Goal: Create a vertical cyberpunk anime fighting game character select screen for a fictional game titled [game logo text], styled like a glossy arcade versus menu. Canvas: Tall 2:3 mobile-poster composition, 675Γ1200 style, dark futuristic neon city background split diagonally into blue left side and hot pink/red right side, with glowing HUD lines, scanlines, sparks, particles, and high-contrast rim lighting. Layout: At the very top, place angular metallic logo text βSynClubβ with electric blue highlights, and beneath it the title βCHARACTER SELECTβ. Put βPLAYER 1β in a blue sci-fi tab at the top-left and βPLAYER 2β in a pink sci-fi tab at the top-right. The screen is divided into two large featured character areas: left selected fighter for Player 1 in blue, right selected fighter for Player 2 in red. In the center lower half, place a character portrait selection grid with glowing frames. At the bottom center, place a large luminous βVSβ. Along the bottom edge, add a game controller command bar with five options: select, confirm, back, random, option, each with small PlayStation-style button icons. Main characters: Player 1 is [player one character name], a dark hooded anime fighter with black cloak, chains, metallic accessories, glowing blue highlights, pale shadowed face, red eyes, one gloved hand lifting the hood, mysterious assassin/rogue mood. Add the Japanese reading βγ¬γ°γ«γΉβ under the name. Player 2 is [player two character name], a blonde gothic-lolita anime girl with long twin-tail hair, red and black frilled dress, rose accessories, black gloves, choker, heart gem, playful elegant pose with one hand near her face. Add the Japanese reading βγγβ under the name. Stats panels: Under each large character name, include a compact rectangular stat box with exactly 5 labeled rows: TYPE, POWER, SPEED, RANGE, TECHNIQUE. For Regulus, the TYPE value is βγΉγγΌγβ and the bars glow blue. For Meru, the TYPE value is βγγͺγγγΌβ and the bars glow red. Character select grid: Include exactly 14 selectable tiles in the central grid, each with a glowing sci-fi border. Count and arrange them as follows: Row 1 has 3 tiles: hooded dark male portrait, blonde female portrait, dark masked/obscured portrait. Row 2 has 3 tiles: silver-haired maid girl, selected Regulus tile marked with a blue βP1β tag, selected Meru tile marked with a red βP2β tag. Row 3 has 5 tiles: robot/cyborg head, witch girl with hat, blond male portrait, black-haired masked fighter, tan spiky-haired boy. Row 4 has 3 tiles: turquoise aquatic/mermaid-like girl, pale white-haired character, and a black silhouette tile with a question mark labeled βRandomβ. Use blue selection glow around P1 and red selection glow around P2. Bottom versus panels: Bottom-left blue player panel reads βPLAYER 1 REGULUS γ¬γ°γ«γΉβ with an emblem and a weapon box labeled βMAIN WEAPONβ showing [player one weapon] beside a sleek dark sword illustration. Bottom-right red player panel reads βPLAYER 2 MERU γγβ with a rose emblem and a weapon box labeled βMAIN WEAPONβ showing [player two weapon] beside a rose-themed microphone weapon illustration. Visual style: Ultra-detailed anime key art, glossy UI, esports fighting game interface, neon blue versus neon magenta palette, sharp angular frames, glowing typography, dramatic lighting, dense futuristic city details, polished game-menu screenshot look. Constraints: Keep all text legible and aligned like a real character select UI. Use exactly 2 large featured characters and exactly 14 central selectable tiles. Do not add extra characters outside the grid. No watermark.
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π₯ Co-learning Circle 0
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