Use
First validate only telegraph and impact in a simple character/background frame. Add style particles and camera later, then rebuild and profile the effect in-engine.
Design anticipation, activation, travel, impact, and dissipation as a readable gameplay VFX motion reference.
Create one gameplay-readable {{vfx_language}} motion reference for {{ability_role}}.
Ability brief
{{ability_brief}}
Camera: {{camera_view}}
Readability priority: {{readability_priority}}
Motion design
- Use one uninterrupted action and a stable gameplay camera. Keep the actor, target, ground plane, level geometry, scale, palette, and lighting consistent.
- Make five causal phases legible: anticipation/telegraph → source activation → travel or area growth → impact and gameplay confirmation → dissipation and return to a clean state.
- Clearly separate safe space, affected area, direction, impact point, and remaining hazard through silhouette, shape rhythm, brightness, motion direction, sound cue notes, and non-color signals.
- Keep the effect attached to the correct hand, weapon, emitter, ground point, or target. Particles inherit believable velocity and interact with surfaces; no effect passes through geometry without intent.
- Reserve peak brightness and density for the gameplay-confirmation frame. Effects must not hide the actor, target, reticle area, floor boundary, or enemy telegraph longer than necessary.
- If looping, match emitter state, particle density, light, shadow, and camera at the seam. Do not add HUD, damage numbers, words, cuts, a second ability, or an unrequested camera orbit.
After generation, provide a manual handoff table for phase, gameplay event, approximate normalized timing, emitter/attachment, collision or decal need, accessibility cue, performance-risk hypothesis, and engine validation owner. Select duration in the service settings.
Shared execution rules
- Use selectors as production constraints that change structure, limits, and acceptance tests.
- When current information matters and search is available, prioritize official engine documentation, platform policy, original sources, and primary evidence. State the as-of date and separate fact, inference, and invention.
- Do not copy protected characters, worlds, dialogue, UI, or a distinctive game/studio style. Translate intent into observable shape, material, color, camera, and rhythm.
- Treat generated output as concept or production reference. Before engine use, require human review of rights, resolution, alpha, seams, pivots, collision, rigging, performance, and accessibility.
- Work through analysis → draft → gameplay-readability and continuity check → minimal revision. Label assumptions or open questions instead of inventing missing values.Avoid spectacle that hides area, color-only cues, overexposure or particle clutter, detached or clipping effects, shaky camera, HUD, numbers, words, a second ability, and duration text.First validate only telegraph and impact in a simple character/background frame. Add style particles and camera later, then rebuild and profile the effect in-engine.