Text Flash Cuts — Style Prompt

Avant-garde TV anime in the manner of the early-2000s "text frame" school: full-screen heavy Mincho title cards cut in for two to nine frames, architecture reduced to symbolic geometry, a red-black-white palette, characters as silhouettes or extreme close-ups, and the signature over-the-shoulder head tilt. Painted characters come from image generation; everything else (cards, buildings, rain, cuts, inversions) is code. References (grammar only): the early-2000s TV-anime "text frame" school, with its flash title cards, symbolic architecture and over-the-shoulder head tilt. Borrow the editing and design grammar; never a work's characters, lines, card texts, logos or specific shots.

1. Essence, and what it is not

Three layers, and the collision between them is the look: - Type as picture. A word fills the frame, bleeds off an edge, or stands in a vertical column. Cards are dialogue, chapter titles and punctuation of the cut. - Symbolic architecture. Stairs that never end, window grids, lockers, a one-point street: flat polygons, no props, no sky, no texture. - Flat characters in three states only: black silhouette (far), flat cel colour (mid), fragment (an eye, a hand, a mouth corner) filling the frame.

It is not a lyric video (type is not synced to a song and never animates letter by letter), not a manga panel film (no speech balloons, no screentone), not a horror film (no gore, no blood; dread comes from cutting, silence and stillness), and not a slide deck (never centred text on a plain card followed by a page-turn).

2. Materials & rendering

3. Colour logic

Name Value Use
Red #d4162b the protagonist's rail, card fields, rails of light, the main prop, accents
Black #0a0a0c walls, silhouettes, the second character's rail, the end card
Paper white #f2efe8 treads, windows, card fields, type on black
Grey #8d8a84 English lines only (on black or white)

Secondary values only for depth inside geometry: #d8d4cc, #26262a, #1b1b1f. Skin and hair in generated art are the only other colours. - Inversion is red-black swapping, never RGB inversion (RGB inversion makes cyan): grayscale → contrast(5) → invert → multiply red. White becomes black, black becomes red. Used as 1–6-frame accents on impacts, never as a look. - Each speaker owns a field colour (for example: protagonist = red rail, black type; second character = black rail, white type). Keep it fixed through the film so the audience reads who speaks without voices.

4. Type

5. Motion quality

6. Camera grammar

Move What it expresses Can serve
Fast push into a one-point corridor, stairs or street, perfectly symmetric inevitability, being drawn in a summons; a chase; a countdown
Extreme offset: subject at one edge, half the frame empty isolation, something missing a back turned; waiting; absence
Hard push into one element of a grid (a locker, a window) this one, out of many a choice; a clue; a name on a list
Lateral track along an orthogonal wall searching, passing time a corridor; a facade; an archive
Beat-locked step push (the camera jumps one step per beat) effort, climbing ascent; levels; progress
Low angle from below a figure at the top of a space power, the end of a path a confrontation; a destination
Insert at 1:1 scale (an eye, a hand, a letter) held under a slow push intimacy, threat a reveal; a touch; a message
Multi-panel grid of one face cropped many ways obsession, surveillance a stalker; a crowd of selves; memory
Split frame: picture on one side, a speaker's rail on the other dialogue without lips a phone call; an interrogation; a confession

Cut on beats. Transitions are cuts, 1–6 frames of inversion, a one-point tunnel rush, or a red slit opening on black. Never dissolves, wipes or page turns, and never a fully black frame between shots (use the slit).

7. Sound palette

8. Native moves

A menu: use the ones your story needs. Each is built in code in demo/main.js.

Our demo opens on a one-point tunnel rush into flash cards that spell the first line, uses count-up acceleration as its build and the head tilt as its climax, and ends on fragment inserts and the end card. A new film opens and ends another way: a clock that stops, an object on a solid field before any figure is seen, the head tilt spent early as a turn rather than saved for the end, an ending on an architecture shot reversed, or a card cut before the last word lands.

9. Characters and image generation

An image generator is required. The characters are drawn 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.

Materials first. Before generating anything, ask the user whether they have their own character designs, logos or product images; what they give comes first. If not, characters come from the image generator, and before generating, tell the user how many images and of what (for example: "one model sheet each for two characters, then six poses and three close-ups, eleven images").

Pipeline. 1. A model sheet per character: a half-body in the defining pose on flat chroma green (#00FF00). 2. Every further image gets that sheet as a reference image (--ref in gen_image.py) (and the other character's sheet when both appear), with the prompt saying "the same character as the reference image". A new character uses an existing one only as a style reference ("a different person; the reference is for drawing style only"). 3. Close-ups (eye, mouth, hands, letter) on their own; full-frame inserts may keep a plain background, everything that will be composited goes on chroma green. 4. No text in any image ("no text, no letters, no logo, no watermark"); all type is set in code.

Prompt template (fill the bracket):

Flat cel animation style of a modern avant-garde TV anime, matching the reference image's drawing style exactly: clean thin uniform black linework, completely flat colors with one hard-edged shadow tone only, no gradients, no painterly texture, no blush hatching. Palette limited to jet black, off-white, pale skin and crimson red. [subject, pose, framing, expression, costume]. Background: perfectly uniform flat pure chroma green #00FF00, no shadow on the background, no floor. no text, no letters, no logo, no watermark.

Consistency rules. Fix each character's silhouette-defining features (hair shape, one accessory such as a red clip, collar) and repeat them in every prompt; give each character one eye colour that survives as a cue in close-ups. Measure the neck pivot and head polygon on the image you rig; a new image means new measurements.

10. Pitfalls of the medium

11. Variation space

You decide the story, the characters, the spaces, the chapters, the colours each speaker owns and the order of the moves. All far from our demo:


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