HUNTRESS'S TALE

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Wandura Creative
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A game-cinematic short built in Wandura Cinema Studio — one huntress, four bosses and a flooded cathedral that never lets her rest.

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Assets
Project brief

A porcelain huntress walks a drowned cathedral, and everything living in it has a health bar.

Context

A vertical slice: what a game trailer looks like when the whole thing is generated. The huntress and each creature are designed once as sheets, the cathedral and crypt are captured as empty plates, and the HUD is drawn once with a fixed frame so only the crest portrait changes per boss. Every shot is generated against that library, which is why the 27 clips read as one game instead of twenty-seven concept videos.

Narrative

Story: A huntress descends through a cathedral that has already drowned — a grub-worm in the nave, a fairy who bargains instead of fighting, and a drake waiting under the water. She dies often; the card says so.

Message: Game cinematics live or die on asset discipline: sheets for everything that recurs, plates for everything that stays, and one variable per shot.

Audience: Game studios and solo devs building trailers, vertical slices or pitch reels without a cinematics team.

Visuals

Stylised 3D render rather than photoreal — porcelain skin, matte stone, water that reads as one flat dark value. Cold steel-blue everywhere, broken by exactly two warm notes: the red of the boots and the fairy glow. Light is top-down through broken vaults so the geometry does the framing; the camera is slow and symmetrical for exploration and drops low only for boss contact.

Prompt Architecture

STYLE LOCKimmutable — stylised 3D game cinematic, NOT photoreal
CONTINUITYimmutable — huntress, creatures, cathedral geography
UI RULE       ← immutable — HUD frame fixed, only crest + level change
SHOT          ← the ONLY variable block — one beat per shot

Prompt Template

STYLE_LOCK = """
Stylised 3D game cinematic — porcelain skin, matte carved stone,
still black water as one flat value. Cold steel-blue palette with
volumetric shafts from above. NOT photoreal, no anime cel look,
no painterly brushwork.
"""

CONTINUITY = """
The huntress stays identical to her sheet: pearl headdress,
engraved pauldron, cream bodysuit, blood-red thigh boots, one
straight sword. Each creature matches its own sheet. Cathedral and
crypt geography (arch spacing, well, iron door) stays fixed.
"""

UI_RULE = """
The HUD frame never changes shape or position — only the crest
portrait and the level label. It appears ONLY on the frame a boss
is introduced, then leaves. Death card is the same silver-on-black
lockup every time.
"""

SHOT = """
[the one variable per shot — e.g. "Shot 04: she meets the worm
mid-charge in the nave, low wide, impact ramp on the parry"]
"""

Comments 57

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devlog.kaya3h

The fixed HUD frame with only the crest swapping is such a small rule and it is the reason this reads as one game.

unreal_marta1d

We spent two months on a vertical slice trailer. This is the same shot list.

tuan.gamedev2d

Water as one flat dark value instead of trying for photoreal reflections — that is the choice that makes it hold up.

soulslike.fan3d

YOU DIED card included. Respect.

studio.lumen6d

How are you keeping the boots consistent in the running shots? Ours drift every time.