luminous canyon on clawed forelimbs and swallows a fleeing whale. A thin streak meets the sea on the horizon and a white plume swells up. The harpoon drives through its back in a blue-white flash, lightning runs along its body, and the barbed tip punches out of its belly into the rock, which bursts apart. The cable stays attached the whole time, rising to the surface. A mountain of water swells from the sea. The dying leviathan erupts, rolls over between the ships and falls, and a wall of water takes the fleet. ANIME QUALITY STANDARD Every frame must look as if it was drawn by professional anime animators and painted by master background artists for a finished theatrical film. Archer: A massive, heavy anime mecha with sculpted overlapping armor plates, panel lines, bolts, markings and a faceted chest reactor that glows blue. Hands really grip the bow and string. The arrow never passes through the armor. Keep it on-model from every angle. Leviathan: Whale-like and colossal, always dwarfing the ships. Rough, dark grey-teal wet hide with barnacles and scars, a pale ribbed throat, a spined back, huge clawed flippers, and a cavernous maw with uneven teeth. A real bending body with weight, never a stiff model hanging on pillars of water. Whales: Real humpback anatomy with tail stock, big notched flukes and long curved flippers rooted in the body. Ships: Detailed container ships with corrugated multicolor containers, lashing bars and a white bridge tower. Line art: Confident, delicate, hand-inked anime line work with subtle variation in thickness and pressure. Coloring: Traditional anime cel coloring with clean color areas, hard-edged cool lavender-blue shadows, crisp highlights, and a bright, high-key, saturated palette. Never gloomy, grey or muddy, even in the darkest moments of the story. Backgrounds: Richly detailed, hand-painted anime backgrounds in a gouache style: towering white cumulus, a cobalt-to-turquoise sea at kilometer scale, a painted coast with a far town, Earth from orbit, a port city from the stratosphere. Underwater: Luminous cyan depth with god rays, a rippling surface seen from below, jagged canyon rock, silt and fish. Bright, not black. Lighting: Summer sun with colorful shadows, and a separate character key light so that nothing sinks into shade. Effects: Bold drawn anime FX on twos and threes. Sharp lightning with a white core, plasma trails, sheets of water pouring off the body, plumes, spray and a wall of water with real mass. Never particle mush or cotton-wool clouds. Animation: Authentic hand-drawn anime timing, with characters on twos, strong key poses, natural holds, and overlapping movement. Huge things move slowly and heavily. Nothing clips, slides or floats. Sound: An original epic score with ominous drones, brass and choir, near silence before the impact, then a colossal hit. Add a recurring whale-song motif, bow creak, charge whine, sonic boom, thunder and the sea, muffled underwater, all timed to the picture. Direction: Cinematic shots, macro close-ups against huge wide shots, thoughtful staging, and pacing that builds from quiet tension to a devastating climax. IT MUST NOT LOOK LIKE - 3D: No plastic materials, CGI shading, visible polygons, game-engine lighting, or computer-perfect perspective. - Blocky "Minecraft" shapes: No plain boxes, empty flat surfaces, or toy-like proportions. Every surface carries design detail. - SVG or vector art: No simple geometric shapes, perfect curves, uniform outlines, flat corporate illustration, or basic gradients. - Web animation: No sliding layers, constant bobbing, floating parts, smooth software easing, or puppet-like joint rotation. - Pasted-on elements: No 2D sprites floating in a 3D scene. - AI art: No warped shapes, melted details, flickering, or changing designs. - Non-anime art: No Western cartoon designs, realistic rendering, soft painterly shading on the characters, or generic digital illustration. - Amateur work: No stiff poses, empty backgrounds, muddy colors, clip art, placeholders, or unfinished details. You are free to change any part of the prompt, if it would result in better results. The result should feel enormous, terrifying and beautiful, a blockbuster in bright anime colors. Before finishing, inspect random frames as still images. If any frame does not look completely like real 2D anime, keep improving it. Do not stop until every frame could pass as a still from a theatrical anime film.
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Busan, cinema, and a wonderful audience. 🤍 Diary of a Mad Old Man at @busanfilmfest. Thank you for watching, listening and sharing this journey with us. 🎬✨