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GENERATED EXAMPLES / RECORDS

日本語

PROMPT → OUTPUT

Generated examples
gallery

Find real examples born from the two-axis matrix and the prompt workshop by stimulus engine, format, expression theme, and generation model. Not just how they look — an experiment log that keeps the conditions and prompt used.

Current examples
17
Generation conditions recorded
4

Recording policy: do not guess unknown generation conditions. State "Model not recorded" and "Not recorded" explicitly, and distinguish prompts reconstructed from the specimen from the original text.

Real generated examples

01 / GENERATION

Immediate impact × Linking puzzle — 6-second high-stimulus motion

Stimulus engine
Immediate impact
Format
6-second motion
Expression theme
Linking puzzle
Generation model
Claude Opus 5.5
Effort
max

Round pieces marked red ▲, blue ◆, yellow ★, and green ✚ sit on a navy hexagonal board. The yellow ★ target at the center breathes and forecasts a connection to the neighboring yellow pieces. After the tap at 0.45 s, a hit stop briefly inverts the whole screen; then connection lines reach 6 → 12 → 18 pieces, bursting them in a three-stage chain while the multiplier climbs ×2 → ×4 → ×8. At 2.25 s the board clears completely, the target turns into a "×16" medal about 70% of the screen width, and the gain "+74,900" counts up. Finally the reward flies into the score, a new board refills from above, the next target, a blue ◆, lights up with "NEXT", and the touch point approaches.

Production brief used at generation (four sections about the video excerpted from the original, in Japanese)

This is the original generation brief.

## 判断
ユーザーが提示した「触発打撃型 × 連結パズル」プロンプトを、説明ではなく実際の高刺激6秒縦型動画として制作し、ドーパミン強度を実物で評価できる状態にする。

## 入力プロンプトの要点
- 刺激エンジン: 触発打撃型。入力→命中→小さな成功→再入力。
- テーマ: 連結パズル。丸い駒、接続、消去、倍率、盤面更新。
- 色: #ef4444 赤、#3b82f6 青、#facc15 黄、#22c55e 緑。色だけでなく形でも区別。
- 主操作: 中央の押せる標的をタップ。
- 即時反応: 100ms以内。80〜120msのヒットストップ、色反転、弾性復帰、衝撃リング、破片、数字の跳ね。
- テーマ動作: 駒が接続して弾けて消え、上から補充され、倍率が段階的に上がる。
- 次の標的を見せ、再入力リズムを途切れさせない。
- 実在作品・キャラクター・ロゴ・固有UIを模倣しない。
- 1秒3回超の点滅は禁止。音なしでも成立させる。

## ユーザーの重要な指摘
従来のサイト生成プロンプトから作った動画は、ドーパミン強度が不足していた。今回は「本当に強いか」を見る実験なので、上品なUI説明や4枚の状態図ではなく、実際に動く高刺激映像を作る。

## 映像仕様
- 6.0秒、1080×1920、30fps、縦型MP4、音声なしでも成立。
- 0.00–0.45秒: 静かな盤面。中央標的が呼吸。周辺の同色駒に接続予告。
- 0.45–1.05秒: タップ。一瞬の押し込み、2〜4フレームのヒットストップ、色反転、短いパンチイン。
- 1.05–2.25秒: 接続線が高速で伸び、小→中→大の3段階で駒が連鎖破裂。速度・数・サイズ・明度を増幅。
- 2.25–4.45秒: 最大報酬。前景・主役・背景を同時駆動。主役を画面60〜80%まで拡大。背景の放射/波紋、前景の破片/粒子/速度線。倍率と獲得数が大きくオーバーシュートし、最低0.7秒読める。
- 4.45–6.00秒: 上から新しい盤面が補充され、次の標的が即座に点灯。残光・粒子・背景変化を維持し、空白フレームを作らない。
- 禁止: 静止画のゆっくりズームだけ、均一速度、小さな粒子だけ、説明文中心、全要素が同じ強さ、終盤の停止。

02 / GENERATION

Immediate impact × Wearable machinery — 6-second high-stimulus motion

Stimulus engine
Immediate impact
Format
6-second motion
Expression theme
Wearable machinery
Generation model
Claude Opus 5.5
Effort
max

In a dark gunmetal bay stand a humanoid measurement frame and dotted armor outlines. A scan line passes, and the four corners of a crosshair converge on the hexagonal core in the chest. After the tap at 0.45 s, a hit stop briefly inverts the whole screen; conduits extend from the core, armor flies in for the arms → torso and legs → head, shoulders, and back, bolts lock in three stages of 6 → 12 → 18 points, and SYNC rises 25% → 50% → 75%. At 2.25 s the core itself becomes a hexagonal "FULL SYNC 100%" medal about 70% of the screen width, and the output "+9,600 kW" counts up. Finally an amber MK-II upgrade frame is drawn, an amber hexagonal socket lands with "NEXT · MK-II", the crosshair locks on again, and the touch point approaches.

Production brief used at generation (sections about the video excerpted from the original, in Japanese)

This is the original generation brief.

# 判断
前回成功した「触発打撃型 × 連結パズル」の品質を基準に、プロンプト工房が同等の高刺激動画を再現できる具体性へ恒久改善し、表現テーマを変えた実動画3本を制作してギャラリーへ登録する。

# 既知情報
- ユーザー評価: 前回の実動画は「とても良い」。このレベルの動画を出力できるプロンプトをプロンプト工房で提示する必要がある。
- 次はテーマを変えて3本作る。
- 刺激エンジンは前回と同じ「触発打撃型」に固定し、テーマは前回の「連結パズル」を除く相性の良い3テーマを採用する:
  1. `wearable-machinery` 装着機構
  2. `martial-contest` 武闘対戦
  3. `chaotic-comedy` 混沌喜劇
- 成功作は6秒、1080×1920、30fps、無音でも成立。入力直後の打撃感、3段階増幅、画面60〜80%級の最大報酬、次の標的を備える。
- 既存作品・キャラクター・ロゴ・固有UIを模倣しない。色以外でも状態を区別する。1秒3回超の点滅は禁止。

## 2. 実動画3本
各テーマごとに別の HyperFrames project を `experiments/` 以下へ作る。前作の単なる配色違いは禁止。触発打撃型の同じ因果を保ちつつ、テーマ固有の視覚語彙・形・文字・空間・決着を使い分ける。

### 装着機構
中央入力で装甲/身体拡張機構が装着・ロックされる。走査、照準収束、部位の順次点灯を、3段階増幅と最大能力解放へつなぐ。固有ヒーロー作品の変身UIを模倣しない。

各動画:
- 6.000秒、1080×1920、30fps、H.264、音声なし
- HyperFramesのseek-safeな構成
- `npx hyperframes check --snapshots` 合格
- delivery品質でMP4を実レンダリング
- MP4からポスターと12時点程度のcontact sheetを生成し、目視で初期状態、入力、3段階増幅、最大報酬、次の標的が判別できることを確認
- `ffprobe` で仕様確認

03 / GENERATION

Immediate impact × Martial contest — 6-second high-stimulus motion

Stimulus engine
Immediate impact
Format
6-second motion
Expression theme
Martial contest
Generation model
Claude Opus 5.5
Effort
max

On a stage split diagonally into vermilion and indigo, a vermilion fighter and an indigo fighter built from geometric shapes face each other. Health is shown by vertical pillars and numbers at both edges of the screen. Tapping the vermilion "撃" (strike) seal at the center brings a hit stop that briefly inverts the whole screen; then the vermilion fist extends and lands, the flurry grows faster and stronger in three stages of 6 → 12 → 18 hits, and indigo's health is cut 100 → 75 → 45 → 10. With the final blow at 2.25 s, indigo is blasted off-screen, the "撃" seal itself becomes a "決着 (decided) / 38 HIT" stamp about 70% of the screen width, and "+12,800 PTS" counts up. Finally the stamp flies into the round tally and fills the first win, a new opponent enters for ROUND 2, an indigo-rimmed "弐" (two) seal lands with "NEXT · ROUND 2", and the touch point approaches.

Production brief used at generation (sections about the video excerpted from the original, in Japanese)

This is the original generation brief.

# 判断
前回成功した「触発打撃型 × 連結パズル」の品質を基準に、プロンプト工房が同等の高刺激動画を再現できる具体性へ恒久改善し、表現テーマを変えた実動画3本を制作してギャラリーへ登録する。

# 既知情報
- ユーザー評価: 前回の実動画は「とても良い」。このレベルの動画を出力できるプロンプトをプロンプト工房で提示する必要がある。
- 次はテーマを変えて3本作る。
- 刺激エンジンは前回と同じ「触発打撃型」に固定し、テーマは前回の「連結パズル」を除く相性の良い3テーマを採用する:
  1. `wearable-machinery` 装着機構
  2. `martial-contest` 武闘対戦
  3. `chaotic-comedy` 混沌喜劇
- 成功作は6秒、1080×1920、30fps、無音でも成立。入力直後の打撃感、3段階増幅、画面60〜80%級の最大報酬、次の標的を備える。
- 既存作品・キャラクター・ロゴ・固有UIを模倣しない。色以外でも状態を区別する。1秒3回超の点滅は禁止。

## 2. 実動画3本
各テーマごとに別の HyperFrames project を `experiments/` 以下へ作る。前作の単なる配色違いは禁止。触発打撃型の同じ因果を保ちつつ、テーマ固有の視覚語彙・形・文字・空間・決着を使い分ける。

### 武闘対戦
中央入力が一撃として命中し、体力ゲージを3段階で削り、明快な決着と次ラウンド標的へつなぐ。既存格闘ゲームの画面構成・キャラクター・ロゴを模倣しない。

各動画:
- 6.000秒、1080×1920、30fps、H.264、音声なし
- HyperFramesのseek-safeな構成
- `npx hyperframes check --snapshots` 合格
- delivery品質でMP4を実レンダリング
- MP4からポスターと12時点程度のcontact sheetを生成し、目視で初期状態、入力、3段階増幅、最大報酬、次の標的が判別できることを確認
- `ffprobe` で仕様確認

04 / GENERATION

Immediate impact × Chaotic comedy — 6-second high-stimulus motion

Stimulus engine
Immediate impact
Format
6-second motion
Expression theme
Chaotic comedy
Generation model
Claude Opus 5.5
Effort
max

On a page of halftone dots and grain sits a contraption assembled from black-outlined cut-outs: a hanging metal washtub, a shelf of junk, six dominoes, and a seesaw. Tapping the pink "押すな" (don't push) button at the center brings a hit stop that briefly inverts the whole screen; then a bowling ball shoots out of the button, the dominoes topple with a "ガラガッシャ" crash (a close-up panel, ×2), the seesaw launches 12 pieces of junk (a close-up panel of a fish, ×4), and the shelf collapses, raining down 18 pieces as the view abruptly pushes in (×8). The rope snaps and the washtub drops; after a "!?" beat it hits at 2.25 s, the button itself turns into a jagged sticky note "大成功!? ×16" (huge success!?) about 70% of the screen width, and "爆笑 +74,900" (big laugh) counts up. Finally the contraption resets, and a yellow "もっと押すな" (don't push even more) button lands with "NEXT" and a hand-drawn arrow as the touch point approaches.

Production brief used at generation (sections about the video excerpted from the original, in Japanese)

This is the original generation brief.

# 判断
前回成功した「触発打撃型 × 連結パズル」の品質を基準に、プロンプト工房が同等の高刺激動画を再現できる具体性へ恒久改善し、表現テーマを変えた実動画3本を制作してギャラリーへ登録する。

# 既知情報
- ユーザー評価: 前回の実動画は「とても良い」。このレベルの動画を出力できるプロンプトをプロンプト工房で提示する必要がある。
- 次はテーマを変えて3本作る。
- 刺激エンジンは前回と同じ「触発打撃型」に固定し、テーマは前回の「連結パズル」を除く相性の良い3テーマを採用する:
  1. `wearable-machinery` 装着機構
  2. `martial-contest` 武闘対戦
  3. `chaotic-comedy` 混沌喜劇
- 成功作は6秒、1080×1920、30fps、無音でも成立。入力直後の打撃感、3段階増幅、画面60〜80%級の最大報酬、次の標的を備える。
- 既存作品・キャラクター・ロゴ・固有UIを模倣しない。色以外でも状態を区別する。1秒3回超の点滅は禁止。

## 2. 実動画3本
各テーマごとに別の HyperFrames project を `experiments/` 以下へ作る。前作の単なる配色違いは禁止。触発打撃型の同じ因果を保ちつつ、テーマ固有の視覚語彙・形・文字・空間・決着を使い分ける。

### 混沌喜劇
中央入力が物理的な事故の連鎖を起こし、切り抜き・唐突な拡大・粗い質感・意外な落下物を3段階で増幅し、巨大な可読報酬/結果へ着地して次の標的を出す。ランダムなノイズだけにせず、入力→因果→決着を明快にする。点滅は禁止。

各動画:
- 6.000秒、1080×1920、30fps、H.264、音声なし
- HyperFramesのseek-safeな構成
- `npx hyperframes check --snapshots` 合格
- delivery品質でMP4を実レンダリング
- MP4からポスターと12時点程度のcontact sheetを生成し、目視で初期状態、入力、3段階増幅、最大報酬、次の標的が判別できることを確認
- `ffprobe` で仕様確認

05 / GENERATION

Immediate impact — 6-second motion specimen

Stimulus engine
Immediate impact
Format
6-second motion
Expression theme
Theme unspecified
Generation model
Claude Opus 5.5
Effort
Not recorded

A cream game screen with one gray rock on a central stand and the score "1,240" at the top. On the frame the finger hits the rock, the rock flashes and cracks, holds for 0.1 seconds, then bursts into shards. "+100" pops where it was hit and flies into the score, which becomes "1,340". The next rock hops onto the stand from the conveyor on the left, breaks the same way, and the score reaches "1,440". It ends with the finger poised over a third rock.

Prompt reconstructed from the specimen

This is not the original generation prompt.

Produce a 6-second vertical UI motion sample that uses the Immediate impact stimulus engine.
Repeated action: Press, hit, break, clear.
Opening state: A single pressable target sits at the center, and it reads as pressable before you touch it. Keep the surroundings quiet and hold only the tension before the input.
Trigger: The instant of a tap, click, or key press.
Amplification: After an 80–120 ms hit stop, the target springs out and back, and an impact ring and debris scatter outward. The gain count pops and updates.
Next promise: The next target is already visible, so the rhythm of re-input is never broken.
Motion: The target waits at the center, showing a faint breath that it is pressable → At the instant of input the target is pressed in and its color inverts → From the hit stop it springs back; the impact ring and debris spread outward → Hold the success mark and the gain count at a readable size → The next target appears and invites the input again.
Keep enough contrast for text and primary UI, and make the meaning clear even in the reduced-motion setting.
Do not imitate existing works, characters, logos, brands, or proprietary UI.

06 / GENERATION

Mastery breakthrough — 6-second motion specimen

Stimulus engine
Mastery breakthrough
Format
6-second motion
Expression theme
Theme unspecified
Generation model
Claude Opus 5.5
Effort
Not recorded

A navy side-view game screen of a city at night, with a small green character on the left and a stone wall in the middle. A short press on the button below stops the meter at 40%, and the character hits the wall partway up and drops: a red dotted path, an X on the wall, a "not high enough" tag, and a "1st: short" mark on the meter. On the second try, specks of light flow into the character as the press goes past the previous mark to 80%. It jumps higher than the wall, pauses right above it, and slams straight down: everything holds for 0.1 second while cracks run through the wall, then the wall bursts into flying stones, lights spread through the city windows from the impact point, and the flag rises. The mark reads "2nd: just right", and the character hops over the rubble to the flag. The view then pans right to a next wall almost twice as tall, with "Next: double jump".

Prompt reconstructed from the specimen

This is not the original generation prompt.

Produce a 6-second vertical UI motion sample that uses the Mastery breakthrough stimulus engine.
Repeated action: Retry a task that demands skill.
Opening state: The wall to clear and the sequence of inputs it needs are visible from the start. The reason for the last failure remains in a short line.
Trigger: The instant each input in the sequence is accepted and its correctness is returned on the spot. Even on failure you can retry within one second.
Amplification: The correct inputs light up in order and connect, and the final move opens the wall as "breakthrough" lands briefly.
Next promise: The next wall up and the new skill it demands are foreshadowed. The gap to your own best remains visible.
Motion: Present the wall and the inputs it needs, with the reason for the last failure → Each input key sinks down in turn and correctness returns instantly in color and symbol → The correct moves connect and light up, and the final move opens the wall → Hold the breakthrough mark briefly so it can be read → Foreshadow the next wall up and the next skill.
Keep enough contrast for text and primary UI, and make the meaning clear even in the reduced-motion setting.
Do not imitate existing works, characters, logos, brands, or proprietary UI.

07 / GENERATION

Growth upgrade — 6-second motion specimen

Stimulus engine
Growth upgrade
Format
6-second motion
Expression theme
Theme unspecified
Generation model
Claude Opus 5.5
Effort
Not recorded

A submarine screen showing a vertical slice of a purple sea. The gold submarine, with a small propeller, runs nose-first into a red wall at 200m (the depth readout also shows 200m) and bounces back; below the wall everything is dark. In the upgrade panel below, the finger taps "Propulsion (thruster Lv1 to Lv2, 4 parts)": the parts count drops one at a time from 6 to 2 as each part flies to the stern and stays there, then "Upgrade complete" appears and the card gets a check mark. Next the small propeller is replaced by a large thruster with fins and a nozzle (the parts remain as its bolts). It ignites with a cyan thrust flame and charges the same 200m wall much faster than before: everything holds for 0.1 second while cracks run across the wall, then the wall breaks open and leaves a hole. The dark water below 200m is revealed as a deep sea with glowing seaweed, jellyfish, and a school of fish, and a thicker wall sits at 400m. The submarine bumps that wall and is pushed back (an X marks the spot), and the "Propulsion" card shows its next level: "Lv2 to Lv3, 8 parts".

Prompt reconstructed from the specimen

This is not the original generation prompt.

Produce a 6-second vertical UI motion sample that uses the Growth upgrade stimulus engine.
Repeated action: Gain resources and invest in upgrades.
Opening state: The current level and stats, and the amount left until the next unlock, can be read on one screen.
Trigger: The instant you commit gained resources to an upgrade.
Amplification: The stat gauges fill in turn, the level number updates large, and the new ability appears as an unlock card. Show the before and after side by side.
Next promise: Show the new challenge the unlocked ability opens and the condition for the next unlock.
Motion: Present the current values and the amount left until the next unlock → Commit resources to the upgrade → The gauges fill in turn and the level number pops up → Hold the before/after compare and the new ability so they can be read → Show the entrance to the new challenge.
Keep enough contrast for text and primary UI, and make the meaning clear even in the reduced-motion setting.
Do not imitate existing works, characters, logos, brands, or proprietary UI.

08 / GENERATION

Unknown exploration — 6-second motion specimen

Stimulus engine
Unknown exploration
Format
6-second motion
Expression theme
Theme unspecified
Generation model
Model not recorded
Effort
Not recorded

A grid map covered in fog. As the fog thins, a diamond marker springs into appearance and "NEW AREA" is shown. At the bottom, "unknown → discovery → next unknown".

Prompt reconstructed from the specimen

This is not the original generation prompt.

Produce a 6-second vertical UI motion sample that uses the Unknown exploration stimulus engine.
Repeated action: Step into an unconfirmed area.
Opening state: Most of the map is covered in fog, with only the near part visible. At the edge of the fog, part of some shape peeks through.
Trigger: The instant you move toward the edge of the fog or select an unconfirmed sector.
Amplification: The fog clears and the terrain spreads, a landmark appears as if springing up, and the new area gets a name.
Next promise: From the place you discovered, a further unconfirmed area and a newly selectable destination come into view.
Motion: Show the fog-covered map and the hint of something at its edge → Step into an unconfirmed sector → The fog clears and a landmark springs into appearance → Let the name and meaning of the discovered place be read → Show the next edge of fog and a new destination.
Keep enough contrast for text and primary UI, and make the meaning clear even in the reduced-motion setting.
Do not imitate existing works, characters, logos, brands, or proprietary UI.

09 / GENERATION

Collection completion — 6-second motion specimen

Stimulus engine
Collection completion
Format
6-second motion
Expression theme
Theme unspecified
Generation model
Model not recorded
Effort
Not recorded

Five slots "●", "▲", "◆", "■", "★" and a dotted "?" slot. The "?" slot expands while filling with color, and the "5 / 6" display pops. At the bottom, "find → obtain → complete".

Prompt reconstructed from the specimen

This is not the original generation prompt.

Produce a 6-second vertical UI motion sample that uses the Collection completion stimulus engine.
Repeated action: Fill the blanks in a set.
Opening state: The slots of a set line up, and obtained versus missing (dotted silhouettes) are distinguishable by shape. The set count reads like "5 / 6".
Trigger: The instant you obtain a new item and place it into a blank.
Amplification: The blank fills with color and the set count updates. With the last one, the whole set shines as a single piece.
Next promise: Show the blanks of the next set and a use or story for what you collected.
Motion: Show the obtained slots next to the dotted blanks → The obtained item is drawn into the blank → The blank is filled with color and the set count pops and updates → Hold the completion rate and the whole set so they can be read → Show the next set of blanks and its use.
Keep enough contrast for text and primary UI, and make the meaning clear even in the reduced-motion setting.
Do not imitate existing works, characters, logos, brands, or proprietary UI.

10 / GENERATION

Anticipatory reveal — 6-second motion specimen

Stimulus engine
Anticipatory reveal
Format
6-second motion
Expression theme
Theme unspecified
Generation model
Model not recorded
Effort
Not recorded

Under "RESULT UNKNOWN", a capsule drawn with a "?". The capsule shakes in small increments, the "?" disappears, and a "★" expands into view. At the bottom, "forecast → tease → reveal".

Prompt reconstructed from the specimen

This is not the original generation prompt.

Produce a 6-second vertical UI motion sample that uses the Anticipatory reveal stimulus engine.
Repeated action: Open an uncertain result.
Opening state: A single container whose contents are unknown is placed, and "the result is undecided" plus the odds and cap are shown on screen.
Trigger: The instant of the reveal action.
Amplification: The container shakes in small increments, color and hints shift in stages, and after a short pause the result expands into view. The effect can be skipped at any time.
Next promise: Show the acquisition history and the conditions for the next time. Do not urge extra purchases or retries.
Motion: Place the unknown container and the odds and cap display → The container reacts to the reveal action → After small shakes and staged color hints, the result expands into view → Hold the result and acquisition history so they can be read → Calmly show the next conditions (do not urge).
Keep enough contrast for text and primary UI, and make the meaning clear even in the reduced-motion setting.
Do not imitate existing works, characters, logos, brands, or proprietary UI.

11 / GENERATION

Chain amplification — 6-second motion specimen

Stimulus engine
Chain amplification
Format
6-second motion
Expression theme
Theme unspecified
Generation model
Model not recorded
Effort
Not recorded

Round pieces labeled "1", "2", "4", "8", "16" appear in turn, and the word "CHAIN" pops large. At the bottom, "connect → accelerate → big blast".

Prompt reconstructed from the specimen

This is not the original generation prompt.

Produce a 6-second vertical UI motion sample that uses the Chain amplification stimulus engine.
Repeated action: Connect effects.
Opening state: Elements that might connect are scattered on the board, and a move that could be the starting point is quietly indicated.
Trigger: The instant you place the starting move or connect a link.
Amplification: Elements react in turn, 1→2→4→8→16, the interval tightens and accelerates, and at the end the multiplier and combo count display large. Leave the chain path drawn as lines.
Next promise: You can look back at the path that produced the chain and see that a longer chain is possible next time.
Motion: Show the elements that might connect and the candidate starting point → Place the starting move → The elements react in turn and accelerate as the interval tightens → Hold the multiplier, combo count, and chain path so they can be read → Show the possibility of a longer chain.
Keep enough contrast for text and primary UI, and make the meaning clear even in the reduced-motion setting.
Do not imitate existing works, characters, logos, brands, or proprietary UI.

12 / GENERATION

Creative construction — 6-second motion specimen

Stimulus engine
Creative construction
Format
6-second motion
Expression theme
Theme unspecified
Generation model
Model not recorded
Effort
Not recorded

A dotted design frame and "BUILD YOUR WORLD". Six blocks fall in turn from above and bounce, stacking into steps. At the bottom, "materials → combination → ownership".

Prompt reconstructed from the specimen

This is not the original generation prompt.

Produce a 6-second vertical UI motion sample that uses the Creative construction stimulus engine.
Repeated action: Combine and place materials.
Opening state: A dotted design frame and ready-to-use materials sit at hand. One small goal and one editable example are provided.
Trigger: The instant you place or snap a material. Actions other than dragging (select and place) give the same result.
Amplification: The material bounces slightly and snaps, the finished preview updates with every placement, and the finished form is saved as your own work.
Next promise: The work remains in your history, and room to share or extend with the next material comes into view.
Motion: Show the design frame, the materials at hand, and a small goal → Place a material into the frame → It snaps and bounces, and the finished preview builds up → Show the finished work under your own name and hold it → Show save and share, and the next material.
Keep enough contrast for text and primary UI, and make the meaning clear even in the reduced-motion setting.
Do not imitate existing works, characters, logos, brands, or proprietary UI.

13 / GENERATION

Competitive resolution — 6-second motion specimen

Stimulus engine
Competitive resolution
Format
6-second motion
Expression theme
Theme unspecified
Generation model
Model not recorded
Effort
Not recorded

Circles "A" and "B" with health gauges on the left and right, and "VS" in the center. B's health gauge is cut at once and "K.O." lands large. At the bottom, "confront → offense and defense → settlement".

Prompt reconstructed from the specimen

This is not the original generation prompt.

Produce a 6-second vertical UI motion sample that uses the Competitive resolution stimulus engine.
Repeated action: Challenge an opponent.
Opening state: Two figures face off left and right with their own health gauges. It reads that the conditions are fair.
Trigger: The instant a move in the offense, defense, or read is decided.
Amplification: The opponent's health gauge is cut at once and the decisive text is slammed down. Show the change in rank or rating as numbers.
Next promise: Show the key points of why you won or lost and a path to an immediate rematch.
Motion: Show the two figures facing off with their health gauges → A move in the read is decided → The health gauge is cut at once and the decisive text is slammed down → Hold the result and the rank change so they can be read → Show the reason for the win or loss and a path to a rematch.
Keep enough contrast for text and primary UI, and make the meaning clear even in the reduced-motion setting.
Do not imitate existing works, characters, logos, brands, or proprietary UI.

14 / GENERATION

Transformation release — 6-second motion specimen

Stimulus engine
Transformation release
Format
6-second motion
Expression theme
Theme unspecified
Generation model
Model not recorded
Effort
Not recorded

Onto a hexagonal "CORE", three parts gather forcefully from left, right, and below, and the core pulses. A "SYSTEM ON" display. At the bottom, "prepare → activate → complete".

Prompt reconstructed from the specimen

This is not the original generation prompt.

Produce a 6-second vertical UI motion sample that uses the Transformation release stimulus engine.
Repeated action: Enter a special state.
Opening state: The core in standby and the parts still apart. The condition to activate (a gauge, for example) is visibly filling.
Trigger: The instant of the activate action or of reaching the condition.
Amplification: Parts gather from left, right, and below and combine, the core pulses and the gauges light, and the finished outline holds for an instant.
Next promise: Show what the released ability can do and how long the effect lasts. Make the second time onward a shortened version.
Motion: Show the core in standby, the separated parts, and the filling condition → The gauges begin to light at the activate action → The parts gather and combine, and the core pulses → Hold the finished outline for an instant and let the name be read → Show the released ability and its remaining time.
Keep enough contrast for text and primary UI, and make the meaning clear even in the reduced-motion setting.
Do not imitate existing works, characters, logos, brands, or proprietary UI.

15 / GENERATION

Attachment protection — 6-second motion specimen

Stimulus engine
Attachment protection
Format
6-second motion
Expression theme
Theme unspecified
Generation model
Model not recorded
Effort
Not recorded

A round original character bounces slightly up and down, and hearts appear around it. A speech bubble reads "we met again today". At the bottom, "empathy → worry → relief".

Prompt reconstructed from the specimen

This is not the original generation prompt.

Produce a 6-second vertical UI motion sample that uses the Attachment protection stimulus engine.
Repeated action: Return to see the character or relationship.
Opening state: A small original character notices you and turns its gaze. The trouble is small, kept to a size you can help with at once.
Trigger: The instant you speak, care, or help with a small trouble.
Amplification: The expression turns to relief and it bounces slightly, and reactions like hearts or belongings spread. A short line conveys the change in the relationship.
Next promise: Foreshadow a small joy for the next meeting (a memory or a new side). Do not blame absence.
Motion: The character notices you and turns its gaze → It answers speaking or helping with a blink and an expression → It bounces slightly with a relieved expression and the reaction spreads around it → Hold the short line and expression so they can be read → Foreshadow a small joy for the next meeting.
Keep enough contrast for text and primary UI, and make the meaning clear even in the reduced-motion setting.
Do not imitate existing works, characters, logos, brands, or proprietary UI.

16 / GENERATION

Narrative pull — 6-second motion specimen

Stimulus engine
Narrative pull
Format
6-second motion
Expression theme
Theme unspecified
Generation model
Model not recorded
Effort
Not recorded

A scene card reading "CHAPTER 03" into which a figure's shadow slowly enters, and the "…" of "beyond the door was…" blinks slowly. At the bottom, "mystery → clue → continuation".

Prompt reconstructed from the specimen

This is not the original generation prompt.

Produce a 6-second vertical UI motion sample that uses the Narrative pull stimulus engine.
Repeated action: Confirm the answer to the question.
Opening state: A chapter number and a scene containing a clue. The figure is still shown only as a shadow.
Trigger: The instant you choose an option or open the next clue.
Amplification: The shadowed figure enters the scene slowly, a partial answer is shown, and the sentence cuts off mid-way to raise a new question.
Next promise: Show the question of the next chapter and the number of foreshadowings paid off so far.
Motion: Show the chapter number and a scene containing a clue → Choose an option or open the clue → The shadowed figure enters slowly and a partial answer appears → Hold the cut-off sentence only as long as it takes to read → Show the next chapter's question and the foreshadowing paid off.
Keep enough contrast for text and primary UI, and make the meaning clear even in the reduced-motion setting.
Do not imitate existing works, characters, logos, brands, or proprietary UI.

17 / GENERATION

Continuity maintenance — 6-second motion specimen

Stimulus engine
Continuity maintenance
Format
6-second motion
Expression theme
Theme unspecified
Generation model
Model not recorded
Effort
Not recorded

On a fourteen-day calendar, thirteen slots color in turn, the consecutive day count "13" displays large, and "DAYS CONTINUED" appears. At the bottom, "return → achieve → maintain".

Prompt reconstructed from the specimen

This is not the original generation prompt.

Produce a 6-second vertical UI motion sample that uses the Continuity maintenance stimulus engine.
Repeated action: Return to keep the record.
Opening state: The record so far is visible on a calendar, with only today's slot empty. The remaining rest days and grace can be read on the same screen.
Trigger: The instant you complete today's task.
Amplification: The calendar slots light in turn and the consecutive day count updates large.
Next promise: Show the next schedule and the rest and grace options at the same time.
Motion: Show the record calendar and the empty slot for today → Complete today's task → The slots light in turn and the consecutive day count updates large → Hold the consecutive days and the remaining rest and grace so they can be read → Show the next schedule next to the rest option.
Keep enough contrast for text and primary UI, and make the meaning clear even in the reduced-motion setting.
Do not imitate existing works, characters, logos, brands, or proprietary UI.

No generated examples match the conditions.

Operated by tumf LLC · Contact: tumf LLC website · Last updated: October 1, 2026

Citation and production policy: publish only real generated examples, never infer unrecorded conditions, and distinguish reconstructed prompts from originals.

GENERATION RECORD