About Prompt
- Prompt Type – Dynamic
- Prompt Platform – ChatGPT, Grok, Deepseek, Gemini, Copilot, Midjourney, Meta AI and more
- Niche – Combat Games
- Language – English
- Category – Battle Effects
- Prompt Title – Hit Impact and Damage Burst VFX Prompt
Prompt Details
This is followed by a detailed explanation of each component and a specific, ready-to-use example.
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### **Optimized Dynamic AI Prompt for Combat Game VFX: Hit Impact & Damage Burst**
This prompt is structured as a dynamic template. You will replace the bracketed `[Variable]` placeholders with your specific details. This modular approach allows for infinite variations while maintaining a high level of detail and control, ensuring the AI has a clear, unambiguous understanding of your desired visual effect.
#### **The Dynamic Prompt Structure**
The prompt is built from ten core components, moving from the most critical concepts to stylistic and technical refinements.
**(Full Prompt String – Copy and fill this out)**
`[1. Core Concept & Action], [2. Damage Source & Type] on [3. Target Interaction & Materiality], creating [4. Primary Visual Elements & Particles]. This results in [5. Secondary Effects & Environmental Interaction]. The visual style is [6. Art Style & Aesthetic], with a color palette of [7. Color Palette & Lighting]. The shot is framed as a [8. Composition & Framing]. Emphasize [9. Key Artistic Focus & Keywords]. Rendered in [10. Technical Specifications].`
`Negative Prompt: [List of elements to avoid]`
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#### **Detailed Breakdown of the Prompt Components**
Here is a guide on how to fill each section for maximum impact and clarity.
**1. `[1. Core Concept & Action]` (Required)**
* **Purpose:** This is the most important part of the prompt. It defines the central event in a clear, concise statement.
* **What to describe:** The primary VFX action. Is it a slash, an explosion, a puncture, a shockwave, or a magical burst? Use strong, evocative verbs.
* **Examples:**
* “A brutal, concussive hit impact”
* “A sharp, piercing energy slash”
* “An explosive, arcane damage burst”
* “A corrosive acid splash effect”
**2. `[2. Damage Source & Type]` (Required)**
* **Purpose:** To give the AI context about what is causing the effect. The source dictates the shape, energy, and nature of the VFX.
* **What to describe:** The weapon, spell, or force. Also, specify the damage element or type (e.g., kinetic, fire, ice, holy, necrotic, plasma).
* **Examples:**
* “from a superheated plasma blade, kinetic and thermal damage”
* “from a high-caliber anti-materiel round, piercing and explosive damage”
* “from a frost magic spell, elemental ice and slowing damage”
* “from a holy hammer, radiant and concussive damage”
**3. `[3. Target Interaction & Materiality]` (Required)**
* **Purpose:** Defines how the VFX interacts with the surface it hits. This adds realism and visual interest. Sparks on metal are different from a splash on flesh.
* **What to describe:** The material of the target being hit. Is it flesh, stone, metal armor, an energy shield, crystalline structures, or corrupted wood?
* **Examples:**
* “on a futuristic cyborg’s chrome-plated armor”
* “splattering against the monstrous flesh of a demon”
* “gouging a deep crack in a massive stone golem”
* “overloading and shattering a hexagonal energy shield”
**4. `[4. Primary Visual Elements & Particles]` (Required)**
* **Purpose:** This is the visual core of your VFX. Detail the specific particles, shapes, and energies that comprise the effect. Be as descriptive as possible.
* **What to describe:** Sparks, embers, shards, smoke, liquid splashes, light trails, fractal patterns, electric arcs, lens flares, etc.
* **Examples:**
* “a shower of molten sparks, glowing white-hot metal fragments, and wisps of acrid smoke”
* “shattering shards of magical ice, a swirling vortex of snowflakes, and ethereal ribbons of cold energy”
* “a violent splash of viscous black ichor, tendrils of necrotic energy, and dissolving particles of corrupted essence”
* “geometric light patterns, bright glowing motes, and trails of liquid light”
**5. `[5. Secondary Effects & Environmental Interaction]` (Recommended)**
* **Purpose:** Describes the after-effects and how the impact influences the surrounding environment. This adds depth and believability.
* **What to describe:** Ground cracks, lingering smoke, heat haze, dust clouds kicked up by a shockwave, residual elemental effects (like frost on the ground).
* **Examples:**
* “a radial shockwave that distorts the air and kicks up dust and debris”
* “a lingering heat haze and glowing scorch marks left on the armor”
* “a temporary void of darkness that pulls in nearby light”
* “residual frost crystallizing on the ground in intricate patterns”
**6. `[6. Art Style & Aesthetic]` (Required)**
* **Purpose:** Sets the overall artistic direction to match your game’s visual identity.
* **What to describe:** Use established art styles, game titles, or artist names as reference points.
* **Examples:**
* “stylized anime VFX, vibrant and cel-shaded, inspired by Genshin Impact”
* “gritty, realistic dark fantasy, inspired by Dark Souls and Diablo 4”
* “high-fidelity sci-fi aesthetic, clean and crisp, similar to Mass Effect”
* “retro 16-bit pixel art, with dynamic particle effects”
**7. `[7. Color Palette & Lighting]` (Highly Recommended)**
* **Purpose:** To control the mood, readability, and elemental identity of the VFX.
* **What to describe:** Dominant colors, accent colors, and the lighting of the scene.
* **Examples:**
* “a color palette of intense fiery oranges, deep reds, and bright yellows, with dramatic, high-contrast lighting”
* “a cool palette of electric blues, stark whites, and deep purples, with bright emissive lighting and bloom”
* “an unholy palette of sickly greens, necrotic purples, and pitch blacks, with dim, ominous backlighting”
**8. `[8. Composition & Framing]` (Recommended)**
* **Purpose:** Guides the AI on how to present the effect. This is especially useful for creating concept art or storyboard frames.
* **What to describe:** Camera angle, shot type, and dynamic elements like motion blur or slow motion.
* **Examples:**
* “dynamic, extreme close-up on the point of impact”
* “wide action shot showing the area-of-effect”
* “slow-motion capture to emphasize particle detail”
* “cinematic shot with a shallow depth of field, focusing on the energy burst”
**9. `[9. Key Artistic Focus & Keywords]` (Recommended)**
* **Purpose:** A final chance to add powerful, summary keywords that reinforce the most important aspects.
* **What to describe:** Core feelings or concepts.
* **Examples:**
* “violent, chaotic, powerful, explosive”
* “elegant, precise, magical, ethereal”
* “brutal, weighty, satisfying, crunchy”
**10. `[10. Technical Specifications]` (Optional)**
* **Purpose:** To influence the technical rendering style and quality.
* **What to describe:** Desired render engine look, resolution, and quality.
* **Examples:**
* “Unreal Engine 5 render, cinematic, VFX concept art”
* “Octane render, hyper-detailed, 8K resolution”
* “game asset, sprite sheet concept, isolated on black background”
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### **Example Prompt in Practice**
Here is a complete, filled-out prompt using the structure above to generate a “Holy Smite” effect.
**Scenario:** A holy paladin’s warhammer strikes an undead monstrosity.
**(Full Prompt String – Ready to use)**
`A divine damage burst and explosive, concussive hit impact, from a holy warhammer infused with radiant energy on the corrupted, blackened armor and necrotic flesh of an undead lich, creating a brilliant explosion of golden light, shattering fragments of holy energy, ethereal white feathers, and crackling divine lightning. This results in a radial shockwave of pure energy that vaporizes nearby shadows and leaves behind lingering, shimmering motes of light. The visual style is gritty, realistic dark fantasy, inspired by Diablo 4 and Elden Ring, with a color palette of brilliant gold, pure white, and high-contrast blacks, illuminated by dramatic, emissive lighting from the impact. The shot is framed as a dynamic, slow-motion close-up on the point of impact, capturing the intricate particle details with a subtle motion blur on the arcing hammer. Emphasize weighty, sacred, powerful, destructive force. Rendered in Unreal Engine 5, cinematic quality, hyper-detailed, 8K resolution, VFX concept art.`
`Negative Prompt: cartoon, anime, blurry, low-resolution, flat lighting, simple shapes, 2D, text, watermark, UI`