Ultra-realistic First-Person Zombie Survival Video Prompt for Seedance 2.0

A highly detailed, structured prompt designed for Seedance 2.0 to generate an ultra-realistic, first-person POV zombie survival action scene, inspired by biohazard-style games. The prompt specifies camera movement, character actions, enemy behavior, environment details, lighting, pacing, and visual effects for cinematic quality.

Prompt

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Ultra-realistic first-person POV zombie survival action scene, cinematic quality, 4K, 24fps, shallow depth of field

Camera:
true first-person perspective from eye level
no HUD, no UI, no crosshair
visible hands and weapon in foreground holding a modern tactical rifle
not aiming down sights, no scope overlay
natural handheld camera motion with subtle head bob
micro camera shake from footsteps, recoil, and breathing
fast camera movement with sharp turns and quick target tracking

Character motion:
realistic human movement
natural weapon sway when moving and stopping
controlled but intense recoil when firing
breathing motion affecting aim slightly
quick aim adjustment toward targets
tactical movement: sprint, stop, strafe, step back under pressure

Enemies (Zombies):
clearly visible humanoid zombies, inspired by biohazard-style creatures
rotting skin, damaged clothing, unnatural jerky movement
aggressively approaching the player
some zombies sprint, others stumble unpredictably
close-range threat, entering personal space

Combat:
player fires weapon at approaching zombies
visible hit reactions (body impact, stagger, fall)
short bursts of gunfire, not continuous spray
recoil pushes weapon upward slightly, then recovers
zombies react dynamically to being shot

Environment:
abandoned hospital or ruined building interior
dark corridors, broken walls, scattered debris
high detail textures (blood stains, dirt, cracks)
dust particles floating in the air
volumetric light beams from broken windows

Lighting:
cinematic, high contrast lighting
dim environment with strong shadows
flickering lights or unstable light sources
muzzle flash briefly illuminating surroundings when firing

Action / pacing:
fast-paced survival combat
constant scanning for threats
zombies suddenly appearing from corners or darkness
intense close encounters
brief pauses between attacks

Effects:
muzzle flash, smoke from gunfire
dust and debris reacting to movement and shots
subtle motion blur during fast action
depth of field shifting between enemies and weapon

Style:
hyper-realistic, cinematic zombie survival horror
AAA game realism, biohazard-inspired tone

Negative:
no HUD, no UI, no text, no third-person view, no cartoon style, no unrealistic animation
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Begin with a high-angle shot of the character lying diagonally on the floor among scattered sheet music, gazing blankly at the notes. Slowly glide the camera toward her face as a loose page drifts across the lens, creating a paper-wipe transition. Cut to an extreme close-up of her eyes, eyelashes, and natural skin texture, with one subtle blink, a distant gaze, and a slow macro push-in. Match-cut from the reflection in her eye to a sheer curtain gently billowing in cool daylight, with subtle movement in nearby music sheets and loose hair strands.

Transition through the moving curtain into a low-angle, floor-level tracking shot, moving from her hand holding sheet music along her resting forearm toward her face. She must remain completely flat on the floor, with her cheek resting on her forearm and that arm lying directly on the floor. Her free hand loosely holds a sheet of music near her face. Only her eyes shift toward the camera; her head, shoulders, and upper body remain resting on the floor. Maintain her melancholic, distant expression.

For the final four seconds, reveal a wider cinematic composition of the character, scattered sheet music, softly moving curtain, and existing environmental elements. Slowly pull back while drifting sideways, allowing a few pages to move naturally in the breeze. Hold the final beauty frame briefly and fade smoothly to black at exactly 15 seconds.

Use elegant editorial cinematography, soft diffused lighting, natural skin texture, delicate facial highlights, expressive eyes, shallow depth of field, subtle film grain, muted pastel tones, refined cinematic color grading, and graceful camera movement. Preserve the reference image’s original lighting and color palette, including warm amber highlights and cool blue daylight if present. Create five distinct shots with intentional paper-wipe, eye-reflection, curtain-wipe, and gaze-match-cut transitions. Keep character animation minimal and environmental motion realistic.

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Shot 3 (8–17s): A worker in a yellow high-visibility vest, black cap and grey work pants pushes a red-and-white ride-on floor grinder with a black vacuum hose, polishing the hardened epoxy in smooth passes; golden key shapes emerge embedded in the glossy floor like terrazzo, reflections of the window and the worker visible on the mirror-like surface.

Shot 4 (17–23s): Two workers in black polo shirts and black caps assemble a dark walnut bed frame in the center of the room, place a white mattress, smooth out white bedding and pillows, then wooden nightstands with white ceramic lamps appear on both sides; the finished bed with beige accent pillows stands on the polished floor full of golden keys as the workers walk out of frame.

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