Ever tried generating game footage with AI? HUD overlays, minimaps, skill bars, combat UI — Seedance can produce videos that look like actual game captures from a single prompt.
Today we're walking through 7 prompts that span genres: open-world parody, xianxia ARPG, VR adventure, stealth, interactive movie, MMORPG, and fighting game. Let's look at how each one builds the texture of a game screen.
1. Costco Open-World RPG — Parody
See the full prompt on scenic.sh →
"A photorealistic 16:9 in-game screenshot of a fictional next-gen open-world RPG titled 'BULK: A Members-Only Adventure'. Third-person over-the-shoulder camera following the player character — a tired suburban mom in yoga pants pushing an oversized flatbed cart down the aisle of a Costco warehouse store. Scene captures hyper-realistic warehouse lighting, towering pallet stacks..."
The trick here is describing HUD elements with extreme specificity. The "PATIENCE" stamina bar, the contents of item quickslots, the quest text — naming each one forces the AI to reproduce a real game UI layout.
The parody structure of dressing up everyday material in game-genre grammar is also worth noting. A Costco warehouse becomes the open-world map; free-sample NPCs get yellow exclamation marks floating above their heads. The more familiar the subject matter, the sharper the contrast with the game-screen overlay.
2. Xianxia ARPG in the Clouds
See the full prompt on scenic.sh →
"生成了一张仙侠武侠 ARPG 探索游戏截图。 画面呈现了一座宏伟的云端仙宫场景,三位身着飘逸古装的角色站在白玉平台上,周围是悬浮的亭台楼阁和缭绕的云雾。UI 界面包含任务追踪、角色状态、技能栏和小地图等典型 ARPG 元素..."
This prompt names the genre directly. "仙侠武侠 ARPG 探索游戏截图" tells Seedance to summon the visual language of that genre — flowing ancient robes, cloud mist, white-jade staircases — automatically.
The UI elements are listed to match the genre. Quest tracker, character status, skill bar, minimap — all spelled out, alongside a mood directive ("clear and noble xianxia style"). Combining a genre mood with a HUD list locks the entire screen's tone consistently.
3. Journey to the West, in VR
See the full prompt on scenic.sh →
"VR 第一人称视角缓缓推开盘丝洞石门,蒸汽和薄雾扑面而来镜片起雾后缓缓散开,七个蜘蛛精在温泉池中回头注视玩家,最近一个起身向镜头走来伸手轻触VR镜片,HUD 界面疯狂闪烁红色妖气警告,虚拟手套颤抖着举起,右侧弹出"呼叫悟空"按钮被手指慌忙点下..."
Adding VR lens effects — fogged-up condensation, distorted lens flares — changes the immersion drastically. Describing physical lens phenomena like "镜片起雾后缓缓散开" (lens fog clearing slowly) gets Seedance to construct a realistic VR viewpoint.
Tying HUD alert text to the narrative is also this prompt's strength. The "红色妖气警告" warning expresses player tension on its behalf; the "呼叫悟空" button becomes the climactic exit. When HUD text functions as narrative device rather than decoration, the screen becomes far more alive.
4. Tengu's Sake Cellar — Stealth
See the full prompt on scenic.sh →
"A mini-game style stealth theft scene, with exaggerated, humorous actions and expressions. No subtitles. High definition, 30fps. A massive tengu-like yokai is drunk, asleep deep inside a mountain cave, clutching a large sake jar in its arms, snoring loudly as it sleeps. The cave is filled with numerous sake jars, with several particularly fine ones placed around the creature..."
What makes this prompt unique is designing the screen transition itself as scene changes inside the prompt. Stealth exploration → discovery → boss-battle UI appearing — written cut by cut, so Seedance reproduces the genre's transition rhythm directly.
The "バトル開始" big-brush text is explicitly called out too. Listing game-specific staging language — sudden battle BGM transitions, boss reveal poses — concretely makes Seedance carry that rhythm into the video.
5. Black Myth-Style Interactive Movie
See the full prompt on scenic.sh →
"Interactive movie game, Black Myth style, Water Margin, epic Chinese mythological martial arts, realistic rendering Animation: Click option A, normal UI shift, then reasonable combat happens"
This short prompt stacks genre references. Just "Black Myth style + Water Margin" decides Seedance's aesthetic — real-time rendering quality, ink-painting world tone — automatically.
Writing user-interaction flow as "Click option A → UI shift → combat happens" produces a gameplay-video texture instead of a regular video. Just describing the game UX flow as a sequence creates the feel of an interactive movie.
6. Third-Person MMORPG Raid
See the full prompt on scenic.sh →
"3rd-person MMORPG shooter scene with cinematic combat, raid-style objectives, and fantasy/sci-fi world design."
The point of this example is that one line gets you this much. Just four words — "3rd-person + MMORPG + cinematic + raid" — set the camera position, genre grammar, video quality, and combat scenario.
Use this as a starting point and try adding worldbuilding details. Drop in "haunted cathedral + mechs" and a completely different world rides on top of the same camera angle.
7. World Leaders Fighting Game — Parody
See the full prompt on scenic.sh →
""Mortal Kombat gameplay footage but the characters are famous world leaders""
The shortest prompt with the strongest contrast structure. Smashing the genre reference "Mortal Kombat gameplay footage" against the subject "world leaders" makes Seedance composite both references precisely.
The stronger the visual language of the game genre, the better this approach works. Fighting games have hard visual grammar — HP bars, round counters, versus screens — so even a short prompt is recognized instantly.
How to Write Game-Screen Prompts
The three most effective strategies:
- List HUD elements concretely — minimap position, stat bar names, quest text. Specificity is everything.
- Name the genre reference directly — "Black Myth style," "Mortal Kombat gameplay footage." The more recognizable the reference, the sharper the texture.
- Write the game UX flow as scene sequence — interaction, UI transition, combat start in order. Then the rhythm of the game lives in the video.
Try it on Scenic. Start in the language of your favorite genre.