FilmLune · AI generator and gallery
Curated prompts | Create AI images & videos with ease
Understand FilmLune
FilmLune combines an AI image generator with a gallery of image and video examples. Each detail shows the result, available prompt, declared model, and a method you can adapt.
Explore all promptsA readable method
Two ways in
Start with an image example for a still composition, or a video example to study motion, inputs, and duration. Both libraries lead to the same canonical case details.
Useful boundaries
Models and settings describe the visible revision: FilmLune does not silently replace a model during handoff. External work keeps its attribution and source link on the detail page.
Only when that revision’s rights permit it. The detail then preserves the prompt and its provenance; an unavailable action is never replaced with invented content.
No. Model versions, inputs, and settings can change the output. Use the method as a starting point and check the parameters before generating.
@Create image Create ONE final 16:9 landscape image as the exact opening frame of a photorealistic third-person stealth-game comedy set at a fictional bilingual lycée in France.
The image looks like real live-action footage with a restrained video-game HUD composited over it. Real people, real fabric, real plants and real architecture. Not an illustration, not anime, not a plastic-looking game render.
MOST IMPORTANT — CAMERA AND HEDGE GEOMETRY
The camera looks straight at the LONG FLAT SIDE of a tall, neatly trimmed rectangular hedge.
The camera’s image plane is approximately PARALLEL to the hedge’s long face. The hedge extends horizontally from the left edge to the right edge of the image. Its top edge and lower boundary are almost horizontal.
This is a broadside view across the path, NOT an oblique view looking along the hedge toward a doorway.
The paved path also runs horizontally from screen-left to screen-right, between the camera and the hedge. The school façade behind the hedge is approximately parallel to the hedge and the image plane.
Do not create a diagonal hedge receding into the distance. Do not create a strong vanishing point leading toward an entrance.
OPENING-FRAME OCCLUSION
The hedge’s right-hand END, the school corridor entrance and the principal standing at that entrance are all just BEYOND THE RIGHT EDGE of this first frame.
None of them is visible yet.
The first image must not reveal the doorway, the corridor interior, the principal or a clear gap through the hedge.
Their reveal happens later when the video camera tracks right with the student.
COMPOSITION
The hedge forms a broad, continuous green backdrop across almost the entire frame. Its top sits approximately one-third of the way down the image.
Above it, show a narrow band of pale limestone school façade and white-framed windows. A small French tricolour flag may appear high on the façade, but do not change the camera angle to showcase French architecture.
A narrow strip of paved ground occupies the bottom of the frame.
Place CHLOE in the lower centre-left, running toward screen-right. Keep her complete figure, including both sneakers, inside the image. Her lowered running figure occupies approximately half the image height.
This is a medium-wide gameplay frame, not a fashion portrait or close-up.
MAIN CHARACTER
CHLOE is an 18-year-old adult French female student with fair skin, faint freckles and dark-blonde hair tied into a low ponytail with a small navy ribbon.
She wears an ivory collared blouse, an open navy cardigan, a charcoal-grey knee-length pleated skirt, white ankle socks and white low-top sneakers.
She holds a small tan canvas school satchel tightly against her chest with both arms.
POSE — LOW RUNNING STRIDE
Capture her already moving quickly from left to right.
Her torso leans forward, her hips stay low, both knees are bent, one leg pushes off behind her and the other reaches forward. Her head stays clearly below the hedge’s top edge.
Her face is seen in a natural right-facing profile. She looks ahead along her route, not at the camera and not back over her shoulder.
Her ponytail and skirt trail slightly with the movement. The pose feels furtive, urgent and purposeful, not like upright jogging or a posed sprint.
LIGHT AND REALISM
Bright, natural morning daylight. Rich green foliage, luminous pale stone, believable skin tones and softly filled shadows.
Keep her profile, clothing and hands readable. Natural fabric folds, real leaf texture, grounded foot shadows and only subtle movement in the hair and skirt.
No dark cinematic grading, heavy motion blur, exaggerated depth of field or overexposed highlights.
GAME HUD
A small, clean, flat interface fixed to the screen:
- Top-left: three slim horizontal bars in red, cyan and yellow.
- Top-right: a thin green alert-state bar.
- Bottom-left: a small circular minimap with a white player arrow.
- Bottom-right: muted controller-button prompts.
Leave room beneath the top-left bars for later mission notifications.
No active alert, floating exclamation marker or yellow detection cone in this first frame.
EXCLUSIONS
No visible doorway or teacher in the first frame.
No diagonal view down the hedge.
No portrait pose or eye contact with the camera.
No additional character.
No video-player controls, progress bar, timestamp, play button, edit button, upload button, watermark or platform branding.
Output one complete image only.A recipe for producing one 16:9 image with GPT Image 2.5: the opening frame of a photorealistic third-person stealth-game comedy set at a fictional bilingual lycée in France. An eighteen-year-old student runs left to right along the flat face of a long trimmed hedge, with a restrained flat video-game HUD composited over live-action-looking footage.
Image prompts and examplesThe recipe aims to create a believable first frame that reads as real gameplay footage from a live-action-style stealth game, not an illustration or a plastic game render. The frame is deliberately an occlusion shot: the hedge's right-hand end, the corridor entrance and the principal standing there all sit just beyond the right edge, to be revealed later when the camera tracks right with the student. The camera plane must stay parallel to the hedge's long face, with no diagonal recession and no vanishing point toward a doorway.
Start with the geometry: the camera looks straight at the long flat side of a tall rectangular hedge, its image plane parallel to that face; the hedge spans horizontally from the left edge to the right edge with a nearly horizontal top, sitting about one third of the way down the frame. A paved path runs horizontally between the camera and the hedge, and the pale limestone façade with white-framed windows rises behind it, roughly parallel to the image plane; a small French tricolour may appear high on the façade without changing the camera angle. Then describe Chloé: an adult French student of eighteen with fair skin, faint freckles and dark-blonde hair in a low ponytail tied with a small navy ribbon, wearing an ivory collared blouse, an open navy cardigan, a charcoal-grey knee-length pleated skirt, white ankle socks and white low-top sneakers, hugging a small tan canvas satchel to her chest with both arms. Specify the pose: a low running stride already moving right, torso leaning forward, both knees bent, one leg pushing off behind and the other reaching ahead, head clearly below the hedge top, natural right-facing profile looking along her route, ponytail and skirt trailing slightly. Define the light as bright natural morning daylight with rich green foliage, luminous pale stone, believable skin tones, grounded foot shadows and no heavy grading, motion blur or blown highlights. Finish with the flat HUD: three slim horizontal bars in red, cyan and yellow at top left with clear space beneath for mission notifications, a thin green alert-state bar at top right, a small circular minimap with a white player arrow at bottom left, and muted controller-button prompts at bottom right, with no active alert or detection cone. Request one complete 16:9 image and restate the exclusions: no doorway, no teacher, no extra characters, no eye contact, no player controls or platform branding.
Created with GPT Image 2.5 in a 16:9 aspect ratio; this is a still image with no duration or motion, and the rightward camera move belongs to subsequent generations. Image models sometimes add a vanishing point or let the hedge's end slip into frame, so several attempts may be needed. The low running stride and strict profile are not guaranteed on every generation, and exact HUD element placement can vary slightly between attempts.
@Create image Create ONE final 16:9 landscape image as the exact opening frame of a photorealistic third-person stealth-game comedy set at a fictional bilingual lycée in France.
The image looks like real live-action footage with a restrained video-game HUD composited over it. Real people, real fabric, real plants and real architecture. Not an illustration, not anime, not a plastic-looking game render.
MOST IMPORTANT — CAMERA AND HEDGE GEOMETRY
The camera looks straight at the LONG FLAT SIDE of a tall, neatly trimmed rectangular hedge.
The camera’s image plane is approximately PARALLEL to the hedge’s long face. The hedge extends horizontally from the left edge to the right edge of the image. Its top edge and lower boundary are almost horizontal.
This is a broadside view across the path, NOT an oblique view looking along the hedge toward a doorway.
The paved path also runs horizontally from screen-left to screen-right, between the camera and the hedge. The school façade behind the hedge is approximately parallel to the hedge and the image plane.
Do not create a diagonal hedge receding into the distance. Do not create a strong vanishing point leading toward an entrance.
OPENING-FRAME OCCLUSION
The hedge’s right-hand END, the school corridor entrance and the principal standing at that entrance are all just BEYOND THE RIGHT EDGE of this first frame.
None of them is visible yet.
The first image must not reveal the doorway, the corridor interior, the principal or a clear gap through the hedge.
Their reveal happens later when the video camera tracks right with the student.
COMPOSITION
The hedge forms a broad, continuous green backdrop across almost the entire frame. Its top sits approximately one-third of the way down the image.
Above it, show a narrow band of pale limestone school façade and white-framed windows. A small French tricolour flag may appear high on the façade, but do not change the camera angle to showcase French architecture.
A narrow strip of paved ground occupies the bottom of the frame.
Place CHLOE in the lower centre-left, running toward screen-right. Keep her complete figure, including both sneakers, inside the image. Her lowered running figure occupies approximately half the image height.
This is a medium-wide gameplay frame, not a fashion portrait or close-up.
MAIN CHARACTER
CHLOE is an 18-year-old adult French female student with fair skin, faint freckles and dark-blonde hair tied into a low ponytail with a small navy ribbon.
She wears an ivory collared blouse, an open navy cardigan, a charcoal-grey knee-length pleated skirt, white ankle socks and white low-top sneakers.
She holds a small tan canvas school satchel tightly against her chest with both arms.
POSE — LOW RUNNING STRIDE
Capture her already moving quickly from left to right.
Her torso leans forward, her hips stay low, both knees are bent, one leg pushes off behind her and the other reaches forward. Her head stays clearly below the hedge’s top edge.
Her face is seen in a natural right-facing profile. She looks ahead along her route, not at the camera and not back over her shoulder.
Her ponytail and skirt trail slightly with the movement. The pose feels furtive, urgent and purposeful, not like upright jogging or a posed sprint.
LIGHT AND REALISM
Bright, natural morning daylight. Rich green foliage, luminous pale stone, believable skin tones and softly filled shadows.
Keep her profile, clothing and hands readable. Natural fabric folds, real leaf texture, grounded foot shadows and only subtle movement in the hair and skirt.
No dark cinematic grading, heavy motion blur, exaggerated depth of field or overexposed highlights.
GAME HUD
A small, clean, flat interface fixed to the screen:
- Top-left: three slim horizontal bars in red, cyan and yellow.
- Top-right: a thin green alert-state bar.
- Bottom-left: a small circular minimap with a white player arrow.
- Bottom-right: muted controller-button prompts.
Leave room beneath the top-left bars for later mission notifications.
No active alert, floating exclamation marker or yellow detection cone in this first frame.
EXCLUSIONS
No visible doorway or teacher in the first frame.
No diagonal view down the hedge.
No portrait pose or eye contact with the camera.
No additional character.
No video-player controls, progress bar, timestamp, play button, edit button, upload button, watermark or platform branding.
Output one complete image only.A recipe for producing one 16:9 image with GPT Image 2.5: the opening frame of a photorealistic third-person stealth-game comedy set at a fictional bilingual lycée in France. An eighteen-year-old student runs left to right along the flat face of a long trimmed hedge, with a restrained flat video-game HUD composited over live-action-looking footage.
Image prompts and examplesThe recipe aims to create a believable first frame that reads as real gameplay footage from a live-action-style stealth game, not an illustration or a plastic game render. The frame is deliberately an occlusion shot: the hedge's right-hand end, the corridor entrance and the principal standing there all sit just beyond the right edge, to be revealed later when the camera tracks right with the student. The camera plane must stay parallel to the hedge's long face, with no diagonal recession and no vanishing point toward a doorway.
Start with the geometry: the camera looks straight at the long flat side of a tall rectangular hedge, its image plane parallel to that face; the hedge spans horizontally from the left edge to the right edge with a nearly horizontal top, sitting about one third of the way down the frame. A paved path runs horizontally between the camera and the hedge, and the pale limestone façade with white-framed windows rises behind it, roughly parallel to the image plane; a small French tricolour may appear high on the façade without changing the camera angle. Then describe Chloé: an adult French student of eighteen with fair skin, faint freckles and dark-blonde hair in a low ponytail tied with a small navy ribbon, wearing an ivory collared blouse, an open navy cardigan, a charcoal-grey knee-length pleated skirt, white ankle socks and white low-top sneakers, hugging a small tan canvas satchel to her chest with both arms. Specify the pose: a low running stride already moving right, torso leaning forward, both knees bent, one leg pushing off behind and the other reaching ahead, head clearly below the hedge top, natural right-facing profile looking along her route, ponytail and skirt trailing slightly. Define the light as bright natural morning daylight with rich green foliage, luminous pale stone, believable skin tones, grounded foot shadows and no heavy grading, motion blur or blown highlights. Finish with the flat HUD: three slim horizontal bars in red, cyan and yellow at top left with clear space beneath for mission notifications, a thin green alert-state bar at top right, a small circular minimap with a white player arrow at bottom left, and muted controller-button prompts at bottom right, with no active alert or detection cone. Request one complete 16:9 image and restate the exclusions: no doorway, no teacher, no extra characters, no eye contact, no player controls or platform branding.
Created with GPT Image 2.5 in a 16:9 aspect ratio; this is a still image with no duration or motion, and the rightward camera move belongs to subsequent generations. Image models sometimes add a vanishing point or let the hedge's end slip into frame, so several attempts may be needed. The low running stride and strict profile are not guaranteed on every generation, and exact HUD element placement can vary slightly between attempts.