Shadow Assassin Leaping Through Rain VEO 3 Prompt

About Prompt

  • Prompt Type – Dynamic
  • Prompt Platform – ChatGPT, Grok, Deepseek, Gemini, Copilot, Midjourney, Meta AI and more
  • Niche – Stealth Action
  • Language – English
  • Category – Cinematic Motion FX
  • Prompt Title – Shadow Assassin Leaping Through Rain VEO 3 Prompt

Prompt Details

Of course. Here is a highly optimized, detailed AI prompt template designed for generating a “Shadow Assassin Leaping Through Rain” scene for cinematic motion FX. This prompt is structured to be dynamic, universally compatible with all major AI video/image generation platforms, and adheres to advanced prompt engineering best practices.

Following the template, you will find a specific, ready-to-use example prompt as requested.

***

### **Optimized AI Prompt Template: “Cinematic Stealth Action FX”**

This template is designed for maximum control and detail, guiding the AI to produce a high-fidelity, dynamic video clip. Each section is commented to explain its purpose.

**`[PROMPT HEADER]` – A high-level summary for the AI.**

(Example: Cinematic 4K video, dynamic tracking shot of a shadow assassin in motion, hyper-detailed, Unreal Engine 5 aesthetic, dark cyberpunk noir.)

**`[CORE SCENE DESCRIPTION]` – The fundamental action and subject.**

* **Who/What:** A lone, agile shadow assassin, gender-neutral/specified.
* **Action:** Executing a powerful, acrobatic leap across a wide chasm between two structures.
* **Where:** A specific, atmospheric environment (e.g., rooftops of a futuristic city, ancient temple courtyard).
* **When:** During a torrential downpour at night.

**`[SUBJECT DETAILS & AESTHETICS]` – Detailed breakdown of the character’s appearance.**

* **Armor/Outfit:** Describe the material, texture, and design. Use terms like: matte black carbon fiber plating, form-fitting nano-weave suit, interlocking segments for flexibility, subtle integrated glowing conduits (specify color, e.g., cyan, crimson), worn leather accents, flowing tattered cloak. Avoid generic terms; be specific.
* **Mask/Headgear:** Describe the head. Examples: Featureless obsidian visor, Oni-inspired mask with glowing filigree, tactical hood pulled low to obscure the face, integrated optical sensors.
* **Weapons:** Detail the weapons carried. Examples: High-frequency katana sheathed on the back, twin reverse-grip plasma daggers, monomolecular wire gauntlets, a high-tech bow. Specify if they are drawn or sheathed, and if they have any energy effects.
* **Physique:** Lean, athletic, powerful build, suggesting explosive speed and agility.

**`[ACTION & MOTION BREAKDOWN]` – The critical section for defining movement and dynamism.**

* **Phase 1: The Launch:** Describe the take-off. Crouched low, explosive push-off from a ledge, kicking up a spray of rainwater. The surface beneath them cracks slightly from the force.
* **Phase 2: Mid-Air Traversal:** Detail the character’s form in the air. A controlled, spinning, acrobatic arc. Body is coiled like a spring. The cloak billows dramatically in the wind. Arms and legs are positioned for balance and to prepare for landing.
* **Phase 3: The Objective:** Briefly mention the target destination to give the action purpose. Landing on a narrow railing, a shadowy balcony, or directly towards an unaware target.

**`[ENVIRONMENT & ATMOSPHERE]` – Building the world around the action.**

* **Location Specifics:** Neo-Tokyo cityscape, towering skyscrapers with holographic advertisements, ancient rain-swept monastery, derelict industrial complex.
* **Atmospheric Conditions:** Heavy, relentless rain. Dense fog swirling between buildings. Flashes of distant lightning briefly illuminating the scene.
* **Interactive Elements:** Rainwater cascading off surfaces, forming puddles that reflect neon lights. Wind whipping through the environment, affecting flags, steam, and the assassin’s cloak.

**`[CINEMATOGRAPHY & CAMERA WORK]` – Dictating how the scene is “filmed.”**

* **Camera Shot:** Dynamic tracking shot, low-angle orbital pan, follows the assassin through the leap.
* **Lens & Focus:** Wide-angle lens to emphasize the scale of the leap. Shallow depth of field (bokeh) to keep the focus locked on the assassin while blurring the distant background. Use “rack focus” if the camera needs to shift attention.
* **Motion:** Extreme slow-motion (e.g., 120fps, Twixtor/Chronos effect) as the assassin passes the camera’s apex, emphasizing the rain and motion. Slight, subtle camera shake to convey impact and speed. Dutch angle to create a sense of unease or dynamic tension.

**`[VISUAL EFFECTS (VFX) & PARTICLE SYSTEMS]` – The “FX” in Cinematic Motion FX.**

* **Rain:** Describe the rain in detail. Not just “rain,” but “individually rendered, high-fidelity raindrops,” each catching and refracting the ambient light. Raindrops create visible splash coronas upon impact with the assassin’s suit.
* **Energy Effects:** A faint, subtle energy trail from the assassin’s blades or suit conduits (e.g., a shimmering blue kinetic trail).
* **Lighting Effects:** Anamorphic lens flares from neon signs and lightning flashes. Volumetric lighting cutting through the fog and rain.
* **Water Simulation:** Photorealistic water displacement and splashes as the character moves.

**`[LIGHTING & COLOR PALETTE]` – Setting the mood through color.**

* **Primary Lighting:** High-contrast, chiaroscuro lighting. Dominated by artificial light sources.
* **Color Scheme:** A specific palette. Examples: Cyberpunk Noir (saturated cyan, magenta, electric blue against deep, inky blacks), Feudal Noir (cold moonlight, stark whites, deep shadows, and a single accent color like blood red).
* **Highlights:** Specular highlights on wet surfaces, creating a glistening, wet look on the assassin’s armor and the environment.

**`[AESTHETIC & STYLE INFLUENCES]` – Guiding the AI’s artistic direction.**

* **Core Style:** Hyper-realistic, photorealistic, cinematic.
* **Rendering Engine Look:** Reference a high-end game engine for the desired quality. “Rendered in Unreal Engine 5,” “Octane Render,” “V-Ray quality.” The term “VEO 3” likely refers to a desired hyper-realistic, high-fidelity aesthetic similar to next-gen game engine renders; explicitly state this desired look.
* **Artistic Influences:** Name specific films, games, or artists. Examples: “Visual style of *Blade Runner 2049*,” “atmosphere of *Ghost in the Shell*,” “character design inspired by *Deus Ex* or *Metal Gear Solid*,” “action choreography of *John Wick*.”

**`[NEGATIVE PROMPT SUGGESTIONS]` – What to avoid for a refined output.**

* (Example: Avoid: blurry, static image, cartoon, anime, bulky armor, daylight, sunny, fire, explosions, visible face, noise, grain, flat lighting.)


***

### **Example Prompt: “Cyber-Ronin’s Neon Dive”**

Here is a practical example prompt that fills in the template above.

**(PROMPT HEADER)**
Cinematic 4K video, hyper-detailed, dynamic orbital pan shot of a futuristic assassin leaping through a neon-lit, rainy city. Photorealistic, dark cyberpunk noir aesthetic, rendered in the style of Unreal Engine 5.

**(CORE SCENE DESCRIPTION)**
A lone, agile cybernetic assassin, known as a “Ronin,” executes a gravity-defying leap from the edge of a skyscraper’s rooftop, crossing a vast, dark chasm towards an opposing building during a torrential downpour at night.

**(SUBJECT DETAILS & AESTHETICS)**
The Ronin wears a form-fitting, matte-black nano-weave suit with interlocking hexagonal carbon-fiber plates on the torso, shoulders, and legs. Subtle, integrated conduits of cyan light pulse softly along the limbs. The head is covered by a menacing, modern Oni-style mask with a featureless black visor and glowing cyan filigree. Sheathed on their back is a single, razor-sharp high-frequency katana, its hilt wrapped in synthetic silk. The assassin’s physique is lean and powerfully athletic.

**(ACTION & MOTION BREAKDOWN)**
The sequence begins with the Ronin in a low crouch on the rooftop’s edge, water pooling around their feet. They explode upwards and forwards, the force of their launch kicking up a dramatic, slow-motion spray of rainwater. Mid-air, their body twists in a controlled, acrobatic corkscrew, their tattered black half-cloak billowing behind them like a dark wing. They are aiming for a precarious landing on the narrow railing of a distant penthouse balcony.

**(ENVIRONMENT & ATMOSPHERE)**
The setting is a rain-slicked, sprawling Neo-Kyoto in the year 2099. The chasm between buildings is shrouded in a dense, swirling fog. The city is a forest of towering skyscrapers adorned with massive, flickering holographic advertisements for mega-corporations, which provide the primary source of light. Rain is heavy and relentless, cascading down the sides of buildings in slick sheets.

**(CINEMATOGRAPHY & CAMERA WORK)**
The scene is captured with a dynamic low-angle tracking shot that starts behind the Ronin and orbits around them as they leap, emphasizing the height and danger. A wide-angle anamorphic lens is used. As the Ronin reaches the apex of their jump and passes the camera, the action shifts into extreme slow-motion (120fps Twixtor effect), allowing every detail to be seen. The depth of field is very shallow, keeping the Ronin in sharp focus while the city lights in the background melt into beautiful bokeh. A slight dutch angle is applied as they begin their descent.

**(VISUAL EFFECTS (VFX) & PARTICLE SYSTEMS)**
Each raindrop is a distinct, high-fidelity particle that refracts the magenta and cyan neon lights of the city. As the Ronin moves, a very faint, shimmering distortion trail, like heat-haze, emanates from their cybernetic limbs. The katana on their back catches the light, producing sharp, anamorphic lens flares. Volumetric lighting beams cut through the thick fog from the holographic ads below, creating a cathedral of light.

**(LIGHTING & COLOR PALETTE)**
High-contrast chiaroscuro lighting dominates. The color palette is strictly cyberpunk noir: deep, velvety blacks and dark blues are punctuated by saturated, vibrant neon pinks, magentas, and electric cyans. The Ronin is primarily silhouetted, with their form defined by the specular highlights of the rain on their suit and the reflected neon glow.

**(AESTHETIC & STYLE INFLUENCES)**
The overall aesthetic is hyper-realistic and cinematic, aiming for a visual fidelity comparable to an Unreal Engine 5 tech demo. Key influences include the oppressive, wet, neon atmosphere of *Blade Runner 2049*, the sleek character design of Hideo Kojima’s *Metal Gear Solid* series, and the fluid acrobatic motion found in the game *Ghostrunner*.

**(NEGATIVE PROMPT SUGGESTIONS)**
Avoid: cartoon, anime, 2D, bulky armor, daylight, sun, fire, explosions, static pose, visible human face, blurry motion, bright and cheerful colors, medieval elements.