33 Animation Styles for Seedance 2.5 · Prompt Guide
Jack, from the Atomic Gains channel, tests dozens of animation languages, from 1930s cels to retro anime, ink, stop motion, live action hybrids and CRT visuals. This article organizes the 33 master prompts from the video's accompanying guide into easy-to-explore families, with instructions for adapting them to your own story.
Video credit: Atomic Gains.Source video: 30+ Insane Animation Styles For Seedance 2.5 (or any ai video).
Quick Summary
- Credit: Video, tests, and guide Animation Style Prompts, Volume One are by Jack from Atomic Gains. The organization and compact versions of the prompts below are by JQ VISIONS, based on the original guide.
- The guide has exactly 33 numbered styles. Each style includes a master style prompt; many also include scenes, variants and timed beats in the original document.
- The reusable technique is to combine a style prompt with an original subject, action, camera, sound and duration. A style describes visual language and movement, it does not replace stage direction.
- The creator demonstrates OpenArt with Seedance 2.5, but encourages testing the styles in other generators. The same text does not guarantee the same result between models.
- For exploration, the video often uses 480p generations and reserves the upscale for the chosen clips. Credits, resolutions and available tools must be confirmed in the current interface.
- This post does not republish the 86 pages of the guide: it offers 33 adapted and grouped work prompts, linked to the full Atomic Gains document.
--what to try first
- Choose the physical medium or visual era first; write the scene separately.
- Preserves materials, linework, palette, lighting, rhythm of movement and style-specific imperfections.
- Add original characters and objects instead of copying franchise designs.
- Write few clear beats and adjust the generation duration to the sample duration.
- Compare the same subject in several styles before constructing a long sequence.
- Generates economic tests when the option exists; expands only approved plans.
- Use Extend to continue a clip, repeating the features that need to maintain continuity.
- Evaluates character consistency, texture, timing, sound and readability of the last frame.
The video, the guide and what this article publishes
Atomic Gains spans over 30 visuals: painted animation from 1930, anime from various decades, sumi-e, silk, thick paint, marker, slapstick, CGI, compositing with live actors, textile and paper stop motion, printed poster and CRT image. The associated document lists 33 styles. The video was published on September 7, 2026.
The original guide is 86 pages long. In each style there is a master prompt that fixes materials, design, color, light, movement, camera and limitations; some chapters even have much longer narrative examples. The collection of 33 prompts in this post is a compact editorial adaptation, not a full transcript nor a set of independent JQ VISIONS tests. For the full write-up and author scenes, open the original document in resources.
In examples inspired by historical animation or known genres, it describes observable techniques. Create your own characters, costumes, creatures and brands. The prompt can evoke cel animation, slapstick, or textured painting without asking for a specific character to be reproduced.
How to apply one of the prompts in OpenArt
1. Open OpenArt, choose video creation and select Seedance 2.5 if your account offers it. Set the aspect ratio, duration, resolution and audio for the scene. The creator often tests at 480p to save credits; that test resolution is not a required final output setting.
2. Copy one of the style prompts below. Replaces [SUBJECT/SCENE] or [SCENE] with original characters and action. After the style, add the scene in a separate block with place, goal, beginning, change and end. Use character or environment references when the interface allows them.
3. For a scene with multiple events, mark simple intervals, for example 0-4s, 4-8s and 8-12s. It gives a main action to each beat and a chamber indication only when it adds something. The author's guide recommends that the configured duration matches the duration written in the example.
4. Review the entire clip: silhouette, material, continuity, timing and last frame. Adjusts one variable at a time. If the Extend option is available, the shot continues repeating costume, location, light direction and camera progress. The OpenArt documentation also recommends confirming interface limits before planning a scene.
5. Compare the same subject in two or three styles, choose the most appropriate and only then improve the resolution of the approved plans. OpenArt describes straightforward generation, extension, and refinement, but availability, credits, and output vary by model and plan.
01-05 · Classic cels and retro anime
01. Old Animation Style: characters in painted cels and gouache backdrops from the late 1930s. 02. 1980s Anime: manual linework, block shadows, holds and smears. 03. 1990s Fantasy Anime: fantasy adventure with painted backgrounds and drawn magical effects. 04. 1980s Sci-Fi Anime: machinery, rain and lights from a science fiction OVA. 05. Creature-Adventure TV Anime: television energy from the late 1990s, but with completely original creatures and protagonists.
The decisive difference between them is not just the palette. The backgrounds, the economy of drawings per second, the type of shadow and the way of moving hair, clothes and effects must belong to the same language.
06-11 · Ink, silk, painting and manual drawing
06. Ink uses black pigment and gray wash on rice paper. 07. Hand-Painted Silk keeps the weave and translucent pigments visible. 08. Thick Paint simulates wet paint on glass, with marks from previous frames. 09. Oil Painting combines 3D volume with brush texture. 10. Charcoal raises the light with an eraser from a sheet of charcoal. 11. Doodle/Children's Marker keeps marker ink from bleeding onto the paper.
It asks the material to react to movement. If the elements move like clean vectors or bright 3D objects, the scene has lost the principle of style, even if the still image looks beautiful.
12-19 · Slapstick, live objects and hybrids with live action
12. Tom & Jerry Style, in the author's index, describes theatrical slapstick technique with original animals, constructed smears, and orchestral timing. 13. Action Figure puts articulated figures on a realistic scale. 14. Puppet works with puppets and a miniature stage. 15. Noir Cartoon adds harsh shadows and detective humor. 16. Live-Action Hybrid introduces a 2D performer onto a real image plate. 17. Smear Animation uses deformations between sharp poses. 18. CGI seeks the finish of a stylized 3D feature film. 19. CGI Live-Action Hybrid integrates a 3D creature into realistic footage.
In comedy, it anticipates, accelerates, impacts and holds the reaction. In hybrids, the question changes: who casts shadow, who touches the ground, how do focus, lighting, perspective and dialogue coincide?
20-26 · Stop motion and physical materials
20. Claymation: plasticine with fingerprints. 21. Wool: needled wool and protruding fibers. 22. Paper Cut-Out: layered cuts with real shadows. 23. Medieval Parchment: illuminated manuscript on parchment. 24. Embroidery: stitches and threads that form a living tapestry. 25. Paper Stop-Motion: paper mache with pulp and visible seams. 26. Marbled Paper: veins of fluid pigment within legible shapes.
These prompts work when you see what the physical object would be: paper thickness, fiber, stitching, wrinkle, mass, table light, and small hesitations between frames. It's not enough to apply a flat texture on top of generic digital motion.
27-33 · 3D painted, poster, television and CRT
27. Painted CGI: 3D performance under deliberate brushstrokes. 28. Vintage Poster: mid-century silkscreen with few inks and imperfect registration. 29. 1970s Tokusatsu: practical fact, miniatures and 16mm. 30. 1930s Animation: rubber hose in black and white. 31. American Sitcom Animation: 2D suburban television with limited cartooning. 32. Stylized 2D Editorial: retro geometric shapes for graphic storytelling. 33. RGB Phosphor CRT Arcade: RGB light points separated by pure black.
The same story prompt can traverse these seven styles. The video makes precisely this type of comparison, showing how drawing, material and movement alter the emotional reading of a scene.
Seedance 2.5 versus other models, cost and limits
The breeder prefers Seedance 2.5 for many of these tests, but also compares the same style to other generators and notes differences in grip, duration, speed, and cost. These are impressions from this demo, not a permanent ranking. Avoid promising that a prompt will produce the same texture on any model.
OpenArt indicates up to 30 seconds in a Seedance 2.5 generation and documents extension, editing and reference usage flows. Confirms the interface and cost before generating. A short, inexpensive test followed by selection and upscale may be more efficient than rendering all styles at full resolution.
Styles with subtle physics, interaction between material and character or many cuts may fail in detail: paper behaving like rubber, puppet without strings, unstable mouth, duplicated objects or texture that slides over the surface. Make a frame-by-frame review of the plans you intend to publish.
33 Organized Style Prompts · Volume One
Operational prompts in English, adapted from the 33 master style prompts in the Atomic Gains guide. They maintain the core properties of material, color, and motion, but they are compact editorial versions, not verbatim copies of the PDF. Add your original scene after each block. The author's document includes extended versions, additional stories, and variants.
Prompt pack credit: Atomic Gains · Animation Style Prompts, Volume One (JQ VISIONS editorial adaptation).
01 · Old Animation Style (1930s color cel)
Painted cels, gouache, warm palette and discreet optical imperfections.
Render [SUBJECT / SCENE] as a late-1930s hand-painted theatrical colour animation. Hand-inked acetate cel characters have subtly irregular charcoal outlines, rounded readable silhouettes and expressive theatrical poses. Use flat opaque paint with two-tone shadows over richly painted gouache storybook backgrounds. Palette: aged ivory, dusty rose, ochre, sage, muted turquoise and smoky blue. Painted light, layered depth, soft optical resolution, fine film grain and tiny registration shifts. Avoid glossy gradients, modern 3D, neon and heavy vintage filters.
02 · 1980s Anime (theatrical cel)
Hold drawings, drawn shadows and painted backgrounds.
Animate [SUBJECT / SCENE] as a mid-to-late 1980s hand-drawn Japanese theatrical or OVA cel sequence. Bold slightly imperfect ink lines, angular expressive faces, graphic hair masses, flat cel colour and deliberate hard-edged shadow shapes sit over watercolour and gouache backgrounds. Animate mostly on twos with held poses, decisive expression changes, graphic smears and speed lines on fast beats. Use pans over painted backgrounds, dramatic push-ins and multiplane parallax. Add restrained photographed-cel grain, exposure variation and soft highlight halation. Avoid glossy modern anime gradients, CG characters and uniformly fluid interpolated motion.
03 · 1990s Fantasy Anime
Fantasy OVA with atmospheric backgrounds and hand-drawn magic.
Render [SUBJECT / SCENE] as a lush 1990s fantasy OVA. Give the original cast elegant stylized anatomy, expressive eyes, large flowing hair shapes, layered cloth, capes and armour. Place clean cel-painted characters against richly painted forests, ruins, mountains or moonlit plains, with atmospheric mist and warm firelight or cool moonlight. Draw magic as luminous rune circles, sparks, trails and hand-animated bursts. Let action alternate between lingering beauty shots, dramatic poses, cape movement and graceful impacts. Avoid photoreal game rendering and glossy modern fantasy CGI.
04 · 1980s Sci-Fi Anime
Drawn mechanics, analog neon and action on cels.
Make [SUBJECT / SCENE] a hand-drawn 1980s science-fiction OVA. Construct original vehicles, panels, cables and architecture with lovingly specific mechanical linework. Use inked cels, painted colour, graphic shadows, rainy streets, neon reflections, smoky skies and restrained optical glow. Stage wide environmental frames, intense close-ups, snap pans and low-angle action. Hold drawings before sharp bursts of hand-drawn motion, impact frames and speed streaks. Keep analogue softness and imperfect registration. No photoreal CGI machinery, smooth interpolation or modern bloom-heavy grading.
05 · Creature-Adventure TV Anime
Retro television adventure with entirely original creatures.
Render [SUBJECT / SCENE] as an original late-1990s to early-2000s creature-adventure television anime. Young adventurers and entirely original companion creatures have clear silhouettes, oversized expressive features, simple colour blocking and flat one-tone cel shadows. Paint inviting roads, forests, hills and small towns as softer backgrounds. Alternate economical held drawings with lively reactions, squash and stretch, speed lines and simple cel-drawn creature effects. Add faint broadcast softness and mild colour bleed. Avoid famous creatures, copied costumes, branded symbols, recognizable attacks, glossy 3D and realistic fur.
06 · Ink (sumi-e wash)
Calligraphic brush and gray colors expanding on rice paper.
Animate [SUBJECT / SCENE] as sophisticated ink-wash painting on absorbent rice paper. Build forms from expressive calligraphic black strokes and diluted grey washes, leaving deliberate negative space. Let pigment feather, bloom and pool along fibres while shapes emerge from brush pressure and disappear into water. Keep contours variable, sparse colour if any, atmospheric layers and deliberate pauses between forceful gestures. Motion follows the brush and wet medium rather than digital morphing. Avoid clean vectors, glossy 3D, sharp photoreal edges and uniform ink opacity.
07 · Hand-Painted Silk
Translucent pigment, fabric weave and folds.
Paint [SUBJECT / SCENE] directly onto flowing hand-dyed silk. Keep woven fibre, soft pigment bleed, translucent overlapping washes and delicate colour variation visible in every frame. Forms may drift and reform as the cloth folds or ripples, but retain readable characters and action. Light passes gently through the fabric; camera movement reveals the textile surface. Motion feels like pigment travelling through cloth, never a flat digital texture pasted onto perfectly smooth animation. Avoid opaque plastic colour, vector outlines and hard CGI materials.
08 · Thick Paint (paint on glass)
Wet paint pushed frame by frame onto a glass plate.
Create [SUBJECT / SCENE] as paint-on-glass animation. Wet, thick pigments are pushed across a glass plate between photographed frames; show brush ridges, finger smears, palette-knife edges and ghost traces of previous poses. Characters and environments continually dissolve and are repainted, with colour mixing physically at their boundaries. Light shines through the paint and the camera stays aware of the plate. Preserve tactile stop-motion timing and imperfect transformations. Avoid crisp cels, motion-tweened digital shapes and generic oil-paint overlays.
09 · Oil Painting (textured 3D)
Cinematic volume covered in brushstrokes and thick pigment.
Stage [SUBJECT / SCENE] in dimensional 3D with grounded body mechanics, but render every surface as a living oil painting. Preserve sculpted depth and cinematic blocking while visible impasto, brush direction and painted highlights follow the forms. Use a deliberate limited palette, textured shadow masses and painterly atmosphere rather than photo textures. Motion should feel performed, not like a flat painting sliding in layers. Avoid plastic PBR skin, smooth game-engine materials, flat toon shading and unmotivated particle effects.
10 Charcoal
Charcoal on rough paper with light revealed by rubber.
Draw [SUBJECT / SCENE] in willow charcoal on toothy rag paper. Mass shapes in velvet black and smudged graphite greys; lift highlights out with an eraser. Use hard film-noir lighting, deep negative space, powdery edges and visible hand pressure. Let transitions leave faint ghost marks where charcoal was rubbed out, with movement built from redrawing and erasure. Keep the paper grain constant and the tonal range monochrome. Avoid clean ink lines, flat digital fills, colour, photoreal 3D and evenly lit faces.
11 Doodle / Children's Marker
Markers with irregular ink on plain paper.
Render [SUBJECT / SCENE] entirely with felt-tip marker on ordinary paper. Show bleeding ink, overlapping strokes, uneven colouring that escapes the outlines and visible paper fibres. Designs are simple and playful, but poses, comic timing and camera staging are carefully animated. Fast actions drag thick marker smears and exaggerated drawn deformation; holds reveal the handmade surface. Do not smooth away mistakes or convert the image to clean vector art, tablet illustration or 3D.
12 · Theatrical Slapstick Cel
Animated comedy technique from the 1940s and 1950s, without copying characters.
Animate original animal characters in a high-budget 1940s to 1950s theatrical slapstick cel style. Clear silhouettes and hand-inked shapes lead into anticipation, explosive action, a constructed smear drawing, a hard impact and a held reaction. Stage cause and effect with precise musical comedy timing and orchestral accents. Paint detailed backgrounds separately from flat cel characters, using warm photographed-film colour and slight registration imperfections. Exaggerate elastic anatomy for gags, then return to clean poses. No existing cartoon characters, copied designs, modern 3D or generic fluid motion.
13 Action Figure
Articulated dolls coming to life in a realistic human world.
Film [SUBJECT / SCENE] as a late-1990s live-action fantasy in which small original action figures come to life in a human-sized room. Their moulded plastic, visible joints, seams, paint wear and limited articulation remain obvious at close range. Use true toy scale, practical contact with furniture, believable shadows and lens depth of field. Movement has weight and mechanical limits, not flexible human anatomy. Let camera angles make mundane objects feel enormous. Avoid invisible joints, rubber bodies, floating feet and seamless modern CG polish.
14 · Puppet (marionette theater)
Miniature stage with wood, wires and articulated mouth.
Present [SUBJECT / SCENE] as a filmed marionette performance on a miniature gilded theatre stage. Carved wooden puppets have painted faces, hinged jaws, joints, fabric costumes and visible supporting strings. Lighting is theatrical and shadows reveal the set's depth; sea, smoke or weather effects use physical stagecraft. Motion hangs from the strings, swings, pauses and settles with gravity. Frame from plausible audience or stage-side viewpoints. Avoid changing facial geometry, stringless acrobatics, real-scale water and frictionless CG smoothness.
15 Noir Cartoon
2D detective, graphic shadows and dry humor.
Make [SUBJECT / SCENE] an original animated comedic noir. Draw simplified 2D television-cartoon characters with bold dark outlines and hard black shadow shapes; keep silhouettes readable in rain, alleys, desk-lamp pools and smoky interiors. Compose like a detective film with low-key lighting, dramatic close-ups and patient pauses before deadpan punchlines. Let expressions snap between strong poses instead of morphing continuously. Use a restrained muted palette. Avoid photorealism, plastic 3D, soft evenly lit sitcom framing and copied characters.
16 · Live-Action Hybrid (2D performer)
Real actor or scene with an integrated animated character.
Combine a photoreal live-action plate of [SCENE] with one original hand-drawn animated character. The camera, lens, focus, lighting and eyelines belong to the photographed space, while the character retains a distinct cel outline and graphic expressions. Give the animated performer convincing floor contact, shared shadows, occlusion behind real objects and precise timing with spoken dialogue or human reactions. Build comedy with pose, hold, anticipation, impact and delayed consequence. Avoid a floating sticker look, inconsistent scale and unmotivated camera moves.
17 · Smear Animation
Readable transition deformations between key poses.
Animate [SUBJECT / SCENE] in a hand-drawn 2D smear-frame style. Every very fast gesture passes through an intentionally stretched or multiplied drawing, then snaps into a crisp readable pose. Use strong anticipation, irregular spacing, impact frames, follow-through and short still holds so the smears feel earned. Preserve the same character design and staging on either side of each transition. Make movement graphic and funny rather than realistic or uniformly smooth. Avoid permanent deformation, interpolated blur and random extra limbs on held frames.
18 · CGI (stylized theatrical 3D)
Stylized 3D with eye-catching shapes and clear performance.
Render [SUBJECT / SCENE] as a polished original stylized 3D theatrical feature. Build appealing simplified designs, rounded yet specific forms, expressive faces, deliberate material contrast and a richly art-directed environment. Animate with readable silhouettes, strong anticipation, grounded weight, controlled squash and stretch and clear emotional beats. Use cinematic lenses, motivated soft light and composed depth rather than random zooms. Preserve anatomy and eyes across shots. Avoid plastic toy surfaces, photoreal creature styling and excess effects that obscure the performance.
19 · CGI Live-Action Hybrid (creature VFX)
Digital creature integrated into real locations and actors.
Photograph [SCENE] as a premium live-action fantasy adventure with an original photoreal CGI creature. Match the creature to real lens distortion, focus, motion blur, grain and the direction and softness of location light. Give it physical scale, body weight, ground contact, cast shadows, occlusion and believable interaction with actors, props and atmosphere. Compose reactions and creature movement as one performed scene, not two separate layers. Avoid floating feet, mismatched colour, overly clean CG texture and animated-cartoon physics unless deliberately requested.
20 Claymation
Plasticine, fingerprints and miniature scenes.
Create [SUBJECT / SCENE] as handcrafted claymation photographed frame by frame on a miniature set. Characters have chunky hand-sculpted proportions, visible fingerprints, small surface repairs and slightly changing clay shapes between frames. Sets, props and lighting feel physically built; movement has tactile stop-motion spacing, weighted contact and expressive replacement-mouth or sculpted-face poses. Use shallow photographic depth where appropriate and preserve material imperfections. Avoid glossy CGI clay shaders, ultra-smooth motion, impossible flexible anatomy and text or logos.
21 · Wool (needle-felted stop motion)
Felted fibers, simple armor and soft texture.
Render [SUBJECT / SCENE] as handmade needle-felted wool stop motion. Densely compressed coloured fibres wrap simple internal armatures; edges are fuzzy and uneven, with stray hairs catching warm miniature-set light. Sculpt faces and limbs as soft felt masses that compress under contact, and let poses shift in small photographed increments. The environment is also tactile fibre or compatible handcrafted material. Avoid plastic surfaces, simulated photoreal fur, smooth CG movement and clean vector outlines.
22 · Paper Cut-Out
Paper cutouts in layers, with thickness and shadows.
Make [SUBJECT / SCENE] from real textured paper cut-outs photographed as layered stop-motion artwork. Characters, props and sets have visible cut edges, paper thickness, fibres, folds and small imperfect joins. Movement comes from repositioned articulated pieces rather than morphing geometry. Light creates gentle real shadows between foreground, midground and background; camera may reveal slight parallax. Keep the composition legible and the same handmade pieces consistent across cuts. Avoid liquid deformation, plastic CG materials and flawless digital gradients.
23 · Medieval Parchment
Illuminated manuscript with painted figures inside the page.
Paint [SUBJECT / SCENE] as a living illuminated manuscript on aged parchment. Keep visible fibres, uneven staining, hand-drawn marginalia, flat medieval perspective, ornamental borders and selected gold or jewel-colour accents. Figures move within the page while ink lines, pigment and gilded decoration remain physically bound to its surface. Let border motifs respond to the story, then settle back into an illustrated page. Avoid realistic depth, modern fantasy CGI, digital typography and perfectly clean paper.
24 · Embroidery (living tapestry)
Characters and landscapes formed by dots and thread.
Animate [SUBJECT / SCENE] as a living tapestry embroidered on heavy woven fabric. Build every character, landscape and effect from raised cotton or wool stitches with visible thread direction, tiny knots, changing stitch density and loose ends. Raking light reveals relief and textile shadows. Motion looks as though threads unpick and restitch the next pose while the cloth itself remains continuous. Use a controlled woven colour palette and tactile timing. Avoid printed-on fabric graphics, smooth plastic shapes and generic flat 2D movement.
25 · Paper Stop-Motion (papier-mâché)
Newspaper pulp, cardboard and layers of painted paper.
Build [SUBJECT / SCENE] as handmade papier-mâché stop-motion fantasy. Forms are newspaper pulp over cardboard armatures, layered tissue and glued torn strips, finished with uneven matte hand-painted colour. Show rough joins, paper ridges, small wrinkles and slight frame-to-frame repositioning. Lighting and camera should reveal a real miniature set and the mass of each object. Transformations can tear, fold or expand as crafted paper. Avoid seamless CG, glossy resin, weightless objects and hyper-fluid interpolation.
26 Marbled Paper
Veins of marbled pigment that circulate within the shapes.
Render [SUBJECT / SCENE] as handmade marbled paper animation. Keep original characters and objects legible, but fill their surfaces with flowing veins of suspended pigment that continually curl, separate and recombine, rather than a static marble texture mapped onto 3D. Paper grain, irregular ink boundaries and hand-formed colour pools remain visible. Let transformations follow the flow of pigment and the physical sheet. Avoid photoreal stone, glossy CGI, fixed UV textures and muddy silhouettes.
27 · Painted CGI (prestige 3D)
3D bodies and gestures with pictorial surface.
Create [SUBJECT / SCENE] as cinematic painterly 3D animation. Performances, staging and body mechanics remain dimensional and grounded, while skin, costumes, architecture and light are interpreted as broad hand-painted brushwork. Let painted highlights and texture follow the form without sliding independently across it. Use graphic shadow masses, atmospheric depth and restrained colour to give each frame a composed illustration quality. Avoid photoreal pores, clean plastic PBR, simple toon outlines and ornamental particles that replace clear action.
28 · Vintage Poster (screen print)
Retro silkscreen with few inks and misaligned registration.
Animate [SUBJECT / SCENE] as a mid-century screen-printed poster brought to life. Restrict the palette to four to six physical-looking ink colours over heavy paper; use bold silhouettes, simplified geometric shadows, halftone where needed and slightly imperfect registration between layers. Motion is graphic, economical and driven by shape transformations, punchy cuts and strong typography-free compositions. Keep print grain and ink coverage visible rather than adding a generic sepia filter. Avoid realistic gradients, glossy 3D, photographic texture and excessive small detail.
29 · 1970s Tokusatsu
Rubber suits, miniature city and practical effects in 16 mm.
Film [SUBJECT / SCENE] as an original 1970s Japanese giant-monster television sequence on soft, grainy 16 mm. Giants are performers in bulky rubber and fibreglass suits with visible seams, foam musculature, thick boots and limited mechanical jaw movement. They collide with practical miniature streets, breakaway buildings, smoke pots and sparks; water splashes slightly too large for scale. Use low angles, crash zooms and overcranked impacts, with restrained hand-painted optical energy effects. No modern CG destruction, agile suit acrobatics or perfect scale simulation.
30 · 1930s Animation (rubber hose)
Black and white, flexible limbs and objects dancing to the beat.
Draw [SCENE] as an early-1930s black-and-white rubber-hose cartoon photographed on worn film. Original characters have round heads, pie-cut eyes, four-finger gloves and boneless limbs; their bodies squash, stretch and rebound. Props, buildings and backgrounds also sway in time with the music. Use inkwell black, a few silvery greys, nitrate white and softer grey-wash backgrounds. Visible looping cycles, dancing scratches, dust and gate flicker support a bouncy rhythm. No colour, correct anatomy, clean digital lines, realistic physics or 3D.
31 · American Sitcom Animation
2D suburban comedy with television poses and drawing.
Animate an original suburban family scene as traditional-looking American prime-time 2D television comedy. Use rounded simplified shapes, large heads, bold dark contours, flat colour, minimal shadows and consistent character models. Stage dialogue in clean wide and medium shots with economical held poses, mouth swaps, eye darts and decisive reaction drawings. A mundane domestic setup should escalate to a specific visual punchline. Keep the background graphic and readable. Avoid copying any existing sitcom family, over-rendered lighting and fluid 3D motion.
32 · Stylized 2D Editorial
Animated geometric retro illustration with graphic transitions.
Render [SUBJECT / SCENE] as retro mid-century 2D editorial animation. Build playful elongated characters and oversized everyday objects from bold simplified shapes, clean silhouettes, flat cobalt, mustard, burnt orange, forest green, cream and black. Use minimal shading, faint print grain and slight hand-drawn irregularity. Movement is snappy and deliberately limited, with strong key poses, short holds, lateral tracking and transitions where one shape becomes the next scene. Keep perspective mostly flat and the visual argument instantly readable. Avoid glossy 3D, photoreal light and complex gradients.
33 · RGB Phosphor CRT Arcade
Image constructed by luminous RGB dots on pure black.
Display [SUBJECT / SCENE] entirely as a 1990s RGB phosphor CRT arcade image. Every visible form is built from individually glowing circular red, green or blue dots with pure black gaps, not smooth gradients or vector strokes. Slightly misregistered colour channels make crisp rainbow fringes along contours; illumination comes only from the phosphor itself. Keep the background flat black, with no environment, cast surface shadows or naturalistic skin tones. Preserve readable motion and silhouettes within the limited dot matrix. Avoid a generic scanline filter over a normal rendered image.
Video Timestamps
FAQ
How many prompts are in the Atomic Gains guide?
Volume One has 33 numbered styles and a master prompt for each. The 86-page PDF also includes scenes and variants in several chapters. This article offers 33 compact adapted versions and links to the original document for full reference.
Can I use these prompts in another video generator?
Yes, as a starting point. Material, palette, and motion language are portable descriptions, but the interpretation and syntax of references or timestamps vary between models. Test a short clip before committing to a sequence.
How to maintain the same character in different styles?
Write a stable identity card, costume and silhouette, provide references when possible and only change the style block. Check eyes, clothes and proportions between shots. Compare versions side by side, not just each clip in isolation.
Should I start at 480p?
It is an exploration strategy used in video when the interface allows it and the quality is enough to decide. For final shots, choose the appropriate resolution or upscale approved clips. Confirm current cost and options on OpenArt.
Does the slapstick prompt copy Tom & Jerry?
No. The guide uses this name as a reference to a historical language, but the version published here calls for original animals and gags, describing techniques such as cels, anticipation, smear and musical timing without reproducing existing characters, marks or sequences.