Edge-Aware ASCII Art Conversion
A specialized prompt for transforming a reference photo into high-detail ASCII art that follows the image's contours and textures.
本页汇集归入“Pixel Art”分类的图片提示词示例。调整示例用于自己的项目之前,可先比较生成结果、构图或镜头选择以及原始写法。
150 prompts
风格
A specialized prompt for transforming a reference photo into high-detail ASCII art that follows the image's contours and textures.
Apply an ASCII-art rendering effect to the reference image, where the ASCII character density and placement is driven by the underlying tonal contrast and edges of the photo, like a true edge-aware ASCII-art conversion. Dense character clusters follow the natural contours, silhouette lines, and high-detail areas (such as hair strands, fabric folds, and background structure), while flatter, low-contrast areas (such as smooth skin) stay comparatively clean with minimal or no texture. The effect should look like the ASCII characters are tracing the actual shapes and edges present in the photo, not a uniform overlay pasted on top of everything equally. Use a {argument name="terminal color" default="classic green-on-black"} or grayscale terminal character set (@ # % & * + . :), medium overall density, with the original photo still legible underneath.
Generates a two-panel pixel art comparison canvas with a selected ocean fish scene and a misty mountain landscape.
Goal: Create a split-screen pixel art comparison image in the style of a design canvas, showing exactly 2 square pixel-art panels side by side. Canvas: Wide horizontal canvas, about 1139×671 px, light gray workspace background with tiny scattered gray speckles. Place two large square artworks aligned horizontally with a narrow vertical gap between them. Add a thin bright cyan selection outline with small square corner/edge handles around the left artwork only, as if it is selected in an editor. Layout: Left panel occupies slightly more than half the canvas width and is framed by the cyan selection box. Right panel is the same height but slightly narrower in the visible crop, flush to the right side. Keep both artworks rendered as low-resolution blocky pixel art with crisp square pixels and no antialiasing. Left panel subject: A night ocean scene in deep indigo and blue pixel art. A small orange-red koi or goldfish swims from left to right in the lower left-to-center area, with a pale cream tail tip and lighter orange highlights on its segmented body. The water is dark navy with diagonal wave streaks and layered horizontal bands in violet, periwinkle, and electric blue. The upper third is a muted blue-gray night sky with exactly 8 small square star-like pixels scattered across it in pale lavender, pink, and blue. Mood: calm, retro game scene, underwater/night seascape. Right panel subject: A misty mountainous landscape rendered in desaturated green-gray pixel art. Tall jagged mountain ridges and cliff faces fill the frame, with dark teal outlines and angular snowy or misty white planes. Include a winding dark ridge or branch-like ledge crossing the mid-right area, and pale foggy atmosphere in the upper background. Use muted sage, gray, off-white, and dark forest-green tones. Visual style: authentic 16-bit pixel art, large visible square pixels, limited color palettes, high contrast silhouettes, no smooth gradients except stepped pixel dithering. Make the two panels feel like examples from different pixel-art models: left colorful and aquatic, right monochrome misty fantasy landscape. Customizable details: left fish color {argument name="fish color" default="orange-red"}; left scene theme {argument name="left scene theme" default="night ocean"}; right landscape theme {argument name="right landscape theme" default="misty green-gray mountains"}; pixel art scale {argument name="pixel art scale" default="large crisp square pixels"}; selection outline color {argument name="selection outline color" default="bright cyan"}. Constraints: Show exactly 2 main image panels. Do not add text, logos, characters, UI menus, or watermarks. Preserve the editor-like cyan selection border only around the left panel.
A conceptual pixel art prompt envisioning the daily life of a software engineer in a future where AI handles all coding tasks.
Imagine what {argument name="subject" default="software engineers"} would do in {argument name="year" default="2050"} when all code is written by AI. {argument name="style" default="Pixel art"}.
A 16-bit style roadside motel landscape with vaporwave colors, mountains, and retro cars for nostalgic game background art.
Create a 3:2 wide pixel-art landscape in the style of a 1990s console JRPG background: a quiet roadside motel scene at sunset with crisp hand-placed pixels, a limited muted palette, no anti-aliasing, and subtle retrowave / vaporwave atmosphere. The foreground shows an asphalt road intersection with a white zebra crossing and cracked pavement. On the right, place a pink retro two-door sedan parked beside the road, partly cropped by the edge of the frame. Above it, a large elevated yellow billboard sign reads {argument name="billboard text" default="MOTEL"} in faint block letters, mounted on a tall pole with dark pixel shadows and braces. Near the center, include one tall utility pole with a small transformer crossbar and dangling wires. Add two small roadside signs in front of the car: one narrow sign with a red symbol and one diagonal stripe sign. The midground contains dry beige grass, low motel-like buildings, fences, and a dense row of dark evergreen trees. The left side has exactly 2 prominent pine trees: one very tall tree at the far left edge and one smaller tree just right of it. The background features layered blue-green mountains with a large central peak, set under a pink-to-gray sky filled with large golden cream clouds. Use {argument name="sky color mood" default="pink sunset with gray haze"}, {argument name="car color" default="magenta pink"}, {argument name="overall palette" default="muted pastel vaporwave yellows, pinks, sage greens, and dusty grays"}, and {argument name="art style" default="crisp 16-bit pixel art, retro JRPG game sprite background, lo-fi synthwave, no anti-aliasing"}. Keep the image purely environmental with no people, no modern UI, no watermark, and maintain visible square pixel structure throughout.
A retro JRPG-style fantasy battle illustration of a hammer-wielding heroine overpowering a dark-armored swordswoman amidst magical clashes.
Create a dynamic 16-bit pixel art fantasy battle scene in a dark rocky arena, shown in a three-quarter side view with a dramatic explosion at the center. The image contains exactly two combatants: on the left, {argument name="hero character" default="a confident silver-haired anime warrior girl with twin ponytails, blue ribbons, white-and-blue adventurer clothing, brown boots, gold trim, and leather armor accents"}, lunging forward while gripping an oversized ornate war hammer with both hands; the hammer has a large cylindrical gold-and-steel head with glowing emerald cores and swirling green energy. On the right, {argument name="enemy character" default="a dark purple-haired armored demon knight girl with small black horns, black-and-gold plate armor, a flowing purple cape, and a pained expression"}, recoiling backward while holding a massive jagged purple greatsword. Show one primary hammer, one primary greatsword, one small floating green magic orb near the left fighter, and multiple scattered dark rock fragments around the impact. The hammer strike collides with the sword at the center, producing a bright white-yellow blast surrounded by green magical arcs from the left and orange sparks plus purple lightning from the right. Use highly detailed retro JRPG pixel art, crisp sprite-like outlines, saturated colors, dramatic motion streaks, glowing spell effects, and a low stone-tile floor with cracked perspective lines. The background should be cavernous and smoky with diagonal speed lines, debris, and no text, no UI, no watermark. Emphasize the left hammer wielder winning the clash while the right swordswoman is being knocked back.
Creates 16-bit or 32-bit retro pixel style avatars based on reference images while preserving pose and composition.
Create a square 1:1 profile picture using the uploaded image as the exact reference for the pose, composition, and pixel art style. Recreate the subject as detailed retro pixel art with large, clearly visible pixels, crisp stepped edges, bold dark outlines, dramatic pixelated shading, vibrant colors, and the sharp look of a classic 16-bit/32-bit arcade sprite. Use only a solid {argument name="background color" default="Pantone 354C green"} background ({argument name="hex code" default="#00B140"}). Do not include gradients, textures, text, logos, extra objects, or any photorealistic elements. Keep the raised glove, facial features, framing, and overall style exactly the same as in the reference image.
Generates a clean Japanese AI chat screenshot featuring Manus producing a 16-bit pixel-art anime horse-girl portrait.
Goal: Create a realistic screenshot of a minimalist AI chat interface showing a Japanese conversation where a user asks for a 16-bit pixel-art conversion and the assistant responds with a generated image. Canvas: Portrait screenshot, 768 x 896 px, white background, clean web-app UI with lots of empty space. No browser chrome, no visible sidebars. Use soft gray dividers, rounded cards, and small interface icons. Layout: Top-right user area contains exactly 2 discrete elements: 1 small square anime avatar, and 1 rounded white chat bubble. The avatar is an anime horse-girl face with brown hair, white forelock, purple eyes, horse ears, and a purple ribbon. The user bubble text is {argument name="user request" default="16bitのピクセルアートにしてください"}. Assistant message block 1: Place the Manus logo and the bold name “manus” on the left. Below it, show exactly 1 small rounded notice pill containing a sparkle icon and Japanese text {argument name="notice text" default="今回は Manus が負担します—クレジットは消費されません"}. Then show the assistant reply line: {argument name="first assistant reply" default="承知しました。元の表情と配色を保ちながら、16bit風のピクセルアートに仕上げます。"}. Under that, show exactly 2 checked task rows with gray circular check icons: 1) “編集要件を整理する” and 2) “16bit風ピクセルアートを生成する”. Beneath the tasks, show exactly 2 small action icons: a copy icon and a curved-arrow/regenerate-style icon. Assistant message block 2: Lower on the page, repeat the Manus logo and bold name “manus”. Under it, show a single Japanese sentence: {argument name="second assistant reply" default="16bitゲーム機時代をイメージした、くっきりしたドット絵調に変換しました。"}. Below this sentence, align a large generated image preview to the left. Generated image preview: The preview is a square-ish pixel-art portrait cropped by the screenshot bottom edge. It shows a cheerful anime horse-girl character in crisp 16-bit game style: brown bob-length hair with a large white forelock, tall horse ears, a purple bow on the left ear, purple sparkling eyes, small blush marks, open smiling mouth, and white hair ties near both sides. Use chunky pixel edges, visible dithering, limited retro palette, and dark outline pixels. Background inside the pixel-art image is a warm indoor room with beige wall, window light, and horizontal furniture/trim, all rendered in pixel art. The visible generated preview should occupy the lower-left portion and be cut off at the bottom of the screenshot. Additional UI details: Add a small floating circular down-arrow button at the bottom-right corner. Keep the overall look like a Japanese Manus chat page, with generous margins, black body text, subtle gray UI accents, and no true transparency checkerboard. Count of visible repeated UI/content elements: 1 user avatar, 1 user message bubble, 2 Manus headers, 1 notice pill, 2 checked task rows, 2 small action icons, 1 generated image preview, and 1 floating down-arrow button. Constraints: Preserve the Japanese text exactly where given in the default parameter values. Do not add extra messages, extra avatars, extra buttons, watermarks, browser tabs, or side navigation.
Transforms a detailed samurai reference into a compact chibi pixel-art game sprite while preserving its key armor and weapon design.
Using the provided reference image as the character base, transform the armored samurai into a cute chibi pixel-art sprite while preserving the same futuristic samurai armor design, horned helmet, black/teal/magenta color accents, glowing cyan energy details, ragged cape, and katana. Make the proportions short and super-deformed with a large helmet/head, compact body, stubby limbs, and a slightly heroic standing pose. Render exactly 1 chibi samurai character holding exactly 1 glowing cyan katana angled down to the left. Add small cyan flame/energy wisps around the helmet and blade, simplify the armor into readable pixel clusters, and use crisp retro game sprite shading with a clean white background. Keep the full body visible and centered, with no text, no UI, and no extra characters. Optional customization: make the character feel like {argument name="character archetype" default="cyber samurai warrior"} in {argument name="art style" default="high-detail chibi pixel art"} with {argument name="energy color" default="cyan"} glow accents.
Generates a vertical retro pixel-art synthesizer dashboard featuring four monster tracks, knobs, transport controls, effects, and audio meters.
Goal: Create a vertical pixel-art sci-fi music sequencer interface showing four cute monster audio tracks, like a retro game synth dashboard. Canvas: Tall portrait mobile screen, 720×1200 style, dark navy background with glowing rounded rectangular panels and crisp pixel-art edges. Use a limited neon palette with cyan, mint, red, purple, and yellow accents. Everything should look like high-resolution pixel art, with subtle scanline/dither texture and no photorealism. Layout: At the very top, create one wide rounded header bar. Inside it place exactly 6 discrete control/readout elements: 1 small alien/robot face icon on the left, 1 dotted equalizer readout beside it, 3 square transport buttons in the center showing stop, play, and record icons, and 1 dotted menu/grid indicator on the right. Main track area: Stack exactly 4 horizontal rounded track panels, each with a left track number and a vertical level meter, a monster character on the left, a circular dotted status control in the middle, and a large rotary knob on the right. Track 1: Label number “1”. Mint/teal theme. The creature is a sleepy squat round monster with small horns/spikes, closed eyes, lying down, with “Z Z” sleep marks above it. The middle control is a dotted circular ring with a small center dot. The right knob has a pale yellow arc and one mint indicator dot near the top. Track 2: Label number “2”. Red theme. The creature is a red one-eyed monster standing aggressively, mouth open with teeth, one arm raised and casting a crackling magical red orb above its hand. The middle control is a red dotted ring with a solid red center dot. The right knob has a red arc and one red indicator dot. Track 3: Label number “3”. Cyan theme. The creature is a blue dancing one-eyed monster wearing headphones, smiling with a toothy mouth, arms raised, with exactly 2 floating music notes near its head. The middle control is a cyan dotted circle containing a play triangle. The right knob has a cyan arc and one cyan indicator dot. Track 4: Label number “4”. Purple theme. The creature is a purple energetic monster with multiple ghosted afterimage duplicates behind it, big eyes, waving arms, small sparkle marks around it. The middle control is a purple dotted circle containing a play triangle. The right knob has a purple arc and one purple indicator dot plus a tiny triangular tick at the top. Bottom mixer section: Create one wide rounded bottom panel. On the left, include exactly 1 square album-art tile with a glowing mint border, showing a floating mossy cube planet or asteroid with small orbiting rocks and tiny stars. To the right of the album art, arrange exactly 5 square effect buttons in one row: 1 purple concentric-circle/radar icon, 1 cyan vertical waveform/spectrum icon, 1 green pixel burst icon, 1 yellow audio waveform icon, and 1 yellow ringed planet icon. Beneath those buttons, add exactly 2 horizontal audio meters: the left meter has a microphone icon followed by green-to-yellow vertical bars, and the right meter has a speaker icon followed by green-to-yellow vertical bars, separated by a thin vertical divider. Text content: Only include the visible track numbers “1”, “2”, “3”, and “4”; do not add readable labels or words besides the two “Z” sleep marks. Use abstract pixel icons rather than detailed typography. Style constraints: Retro 16-bit pixel-art UI, dark futuristic synth console, glowing outlines, rounded panels, clean symmetry, high contrast, playful monster characters, no watermark, no realistic 3D rendering. Make the main accent color palette customizable: {argument name="primary neon color" default="mint cyan"}, {argument name="danger track color" default="hot red"}, {argument name="party track color" default="purple"}, {argument name="background color" default="deep navy"}, {argument name="interface theme" default="retro monster music sequencer"}.
A monochrome retro pixel art prompt featuring a whimsical black cat with a top hat and pipe in a Gothic Victorian alley.
Create a square 1:1 retro monochrome pixel-art illustration in a Victorian newspaper-etching style. The scene shows one oversized black cat sitting upright in an alley or narrow urban street, rendered with dense dithering, stippling, crosshatching, and chunky 1-bit pixel texture. The cat wears two accessories: a tall black top hat tilted slightly backward and round wire-rim spectacles perched on its face. The cat holds one curved smoking pipe in its mouth, extending to the right, with pale gray smoke curling upward in ornate wisps. Use a stark black, white, and muted gray palette only, with no color. The cat should dominate the center-left of the composition, facing up and to the right with a dignified, eccentric expression, long whiskers, shaggy fur, and a curled tail stretched along the lower right. The background is a dense vertical wall of old newspapers, posters, and building facades on the left, made from abstract unreadable text blocks, grid lines, and halftone marks; the right side opens into bright white negative space with faint architectural linework. Add a lightly textured ground plane with scattered paper scraps and hatch marks. Overall mood: whimsical gothic steampunk, like an 8-bit/1-bit retro game splash screen mixed with an antique engraving. Keep all text illegible and decorative, avoid modern objects, avoid smooth gradients, and preserve a crisp pixelated look. Optional customization: make the subject {argument name="animal" default="black cat"}, wearing {argument name="hat" default="tall black top hat"}, with {argument name="accessory" default="round wire-rim spectacles"}, holding {argument name="prop" default="curved smoking pipe"}, in a {argument name="art style" default="monochrome 1-bit Victorian pixel-art etching"}.
A specialized prompt that converts character images into MapleStory-style pixel art sprites with specific proportions and rendering constraints.
あなたはアニメ・ゲーム・マンガキャラクターをメイプルストーリー風プレイヤーアバタースプライトに変換する専門のピクセルアートディレクターです。 【作業】 1. キャラクターの外見的特徴を分析する ・ヘアスタイル ・髪色 ・瞳の色 ・代表的な衣装 ・アクセサリー ・武器 ・シンボル要素 ・代表カラー 2. 上記の特徴を維持しながらメイプルストーリーのプレイヤーキャラクター構造に再解釈する 3. 一般的なピクセルアートではなく実際のメイプルストーリーのプレイヤーキャラクタースプライトに見えること ──────────────────── 【キャラクター構造仕様】 ・頭部+ヘア:全体の60〜65% ・胴体:15〜18% ・脚:20〜25% ・2〜2.3頭身 ・35〜45度クォータービュー ・両目が見える正面寄りの角度 ・ほぼ平面的な2Dスプライト顔 ・目は顔の下部に配置 ・目の間隔は広め ・横に広い平らな目 ・大きな瞳 ・瞳のハイライトあり ・鼻の表現禁止 ・非常に小さな口 ・柔らかいチーク ・首の表現禁止(頭が胴体に直結) ・顎の下からすぐ衣装が始まる ヘアスタイル ・キャラクターのアイデンティティの核心 ・頭部より大きなボリューム ・シルエット優先 ・毛束の表現は最小限 ・上部にハイライトあり 身体 ・非常に小さな胴体 ・短い腕 ・短い脚 ・シンプルな円筒形の四肢 ・関節表現は最小限 装備レイヤー構造 Hair / Hat / Face Accessory / Top / Bottom Shoes / Cape / Weapon ポーズ ・立ちポーズ(キャラクター選択画面風) ・ジャンプ禁止 ・戦闘ポーズ禁止 ・アクション演出禁止 ──────────────────── 【ピクセルレンダリング仕様】 目標:32〜64pxのゲームスプライトを拡大表示した雰囲気 ・低解像度ゲームスプライト ・塊感のあるピクセル構造 ・グリッド整列ピクセルアート ・ピクセルブロックが見える ・クリーンな1pxアウトライン ・限定カラーパレット ・フラットカラーシェーディング ・最小限のシェーディング ・ディザリング禁止 ・スムーズグラデーション禁止 ・エアブラシ効果禁止 【禁止スタイル】 ポケモン風 / テラリア風 / スターデューバレー風 リアル系 / 3Dレンダリング / イラスト風 アニメイラスト / デジタルペインティング HD画質ピクセルアート / 滑らかなグラデーション ──────────────────── 【出力条件】 ・キャンバスサイズ:1080×1080 ・背景:純白(#FFFFFF) ・キャラクター1体のみ ・全身表示 ・中央配置 ・キャンバス高さの約75%を占める ・テキスト・ロゴ・透かし禁止 ・背景オブジェクト禁止 ・地面禁止 ──────────────────── キャラクターを実際のメイプルストーリープレイヤーアバタースプライトとして生成してください。 汎用的なピクセルアートキャラクターではなく、 添付画像をメイプルストーリー風に変換した結果に見えること。
Convert reference photos into high-quality 16-bit or 32-bit retro pixel art sprites with a solid green background.
Create a square 1:1 profile picture using the {argument name="reference" default="uploaded image"} as the exact reference for the pose, composition, and {argument name="art style" default="pixel art style"}. Recreate the subject as detailed retro pixel art, with large visible pixels, defined stair-stepped edges, strong dark outlines, dramatic pixelated shading, vibrant colors, and a crisp 16-bit/32-bit arcade sprite look. Use only a flat solid {argument name="background" default="Pantone 354C green"} background (#00B140). No gradients, textures, text, logos, extra objects, or photorealism. Keep the raised glove, facial features, framing, and overall style exactly the same as the reference.
A creative prompt for generating a low-resolution pixelated version of the Golden Gate Bridge, mimicking a small LED display with limited color per pixel.
{argument name="subject" default="Golden Gate Bridge"} as if it were a {argument name="dimensions" default="64 x 32"} LED screen and have only one color per pixel
Generates a detailed building block fantasy diorama of an anime girl in a stained glass conservatory filled with butterflies and jewels.
Create a highly detailed fantasy artwork made entirely from tiny glossy square blocks, like LEGO mosaic meets jeweled pixel art. Center the composition on {argument name="main subject" default="a delicate anime-style girl"} standing inside a tall gothic stained-glass greenhouse or cathedral window frame. She has {argument name="hair color" default="long silver-gray hair"}, pale skin, a floral hair ornament, and wears an ornate {argument name="dress color" default="royal blue and white"} ball gown with layered block-built ruffles, gold trim, and a dark bodice. Her pose is graceful, turned slightly in profile, one arm extended gently toward the stained-glass garden around her. The setting is {argument name="setting" default="a hexagonal stained-glass conservatory filled with flowers, butterflies, vines, and jewel-like ornaments"}, with black leading lines, arched panels, a peaked roof, and a warm blurred golden background behind it. Use an opulent {argument name="color palette" default="sapphire blue, emerald green, violet, gold, turquoise, white, and black"} palette with dramatic lighting, sparkling highlights, shallow depth of field, and high contrast. The entire image must look physically constructed from thousands of tiny rectangular and cubic blocks: visible studs, stepped edges, micro-bricks, blocky flower petals, blocky butterfly wings, and transparent gem-like blocks. Include exactly 10 prominent butterflies: 1 small pink-and-black butterfly near the upper left, 1 orange butterfly on the left side of the central frame, 1 blue butterfly floating in front of the central window, 1 cyan-blue butterfly on the right side of the central frame, 1 large orange butterfly at the upper right edge, 1 blue butterfly low on the left stained-glass panel, 1 purple butterfly at the bottom left foreground, 1 small orange butterfly near the bottom left, 1 purple butterfly at the lower right foreground, and 1 orange butterfly near the lower right flowers. Surround the frame with dense block-built flowers in white, pink, yellow, purple, and teal, plus curling dark branches with metallic bead tips and hanging crystal spheres. Add prominent jewel ornaments: blue and green glassy spheres on the left and bottom right, gold beads around the sides, clear crystal balls near the upper corners, and purple gem balls floating at the right. Keep the composition square, symmetrical but lush, with the girl centered and the stained-glass house shape framing her. No text, no watermark, no photoreal human skin texture; emphasize handcrafted block sculpture, stained glass, miniature diorama, magical garden, and macro photography realism.
A square Japanese-style Voxel infographic showing the AI website building workflow, including essential tools and feature cards.
Goal: Create a square voxel-art Japanese infographic poster about building many AI websites with minimal tools, using a warm beige Minecraft-like block aesthetic. Canvas: 1:1 square composition, 768x768 style, soft studio lighting, tan paper-and-wood background, subtle voxel blocks in the corners, crisp isometric pixel/voxel edges, shallow shadows, no photorealism. Main headline area: At the top, place a large cream beveled signboard with blocky Japanese text reading {argument name="headline text" default="300超 AIサイト構築"}. Make “300超” bright orange-red and “AIサイト構築” black. Under the headline, attach a small centered beige tab label reading {argument name="subtitle text" default="実績"}. Use thick extruded voxel lettering. Central layout: Below the headline, create one large cream framed panel with a decorative stepped border. Inside it, divide the content into three vertical zones: left checklist, center workflow illustration, right checklist. Use dotted vertical divider lines between the zones. Left checklist: Title label reads {argument name="left section title" default="不要"}. Show exactly 4 rejected items, each with a large black voxel X icon on the left and a small cream label on the right. The 4 labels, top to bottom, are: 「フィグマ」, 「フレーマー」, 「ウェブフロー」, 「コード」. Center workflow illustration: Show exactly 3 main elements stacked vertically: 1) a black computer monitor with a simple code/editor window using orange and beige lines, 2) a cream document sheet with a few text lines and one orange square, 3) an orange right-pointing arrow along the bottom. Keep everything blocky and voxel-built. Right checklist: Title label reads {argument name="right section title" default="使うもの"}. Show exactly 3 approved items, each with a green voxel checkmark icon on a cream square and a small cream label to the right. The 3 labels, top to bottom, are: 「クロード」, 「動画生成」, 「プロンプトだけ」. Bottom row: Place exactly 3 separate cream beveled cards across the bottom of the main panel. Card 1 has an orange chat bubble icon and text 「相談風 デザイン」. Card 2 has an orange cube icon and text 「AIで 構築」. Card 3 has an orange pencil icon and text 「最小入力」. Characters and decorative objects: Add exactly 2 voxel characters/mascots: on the lower left, a small black-haired person in a black hoodie pointing upward toward the panel; on the lower right, an orange-and-white voxel cat sitting beside the panel. Add a small potted blocky plant on a shelf at upper left and a small shelf with upright books at upper right. Include scattered tiny beige and orange cubes for decoration, but keep the poster clean and readable. Visual style: High-quality 3D voxel diorama, blocky extruded Japanese typography, warm cream, tan, orange, black, and green palette, soft ambient occlusion, orthographic front view, friendly educational tech infographic, neatly aligned labels, crisp readable Japanese text. Constraints: Use exactly 4 X-mark rejected items, exactly 3 checkmark approved items, exactly 3 bottom feature cards, and exactly 2 mascot figures. Do not add extra sections, extra checklists, logos, watermarks, or English text.
Generates a cozy handmade scene featuring a chibi green-haired girl made entirely of fuse beads.
Create a cute handcrafted bead art scene made from fuse beads / Perler beads, photographed like a real tabletop craft. The main subject is a chibi anime-style {argument name="character name" default="green-haired girl"} sitting on a round green-and-cream beaded rug, wearing an oversized dark-to-light green hoodie with two white drawstrings, large rounded sleeves, bare peach-colored feet, and white socks with green stripes. She has very long curly/wavy {argument name="hair color" default="green"} hair made of many bead clusters, big sparkling dark green eyes, rosy cheeks, a small smiling mouth, and one raised hand in a peace-sign pose. On her head is a white baseball cap with a green brim and bold red letters reading {argument name="cap text" default="AI"}. Make the entire character and all props visibly constructed from small circular plastic beads with hollow centers, arranged in pixel-art gradients, with soft shadows and tactile depth. Canvas and style: square 1:1 composition, warm pastel yellow background, soft studio lighting, shallow depth of field, cozy handmade kawaii aesthetic, high-resolution macro craft photography, no hard outlines except the bead colors themselves. Scene elements: include exactly 1 main seated character, exactly 1 circular rug under her, exactly 1 potted plant on the right made from beads in an orange pot, exactly 1 white daisy-like flower on the lower left with green leaves, and exactly 7 small floating bead decorations on the wall/background: 3 yellow star/flower clusters, 3 small white sparkle crosses, and 1 green-yellow flower cluster near the lower left. Keep the background uncluttered and symmetrical enough to frame the character. Color details: use multiple greens for hair and hoodie shadows, peach and tan beads for skin, white and cream beads for highlights, red beads for the cap letters, yellow beads for stars and flower centers, and orange-brown beads for the plant pot. Preserve the visible bead holes and gridlike pixel construction throughout. Avoid realistic fabric, extra text, watermarks, or additional characters.
A prompt for generating stylized 8-bit pixel art containers inspired by Vercel's brand design.
Vercel {argument name="subject" default="container ship"} 8-bit
A precise prompt that converts any source image into a sophisticated SNES-era pixel art screenshot while strictly preserving the original composition and subject.
Transform the uploaded image into clean high-quality retro pixel art while preserving the original composition, subject placement, camera angle, proportions, pose, clothing, and overall scene structure. FORMAT Preserve the original image aspect ratio, composition and framing. Do not crop, zoom, reposition, or redesign the scene. Maintain the original visual hierarchy and subject placement. SUBJECT Preserve the main subject, recognizable silhouette, facial direction, clothing structure, pose, body proportions, and key visual features. Reduce unnecessary detail while keeping the subject immediately recognizable. Do not alter the person, anatomy, outfit, or scene structure. PIXEL ART STYLE Convert the entire image into premium {argument name="bit depth" default="16-bit"} retro pixel art. Use a strict low-resolution pixel grid across the entire image. Downsample into large visible pixels before rendering. Consistent pixel size throughout. Clean pixel-perfect geometry. Crisp hard edges. No semi-realistic rendering. COLOR Limited retro gaming color palette. Strong contrast between shapes. Clear color separation. {argument name="color quality" default="Carefully selected colors with excellent readability"}. No excessive color variation. SHADING Simplified retro-game shading. Flat color regions. One to two shading tones per surface. Minimal highlights. No realistic gradients. No soft lighting transitions. ENVIRONMENT Convert all environmental elements into pixel-art equivalents — background, props, architecture, vegetation, terrain, sky, lighting. Keep scene depth and perspective while simplifying details. QUALITY No blur. No anti-aliasing. No smooth transitions. No noise. No artifacts. No smudging. FINAL LOOK A polished {argument name="console era" default="SNES-era"} retro game screenshot — faithful to the original composition, pixel-perfect in every detail.
Generates a four-panel retro game comparison screenshot showing one rooftop stage across 8-bit, 16-bit, PS1, and PS2-inspired styles.
Create a 16:9 promotional screenshot collage for a retro puzzle-action game called {argument name="game title" default="ConsoleChaos"}, showing the same side-scrolling rooftop stage rendered in four different console-generation styles at once. Divide the canvas into an exact 2x2 grid with thin black borders between panels, like a technical pilot comparison screen. Use strong CRT scanlines across the entire image, low-resolution pixel-art aesthetics, slightly blurry capture artifacts, and dark cyberpunk city colors. Top-left panel: 8-bit / Famicom-style side-view platformer. Magenta-purple night sky, flat pixelated buildings, yellow-green tiled ground, three simple brown vertical towers with small pale windows. A tiny pink-haired anime girl sprite in white/pink is mid-jump moving right. Very limited palette, chunky pixels, high contrast. Top-right panel: 16-bit / Super Famicom-style side-view platformer. Bright blue sky with long flat white clouds, green rooftop fence/platform, blue building facade with rows of yellow-lit windows. The same pink-haired anime girl sprite stands on the platform facing right, wearing a blue outfit. Cleaner sprites and more colors than the top-left panel. Bottom-left panel: early PlayStation-style 3D view. Third-person camera behind and slightly to the side of a low-poly pink-haired anime girl character standing on a gray tiled rooftop. Purple foggy night skyline, blocky buildings with a few lit windows, visible polygon edges and jagged texture warping. Add a black UI strip along the bottom with tiny white Japanese debug-like text and button hints. Bottom-right panel: PlayStation 2-style 3D view. Third-person 3D rooftop scene at night with a larger, smoother anime girl character facing the camera, pink twin-tail hair, dark blue/black outfit with blue skirt and boots. She stands on a broad gray tiled rooftop with city buildings and yellow-lit windows below, a raised platform and blocky obstacle behind her, plus a small red object on the platform. Dark navy sky, more detailed geometry than bottom-left but still retro game-like. Include faint tiny white UI/debug text near the lower left edge. Character details: use one recurring heroine, {argument name="character name" default="pink-haired anime girl"}, with pastel pink hair and a blue/black futuristic school-uniform-inspired outfit in the later-generation panels. Keep the four render styles clearly distinct: 8-bit, 16-bit, PS1 low-poly, and PS2-era 3D. Do not add a title logo or extra explanatory captions; this should look like a captured development comparison image rather than a polished poster.
Generates a pure black-and-white top-down navigable area mask for game maps, collision layouts, or SDF conversion testing.
Create a pure black-and-white binary walkable-area mask for a top-down video game map. Use a square 1:1 canvas, about 768×768 pixels, with a solid black background and a single connected irregular white region representing traversable ground. The white shape should resemble a fantasy dungeon/island silhouette: a broad central vertical open area, jagged organic edges, narrow corridors and protruding rooms branching left and right. Include exactly 6 prominent side features around the central white mass: 1 large rounded oval platform on the upper left connected by a thin neck, 1 smaller mushroom-like platform on the lower left connected by a winding corridor, 1 jagged crescent-shaped protrusion at the upper left edge, 1 irregular upper-right chamber with three narrow black vertical cutouts inside it, 1 large black enclosed blob-like obstacle intruding from the right-center edge with a curled hook tip, and 1 round lower-right room-like protrusion partially separated by black negative space. Add several small triangular notches and pixel-stepped jagged edges, but keep the image strictly two colors only: pure white for walkable space and pure black for non-walkable space. No text, no grayscale, no antialiasing, no shadows, no perspective, no texture; make the edges slightly pixelated and mask-like as if intended for SDF or collision-map conversion.
A creative 8-panel comic concept depicting the world as a frustrating retro game where the protagonist finally decides to press the reset button.
8コマ漫画 世の中と言う名のレトロゲーム {argument name="セリフ" default="やば!超ウルトラスーパースペシャルクソゲーじゃないかよ!"}リセットボタンを押した。
Generate a detailed retro game-style illustration of a fierce armored cat driving an armed off-road battle vehicle.
Create a highly detailed pixel-art style illustration of a ferocious fluffy {argument name="character species" default="white battle cat"} riding a compact armored combat buggy, isolated on a clean white background. The cat is centered and oversized compared with the vehicle, with wild spiky cream-white fur, upright pink ears, a raised fluffy tail, round orange-tinted goggles, an open snarling mouth with visible fangs, and white paws gripping the vehicle. The vehicle is a squat off-road mini tank buggy with exactly 4 large chunky wheels, red rim accents, dusty tires, a beige armored front body, exposed pipes, bolts, vents, skull-like front detailing, and heavy mechanical parts. Add exactly 3 main weapon systems: a huge cannon mounted over the cat’s left shoulder pointing toward the viewer, a smaller front turret on the vehicle firing a bright orange muzzle flash to the left, and a gray multi-barrel rocket pod mounted behind the cat on the right. Include additional steampunk/mecha details such as straps, brass fittings, small tanks, cables, rivets, and worn metal panels. Show the buggy speeding forward with beige dust clouds and gritty debris trailing behind the rear wheels, plus small sparks and exhaust effects. Use a nostalgic 16-bit/32-bit game sprite aesthetic with visible pixel dithering, crisp jagged edges, limited warm earthy colors, high contrast, and intricate hand-pixelled texture; no text, no logo, no frame, no background scenery.
Converts reference photos into 16-bit retro pixel art sprites inspired by the 2026 FIFA World Cup.
Create a square-inspired FIFA World Cup 2026 profile portrait in a 4:5 aspect ratio using the uploaded image as the exact reference for pose, composition, identity, and pixel art style. Create the subject in a detailed {argument name="art style" default="retro pixel art style"} with large visible pixels, defined stair-stepped edges, strong dark outlines, dramatic pixelated shading, vibrant colors, and a crisp 16-bit/32-bit arcade sprite appearance. Use only a flat solid background color representing the {argument name="country" default="selected country’s primary national color"}. The raised goalkeeper glove must feature the {argument name="national symbols" default="selected country’s national flag"} or official national colors. No gradients, textures, text, logos, extra objects, or photorealism. Subtly incorporate the FIFA World Cup 2026 theme and atmosphere while preserving the exact pose and composition from the reference. Maintain the raised glove, facial features, framing, and overall visual style exactly as shown in the reference image. Output aspect ratio: 4:5.
A prompt for creating pixel art festival posters in soft Morandi green tones with a 3:4 aspect ratio.
比例:3:4 主题:像素化 {argument name="festival" default="端午节"} 庆祝海报 节日:{argument name="festival name" default="端午节"} {argument name="date" default="2026.06.19"} 配色方案:绿色基调,莫兰迪色系,搭配少量对比色
先选择与目标相符的示例,清楚描述主体和预期结果,再补充图片生成所需的构图、镜头、光线、音频、运动或版式细节。生成前请替换产品、品牌、参考素材和对白变量。
打开卡片,对照预览与原始写法,再将原始 Prompt 复制到 Topview AI 或兼容的生成器中。请根据项目调整参考素材、限制条件和风格说明。
请将每条提示词视为经过展示的示例或起点,而不是结果保证。应根据所选模型检查品牌准确性、版权、安全性和生成能力。
可以。媒体主页会链接到独立分类页;每个分类页只保留一种分类条件,使示例范围和搜索意图更加清晰。
当前提示词库包含 Seedance 2.5, Seedance 2.0, Wan 3.0, GPT Image 2, Nano Banana Pro, Gemini Omni, Grok Imagine 的示例,具体可用内容会随媒体类型和筛选条件变化。
当前浏览“Pixel Art”风格分类下的图片提示词。