Manga Panels — Style Prompt

A black-and-white Japanese manga page that moves: G-pen ink, screentone dots, one spot colour, panels that open on the beat, sound effects slammed in letter by letter, and a camera that travels across the paper and through the gutters. The panel is the cut. References (grammar only): Japanese shōnen / seinen manga printing and page grammar in general (screentone, focus lines, speed lines, hand-lettered sound effects, right-to-left reading, chapter title pages, colophons, flip books); TV anime openings that animate manga panels. Borrow the page grammar, never a specific work's characters, layouts, lettering or signature shots.

1. Essence, and what it is not

Three things make it read as a printed manga page and not as an illustration: - Only ink and paper. Every grey is a pattern of black dots or lines (screentone), never a continuous grey or a gradient. - The panel is the unit of time. A new panel inking in is the cut; panels open in reading order (right → left, top → bottom) on the beat. - Lettering is drawn, not typed. Sound effects are big, rotated, outlined and boiling; narration lives in boxes, speech in balloons.

One spot colour (by default a vermilion; a user's brand colour can take its place) is allowed for one subject only; everything else is black and white. The subject comes from the film's topic: a product, a character's one item, a symbol of the story. Not an American comic (no CMYK process dots, no colour plates, no left-to-right page), not a pencil sketch (lines are inked, crisp, tapered), not a greyscale photo filter (no smooth greys anywhere).

2. Materials & rendering

3. Colour logic

Name Value Use
PAPER #F3F0E8 page, gutters, rims, white-out light
INK #121212 line, solid black, every dot
ACC #F03C1E (default) the one spot colour; swap for the user's brand colour if they have one, keep it saturated and alone

4. Type & lettering

5. Motion quality

6. Camera grammar

A vocabulary, not a route. Opening and ending come from the topic.

Move What it expresses Can serve
Pan along the reading direction across a page wider than the frame following, chasing a run; a queue; a process
Push into a point inside a panel (an eye, a keyhole), then cut on an impact frame entering the next thought a decision; a flashback; a zoom into detail
Glide through the gutters from panel to panel, one beat each a series, a collection a day in photos; steps of a recipe; a team roster
Pull back from one panel to the whole page the moment becomes part of a story an ending; a reveal of scale
Static frame while the panels change around it the grid itself is the action bursts, comparisons, countdowns
Slow push on a single big panel with emotional tone feeling, a held breath a smile; a memory; a result
A panel splitting along a slanted gutter a page giving way to the next a chapter break; a change of place

No page-turn transitions. The one legitimate page turn is a flip book, where turning pages is the animation.

7. Sound palette

8. Native moves

A menu: use the ones your story needs, each with how it is built.

Our demo opens on a chapter title page, spends panel split = burst as its signature and ends on panels merging into a double-page spread and the colophon. A new film opens and ends another way: a cover being inked line by line, a single sound effect on an empty page, an ending on "to be continued" in a box on the last panel, or the empty panel left unfilled.

9. Characters, props and image generation

An image generator is required. Characters, products and every panel drawing are generated for the user's own topic, following the pipeline below, with the image tool the user provides: their Codex CLI through core/image/gen_image.py (--check first), or another image API or app, where they make the images from your prompts and save them under your file names. With neither, a film in this style cannot start: say so in the brief (core/README.md, "Image generation"); never draw stand-in characters in code.

Images belong to each film. The demo's images (its character, its camera, its city) are there only to show the technique: never reuse them, recolour them or edit them into a user's film.

Materials first. Before generating anything, ask the user whether they have their own character designs, a logo, product photos or a brand colour; what they give comes first (a logo is set in code or keyed; a product photo becomes the ink reference for the prop, the brand colour can become the spot colour). If not, the characters and the hero prop (a product, or the story's key object; a film may have no product at all) come from the image generator, and before generating, tell the user how many images and of what (for example: "one character reference and one product reference, then nine poses, two close-ups and three backgrounds, fifteen images").

Pipeline. 1. Two references first: the character (half-body, the defining pose, holding the prop) and the prop alone (the hero view used on the end card). The prop reference locks its design for every later image. 2. Every further image gets the character reference as a reference image (--ref in gen_image.py), a full-body image too when legs or shoes matter, and the prop reference whenever the prop is in the picture. Describe the same features in every prompt (hair, jacket, the prop's parts). 3. Figures and props go on flat pure green (#00FF00) for keying (not white: white cannot be separated from paper and highlights). Full-frame panel art (backgrounds, close-ups, over-the-shoulder, crowds) fills the frame edge to edge. 4. The spot-colour subject is painted FLAT PURE RED (#FF0000); midtones are flat light-grey areas, screened later by tools/prep.py. 5. No lettering in images: every prompt ends with the style suffix below; all lettering is set in code. 6. Changing a prop later without redrawing the characters: generate the new prop reference first, then edit each image with the old image as the first reference and the new prop reference as the second, in edit mode ("replace only the {prop}; keep everything else exactly as it is"; core/image/gen_image.py --edit). Re-measure every anchor that sits on the prop (a logo spot, a seam, a handle) and every crop, since an edit can move things by a few per cent. 7. Prefer new poses and new framings over reusing one drawing at a new size: a 45 s film needs 12–16 different drawings.

A product that reads as real. A fictional product earns its place on a launch page when it borrows the design language its category is known for, so the viewer recognises the type at a glance: name in the prompt the silhouette and the few parts every model of that type has (for headphones, the band, the cups and the hinge; for a sneaker, the sole line, the lacing and the heel tab; for a kettle, the spout, the handle and the base). Never a real brand's model, logo, badge, name or numbers: every product prompt says "an original design, not any real brand or model; no logo, no badge, no letters or numbers anywhere". The spot colour goes on one material of the prop (a headphone shell, a sneaker's upper, a kettle's body), the rest stays ink and paper.

Style: black-and-white Japanese seinen/shonen manga page art, inked by hand with a G-pen nib: crisp confident lines that taper at both ends, thick outer contour and thin inner detail lines, solid spot blacks in hair and deep shadows, fine parallel hatching for form. Midtone shading is drawn as FLAT LIGHT-GREY areas (they will be replaced by screentone later) - no gradients, no airbrush, no painterly rendering, no colour except where explicitly stated. Absolutely no text, no letters, no sound effects, no speech bubbles, no panel borders, no signature, no watermark. Original character, not resembling any existing anime or manga character.

10. Consistency checks

11. Pitfalls of the medium

12. Engine

In demo/: kit.js (panel, tone, lineTone, focus, speed, rings, star, sfx, narration, shout, balloon, afBox, halo, put, cover, cam, flash, text registry for readcheck), film.js (sections), beats.json (the whole cut grid: bpm, offset, cuts in bars, lyric lines in seconds — retime to a new song by editing only this file), tools/prep.py (screentone print), tools/gen_all.sh + prompts/ (generation queue and prompt texts), core/image/gen_image.py --edit + tools/gen_camswap.sh (swap a prop in existing images, §9; the demo's script swaps its camera), mix.py. A minimal new use: one generated figure screened by prep.py, three panel() calls on three beats, one sfx().

13. Variation space

You decide the structure, the characters, the world, the opening, the ending, the camera path and the pacing. All far from our demo:


How our demo was made (story, shots, score, end card, build): DEMO.md. Read it after your treatment exists.