Use case: stylized-concept。主题:游戏化设计、信息图、空间与室内、产品样机、故事叙事、风格概念、字体与排版、UI 界面。

如何复用

可参考这个示例来设计 游戏化设计、信息图、空间与室内、产品样机 工作流、提示词结构、视觉约束和结果检查方式。

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完整提示词

Use case: stylized-concept
Asset type: GPT Image 2 gallery derived play modes board, 2K landscape contact sheet
Primary request: Create a second polished 3x2 contact sheet of six NEW game-like play mechanics derived from the use cases in the companion board. These must be playable frameworks for experimenting with GPT Image 2 outputs, not repeats of earlier recorded mechanics such as product-to-flavor-lab, app-to-board-game, poster-to-mini-comic, Claim Court, Access Route Remix, Director's Cut Ladder, Aging Oracle, Taste Telemetry Duel, Edge-Case Hunt, prompt relay, constraint bingo, regression detective, variant draft arena, scene grammar kit, scale-shift microscope, wardrobe audit, gallery speedrun, drill-path puzzle, material truth table, waveform jam, or maintenance triage.
Panels:
1. Manual Maze: players receive a messy procedure card, generate a pocket manual, then race to spot missing warnings, unclear order, and ambiguous icons.
2. Price Canon Kitchen: players expand one receipt into a menu world; points reward price consistency, cuisine coherence, and believable supporting props.
3. Prop Continuity Poker: each player generates a different view of the same fictional object, then bids on which details survive across front, side, damaged, and hero shots.
4. Signage Babel Sprint: teams design multilingual wayfinding; judges test whether a traveler can infer route, exit, transfer, restroom, and help without reading all languages.
5. Figure Ladder Duel: players transform one dense chart into poster, slide, and thumbnail; each round removes 20 percent of visual clutter while preserving the claim.
6. Locked-Room Remix: players redesign an interior from a fixed reference layout; scoring favors style diversity while penalizing changed windows, wall geometry, or camera angle.
Style/medium: premium tabletop game documentation spread, realistic cards, score sheets, tokens, timers, judge stickers, mini output images, pencils, no real brands.
Composition/framing: 3 columns by 2 rows, six clearly separated panels; each panel shows the game components, scoring traces, and a small output sample.
Lighting/mood: warm studio tabletop lighting, collaborative design jam energy, precise enough for documentation.
Color palette: neutral table, varied accent colors for each game, crisp black rule text, colorful scoring tokens.
Constraints: no logos, no watermarks, no copyrighted characters; make each play mode visibly recordable with title, components, round structure, and scoring evidence; avoid repeating any prior gallery play format.

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