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模型对比与社区案例

ROGUE VIPER 游戏概念设定板

ROGUE VIPER 游戏概念设定板 是一个来自 @KimAkiyama81 的 模型对比与社区案例,收录了可直接复用的完整 Prompt、来源链接和输出示例。

案例媒体

案例说明

这个页面把案例媒体、完整 Prompt 和出处放在一起,方便你先看结果,再判断这条 Prompt 是否值得复制、收藏或加入对比。

案例解读

为了方便搜索、引用和后续复用,这里会把案例的适用场景、画面重点和 Prompt 结构拆成更容易浏览的说明。

这类案例适合用在什么场景

  • 把它当作 模型对比与社区 的基准案例最合适,先看成片方向,再决定自己的 Prompt 要往哪边改。
  • 如果你的目标也落在 电影感、插画、角色 这些方向,这条案例特别适合先看图判断风格,再回头微调描述。
  • 做 Prompt 对比时,也很适合作为控制组,只改一个变量去看结果变化。

画面重点与风格信号

  • 这条案例最明显的风格信号集中在 电影感、插画、角色,所以第一次改写时最好先保留这些关键词。
  • 这类案例最有价值的地方通常是看差异:到底改了什么、哪里崩了、是哪段 Prompt 造成的变化。
  • 当前只有一张主图,所以第一张结果图就是最核心的参考基准。

Prompt 结构可以怎么理解

  • 这条 Prompt 整体属于一条比较长、约束条件很多的 Prompt,很适合拿来判断这类方向到底需要写到多细。
  • 关键词簇主要围绕 电影感、插画、角色 展开,所以复用时可以先保留这组风格词,再替换主体、镜头、环境或文案信息。
  • 最稳的改写方式通常是先保留结果方向和最强风格信号,只替换主体设定与场景块。

如果你是带着问题来的,可以先看这些角度

  • 如果保留 电影感、插画、角色,只换主体题材,结果最先变化的会是哪一部分?
  • 这条结果里,哪些特征更像是 模型对比与社区 的结构特征,哪些又是标签风格本身带来的?
  • 同分类的相关案例里,哪几条能给你更克制或更极致的相邻变体?

完整 Prompt

**ROGUE VIPER — VIDEO GAME CONCEPT ART SHEET PROMPT** --- Official AAA video game concept art sheet titled **'ROGUE VIPER'** for an Unreal Engine 5 third-person action-stealth game. Professional game development documentation layout on a dark charcoal #1A1A1A background with gold stencil label typography throughout. Four clearly labeled panels arranged in a 2×2 grid with a header and footer. --- **SHEET HEADER** — Bold gold stencil font title text: **ROGUE VIPER** centered at top. Subtitle beneath in smaller tracking-heavy label font: **CHARACTER & ENVIRONMENT CONCEPT SHEET | UNREAL ENGINE 5 | ACTION / STEALTH — THIRD PERSON** --- **PANEL 1 — TOP LEFT — Label: "PROTAGONIST: MEI LIU / ROGUE VIPER"** Full-body character turntable reference of a 30-year-old East Asian Chinese-American female operative. Athletic and toned, 5'8", long straight black hair worn loose, calm neutral expression with sharp eyes. Wearing a form-fitting matte black tactical bodysuit with gold accent seams running along the shoulders, forearms, and thighs, gold cobra snake belt buckle at the waist, calf-high black tactical boots with subtle gold trim. Armed with twin suppressed 9mm pistols holstered on each hip with custom viper-scale grip texture, a serrated combat knife sheathed vertically on the right thigh, and a compact pneumatic grappling hook launcher mounted on the left forearm. Three views arranged side-by-side: front, 3/4, and back. Unreal Engine 5 physically-based rendering, photorealistic skin and fabric materials, neutral 3-point studio lighting for maximum clarity, gold and matte black color scheme throughout. --- **PANEL 2 — TOP RIGHT — Label: "ENEMY TYPE 01: OBSIDIAN PROTOCOL ENFORCER"** Three enemy soldiers shown as character references against a dark background. These are elite private military contractors working for a shadow arms cartel called Obsidian Protocol. Their uniform: slate-gray and black modular plate carriers with deep crimson geometric hex-patch insignia on the shoulder, full-face ballistic visors with a dark red tinted lens, black tactical gloves, reinforced combat boots. Armed with compact bullpup assault rifles with red laser sights. One figure standing in neutral patrol stance, one crouched in a ready alert position, one depicted mid-aim with rifle raised. All three shown at the same scale for comparison. Same UE5 photorealistic PBR render style. Crimson and slate-gray color language to contrast Viper's gold and black. --- **PANEL 3 — BOTTOM LEFT — Label: "STEALTH ENVIRONMENT: OBSIDIAN PROTOCOL BLACK SITE — ALPINE RESEARCH FACILITY"** Wide cinematic establishing shot of a stealth mission environment. A hidden high-altitude research facility buried inside a snow-covered mountain, accessible only via an underground tram. Interior architecture is brutalist concrete and frosted glass, dimly lit with cold white fluorescent overhead strips and amber emergency lighting casting long dramatic shadows across polished concrete floors. Rows of classified server terminals and cryogenic storage units line the walls. Ventilation shafts visible in the ceiling above catwalks. A security camera sweeps a slow arc over a central corridor below. In the foreground, Rogue Viper is pressed flat against a concrete pillar in deep shadow, body low, watching two Obsidian Protocol enforcers on patrol below, one holding a flashlight. The scene communicates tension, patience, and tactical opportunity. Unreal Engine 5 Lumen global illumination, volumetric cold air haze, photorealistic ice and concrete materials, deep crushed blacks with cold white and amber lighting contrast. Cinematic wide 2.39:1 style composition within the panel. --- **PANEL 4 — BOTTOM RIGHT — Label: "ACTION SET PIECE: OBSIDIAN PROTOCOL FREIGHT DEPOT — COLLAPSED BRIDGE CANYON"** Wide cinematic action shot of a high-octane firefight environment. A sprawling open-air industrial freight depot at the edge of a sheer cliff canyon at dusk, with a collapsed suspension bridge dangling over the chasm below. Shipping containers and heavy crane equipment provide cover geometry. Rogue Viper is captured mid-movement in a dynamic gunfight pose — body low, both suppressed pistols raised and firing, muzzle flashes illuminating her face with sharp white light. Three Obsidian Protocol enforcers are positioned around her — one diving behind a container, one firing from atop a crane platform, one falling backward off the edge of the depot platform. Background: deep canyon with a river of orange reflected sunset light far below, dust and smoke rising from the firefight, a military helicopter approaching in the far distance. Warm dusk amber and cool canyon shadow blue provide dramatic color contrast. UE5 ray-traced reflections on metal container surfaces, particle systems for dust and muzzle smoke, cinematic depth of field on background elements. --- **SHEET FOOTER** — Color palette chip row along the bottom of the sheet: matte black #1A1A1A, dark charcoal #2B2B2B, viper gold #D4AF37, gunmetal #3E3E3E, obsidian crimson #8B1A1A, slate gray #6B7280, cold white #E8EEF4. Label above chips: **COLOR PALETTE**. Footer text beneath: **ACTION / STEALTH — THIRD PERSON — UNREAL ENGINE 5 — © ROGUE VIPER GAME STUDIOS** --- **UNIVERSAL STYLE CONSTRAINTS — APPLY TO ALL PANELS:** Photorealistic only throughout the entire sheet. No anime, no cartoon, no stylized illustration, no cel shading, no comic book rendering. Unreal Engine 5 cinematic render quality with physically-based materials. Anamorphic lens character on all environment shots. Crushed blacks and desaturated mid-tones across all panels. Professional AAA game studio concept documentation format comparable to Naughty Dog, Ubisoft, or Guerrilla Games internal production art.

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