REFS:
@Image1 = world reference. Controls the floating-island geography, green pipes, red mushroom caps with cream spots, brick island undersides and brick blocks, suspended coin trails, waterfalls, pastel capsule hills, white castle with red turrets, cloud sea and sky only.
@Image2 = the Woman. Controls face, body proportions and wardrobe only.
Both references stay out of the composition: fresh framing built from scratch, reference poses and character-sheet panels excluded.
ACTIVE REFERENCES: @Image2 (identity) 100%; @Image1 (world and render style) 90%
GLOBAL STYLE NOTES:
- medium_lock: stylised game-cinematic render matching @Image1 exactly — painterly surfaces, high saturation, soft airbrushed gradients, glossy specular highlights on pipes and mushroom caps, clean bright air with no haze. Her face alone carries near-photographic fidelity against the painted world: real skin texture, individual eyelashes, fine flyaway hairs. Denim reads as painted fabric with hand-drawn seam lines.
- lighting_philosophy: high open daylight as the single source; the blue sky bounces cool fill into her shadow side, white cloud tops kick soft light up under her jaw
- color_grade: ~50% sky blue and cloud white (air, background) + ~30% denim indigo and grass green (her overalls, island tops) + ~20% saturated red and gold (cap, mushroom caps, coins). Highlights stay clean and unclipped.
- setting: a kingdom of floating islands over a cloud sea — grass-topped chunks with brick and dirt undersides, thick green pipes standing and lying between them, giant red mushroom caps with cream spots, suspended brick blocks, waterfalls pouring off the island edges into open air, pastel capsule hills behind, a white castle with red conical turrets far on the horizon
- atmosphere: fine sparkle motes drift near the pipe mouths and hang in the still air; steady wind runs against her direction of travel and drags her hair and overall straps backward. Every footfall kicks a burst of grass blades, brick dust or grit that arcs out and falls away between the islands
- characters: <Woman> corresponds to @Image2 — soft red cabbie cap pulled low, long wavy honey-blonde hair loose beneath it, cream ribbed sleeveless top with bare shoulders and bare arms, blue denim overalls with gold buckle clasps and cuffed hems, white gloves on both hands, scuffed brown lace-up boots, a small red pendant at her throat, a gold bracelet on her RIGHT wrist, gold hoop earrings. Keep identical throughout.
- coin_rule: palm-sized gold coins hang rotating in vertical and arcing trails along her reachable path. Each pickup reads as approach, visible glove contact, then the coin disappears instantly into a short gold spark with one crisp chime. Touched coins vanish, untouched coins stay suspended, her gloves stay empty afterwards, the spark lights the glove for one frame and her face stays readable
- camera_character: one continuous backward tracking move ahead of her from first frame to last; fine high-frequency vibration from the rig's own speed, never an operator's hand tremor
- physics: real ground contact, momentum conservation, authentic weight and balance. Mushroom caps compress under her weight and rebound at takeoff; brick holds firm under her wall-run steps; airborne travel follows clean ballistic arcs; her anatomy stays coherent and her joints stay in human range while perspective does the stretching
- ambience: thunderous orchestral score with accelerating percussion under constant rushing wind, chimes sitting above the score
SHOT:
- first_frame: full body, Woman x 30%–70%, y 10%–95%; cloud layer x 0%–100%, y 55%–100%
- camera_angle: low, inches above the grass, rising continuously across the take and never jumping
- azimuth: frontal 0°, her face held near frame centre in every phase
- lens: 114° rectilinear ultra-wide. Whatever comes nearest the lens enlarges hard — reaching gloves and driving boots read stretched and enormous while her face keeps natural proportions and straight verticals hold; deep separation between islands; no focal drift mid-shot
- camera_motion: continuous backward track, always ahead of her, clearing every solid obstacle through open air with a metre of margin
- speed_timing: 100% real time from first frame to last, already at maximum speed on frame one. Short shutter keeps her face and torso crisp; only the limbs crossing the near lens smear into directional blur
ACTIONS:
- action_sequence:
1. beat (0.0-1.8s):
- dynamic_framing: wide, camera inches above the grass, frontal 0°, violent ground parallax
- visual_action: she bursts out of the mouth of a huge green pipe already at full speed, trailing a spiral of blue sparkle, then sprints at the retreating camera along a narrow grass-topped island path and sweeps her right glove through two coins at chest height. Her lead glove and driving boots swing through the near lens and enlarge enormously, then snap back to normal as they pass.
- SFX: rising sparkle shimmer, wind past the lens, hard boot strikes, two chimes close together
2. beat (1.8-2.9s):
- dynamic_framing: camera dips beneath her, tightening to medium, azimuth swinging to three-quarter 45° with the physical move and easing back to frontal
- visual_action: without slowing she plants her LEFT glove on the rim of a standing green pipe and vaults; her free RIGHT glove clips a coin above the rim; both legs sweep past the lens and fill the near frame.
- SFX: glove slap on hard glossy plastic, hollow pipe clang, one chime
3. beat (2.9-4.2s):
- dynamic_framing: low medium, camera rising
- visual_action: she lands onto a long horizontal green pipe and runs its full length, bare arms out for balance, boots rolling across the curved surface, taking two coins spaced along the pipe line.
- SFX: steps ringing hollow through the pipe, two separate chimes
4. beat (4.2-5.2s):
- dynamic_framing: framing loosens as the camera keeps rising, islands rushing past on both sides
- visual_action: she drops off the pipe end onto a giant red mushroom cap; the cap sinks deep under her and its cream spots stretch with the deformation, then it throws her back up.
- SFX: a deep springy thump with a short tail, percussion stepping up a level
5. beat (5.2-6.5s):
- dynamic_framing: camera climbs with her
- visual_action: she bounds to a second mushroom, taking one coin on the rising arc, and its recoil launches her far higher than the first.
- SFX: second thump pitched lower, one chime, brass swelling
6. beat (6.5-7.6s):
- dynamic_framing: camera holds distance for the first time and drifts slightly above her, waterfalls and pastel capsule hills opening far below
- visual_action: at the top of the arc her body extends, hair and overall straps dragged backward, and she takes a single coin at full stretch.
- SFX: percussion thins to sustained brass, wind takes the foreground, one chime alone in the air
7. beat (7.6-8.9s):
- dynamic_framing: camera presses back in to eye level, the brick underside of a floating island filling frame-right
- visual_action: she lands into three fast wall-run steps along the brick, taking a coin at head height on the second step, boots biting the brick and throwing dust.
- SFX: full percussion back in, three hard scuffs, one chime
8. beat (8.9-10.1s):
- dynamic_framing: camera widens as the gap between two island walls opens up
- visual_action: she kicks off the brick, crosses to the opposite brick wall, takes two more steps along it and kicks away hard across the huge open gap; brick dust bursts off both walls behind her.
- SFX: the heaviest impact of the take on the second kick-off, dust and loose brick falling away
9. beat (10.1-11.5s):
- dynamic_framing: camera retreats faster and tilts up, she passes above it
- visual_action: her outstretched right glove sweeps three spaced coins along the flight path.
- SFX: percussion ducks out, three ascending chimes cut through the wind, then ambience drops to near-silence for one beat
10. beat (11.5-12.6s):
- dynamic_framing: camera settles back to eye level, framing her whole body
- visual_action: she hits the final grass platform in a fast shoulder roll.
- SFX: the landing lands into the silence, one heavy flat impact, wind and score returning underneath
11. beat (12.6-13.5s):
- dynamic_framing: medium, frontal 0°
- visual_action: she springs upright out of the roll and slides the last metre toward the platform edge, boots dragging grass and grit ahead of her.
- SFX: leather scraping earth
12. beat (13.5-15.0s):
- dynamic_framing: camera pulls back fast and cranes upward into a wide, revealing the castle and the whole floating kingdom behind her
- visual_action: she snaps into a victory pose, one boot planted forward, one fist raised, grinning into the lens, chest heaving, and holds it. Sunlight breaks through the clouds behind her as a single soft bloom.
- SFX: one final orchestral hit, then wind alone
TECHNICAL:
- continuous_shot: one continuous shot, single take, camera operates without interruption from 0.0s to 15.0s
- the same woman is in frame from first frame to last, her face, hair colour, proportions and wardrobe identical at 0s, at 8s and at 15s, clean frame