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AI artwork featuring #Favourite Video Game

con raizer

Contest Entry
Favourite Video Game 🎮
Published on 19 hours ago
cr

con raizer

Додатково див.
masterpiece, cinematic emotional video game concept art, inspired by undertale, original interpretation, melancholic magical realism, a forgotten undertale NPC sitting alone inside an abandoned save room after the player has stopped returning, an original small humanoid character with a simple distinctive silhouette, oversized worn sweater, tired gentle expression, sitting at a tiny wooden table beside an old SAVE point, the room looks like a familiar underground game environment but has become strangely physical and real, soft snow-covered stone walls, old wooden furniture, faded golden light, tiny dust particles floating through the air, the central visual idea: the character is carefully repairing a cracked SAVE point with a tiny needle and thread, as though repairing a broken memory rather than a machine, around the room are physical remnants of forgotten playthroughs: a tiny abandoned battle arena model, a worn wooden training dummy, several discarded inventory objects, faded pieces of dialogue appearing as barely visible glowing fragments in the air, a small empty chair where another character once sat, on the wall are dozens of faint ghostly silhouettes of the same room from different timelines, overlapping like memories, each slightly different, suggesting countless resets without showing explicit interface elements, through a small open doorway behind the character is something impossible: the doorway leads not to another part of the Underground, but to an enormous dark empty space where the player used to be, a faint rectangular glow in the distance resembling the edge of a computer screen, now completely empty, the character has turned slightly toward the doorway, quietly waiting, one tiny golden SAVE light remains alive beside them, no battle, no villain, no heroic pose, the emotional centerpiece is the feeling that the game continued living after the person who played it disappeared, subtle fourth-wall atmosphere without literal computer UI, intimate storytelling, bittersweet nostalgia, loneliness without horror, gentle absurdity, profound sense of memory and impermanence, warm golden light around the SAVE point contrasting with cool blue darkness beyond the doorway, soft volumetric light, cinematic framing, environmental storytelling, strong visual hierarchy, painterly anime-inspired game concept art, beautiful restrained color palette, highly detailed but uncluttered, expressive character acting, realistic material textures, atmospheric depth, professional video game key art, emotionally powerful, mysterious, poetic, original, visually unforgettable
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Оригінальний промпт
masterpiece, cinematic emotional video game concept art, inspired by Undertale, original interpretation, melancholic magical realism a forgotten Undertale NPC sitting alone inside an abandoned save room after the player has stopped returning, an original small humanoid character with a simple distinctive silhouette, oversized worn sweater, tired gentle expression, sitting at a tiny wooden table beside an old SAVE point, the room looks like a familiar underground game environment but has become strangely physical and real, soft snow-covered stone walls, old wooden furniture, faded golden light, tiny dust particles floating through the air, the central visual idea: the character is carefully repairing a cracked SAVE point with a tiny needle and thread, as though repairing a broken memory rather than a machine, around the room are physical remnants of forgotten playthroughs: a tiny abandoned battle arena model, a worn wooden training dummy, several discarded inventory objects, faded pieces of dialogue appearing as barely visible glowing fragments in the air, a small empty chair where another character once sat, on the wall are dozens of faint ghostly silhouettes of the same room from different timelines, overlapping like memories, each slightly different, suggesting countless resets without showing explicit interface elements, through a small open doorway behind the character is something impossible: the doorway leads not to another part of the Underground, but to an enormous dark empty space where the player used to be, a faint rectangular glow in the distance resembling the edge of a computer screen, now completely empty, the character has turned slightly toward the doorway, quietly waiting, one tiny golden SAVE light remains alive beside them, no battle, no villain, no heroic pose, the emotional centerpiece is the feeling that the game continued living after the person who played it disappeared, subtle fourth-wall atmosphere without literal computer UI, intimate storytelling, bittersweet nostalgia, loneliness without horror, gentle absurdity, profound sense of memory and impermanence, warm golden light around the SAVE point contrasting with cool blue darkness beyond the doorway, soft volumetric light, cinematic framing, environmental storytelling, strong visual hierarchy, painterly anime-inspired game concept art, beautiful restrained color palette, highly detailed but uncluttered, expressive character acting, realistic material textures, atmospheric depth, professional video game key art, emotionally powerful, mysterious, poetic, original, visually unforgettable
Розмір
768 x 1280
Кроки вибірки
28
Метод семплінгу
Euler a
Масштаб CFG
6
Негативні
generic Undertale fanart, official character design, Frisk, Chara, Sans, Papyrus, Toriel, Asriel, Flowey, recognizable existing character portrait, character lineup, battle scene, boss fight, sword fight, weapons, explosions, action pose, heroic pose, victory pose, generic anime girl, pretty girl portrait, fanservice, sexualized character, cleavage, revealing clothing, pin-up, exaggerated breasts, chibi, moe, generic fantasy dungeon, generic RPG party, generic video game screenshot, generic pixel art, pixelated image, 8-bit aesthetic, HUD, health bar, inventory screen, menu screen, dialogue box, game UI, text, subtitles, captions, typography, logo, watermark, signature, cyberpunk, sci-fi laboratory, modern room, computer desk, gamer room, keyboard, gaming monitor, realistic computer hardware, excessive glowing effects, neon, oversaturated colors, giant magic effects, dramatic explosion, horror monster, gore, blood, jumpscare, frightening face, crowded scene, multiple main characters, duplicate characters, excessive props, clutter, chaotic composition, weak focal point, flat lighting, flat composition, bad anatomy, malformed hands, extra fingers, missing fingers, extra limbs, duplicate limbs, distorted face, asymmetrical eyes, malformed objects, impossible perspective, blurry, low resolution, noisy, jpeg artifacts, muddy details, plastic textures, excessive bloom, excessive lens flare, oversharpened, worst quality, low quality
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Використано Модель та LoRA

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AI artwork
cr
masterpiece, cinematic emotional video game concept art, inspired by undertale, original interpretation, melancholic magical realism, a forgotten undertale NPC sitting alone inside an abandoned save room after the player has stopped returning, an original small humanoid character with a simple distinctive silhouette, oversized worn sweater, tired gentle expression, sitting at a tiny wooden table beside an old SAVE point, the room looks like a familiar underground game environment but has become strangely physical and real, soft snow-covered stone walls, old wooden furniture, faded golden light, tiny dust particles floating through the air, the central visual idea: the character is carefully repairing a cracked SAVE point with a tiny needle and thread, as though repairing a broken memory rather than a machine, around the room are physical remnants of forgotten playthroughs: a tiny abandoned battle arena model, a worn wooden training dummy, several discarded inventory objects, faded pieces of dialogue appearing as barely visible glowing fragments in the air, a small empty chair where another character once sat, on the wall are dozens of faint ghostly silhouettes of the same room from different timelines, overlapping like memories, each slightly different, suggesting countless resets without showing explicit interface elements, through a small open doorway behind the character is something impossible: the doorway leads not to another part of the Underground, but to an enormous dark empty space where the player used to be, a faint rectangular glow in the distance resembling the edge of a computer screen, now completely empty, the character has turned slightly toward the doorway, quietly waiting, one tiny golden SAVE light remains alive beside them, no battle, no villain, no heroic pose, the emotional centerpiece is the feeling that the game continued living after the person who played it disappeared, subtle fourth-wall atmosphere without literal computer UI, intimate storytelling, bittersweet nostalgia, loneliness without horror, gentle absurdity, profound sense of memory and impermanence, warm golden light around the SAVE point contrasting with cool blue darkness beyond the doorway, soft volumetric light, cinematic framing, environmental storytelling, strong visual hierarchy, painterly anime-inspired game concept art, beautiful restrained color palette, highly detailed but uncluttered, expressive character acting, realistic material textures, atmospheric depth, professional video game key art, emotionally powerful, mysterious, poetic, original, visually unforgettable
con raizer
AI artwork
cr
masterpiece, cinematic emotional video game concept art, inspired by undertale, original interpretation, melancholic magical realism, a forgotten undertale NPC sitting alone inside an abandoned save room after the player has stopped returning, an original small humanoid character with a simple distinctive silhouette, oversized worn sweater, tired gentle expression, sitting at a tiny wooden table beside an old SAVE point, the room looks like a familiar underground game environment but has become strangely physical and real, soft snow-covered stone walls, old wooden furniture, faded golden light, tiny dust particles floating through the air, the central visual idea: the character is carefully repairing a cracked SAVE point with a tiny needle and thread, as though repairing a broken memory rather than a machine, around the room are physical remnants of forgotten playthroughs: a tiny abandoned battle arena model, a worn wooden training dummy, several discarded inventory objects, faded pieces of dialogue appearing as barely visible glowing fragments in the air, a small empty chair where another character once sat, on the wall are dozens of faint ghostly silhouettes of the same room from different timelines, overlapping like memories, each slightly different, suggesting countless resets without showing explicit interface elements, through a small open doorway behind the character is something impossible: the doorway leads not to another part of the Underground, but to an enormous dark empty space where the player used to be, a faint rectangular glow in the distance resembling the edge of a computer screen, now completely empty, the character has turned slightly toward the doorway, quietly waiting, one tiny golden SAVE light remains alive beside them, no battle, no villain, no heroic pose, the emotional centerpiece is the feeling that the game continued living after the person who played it disappeared, subtle fourth-wall atmosphere without literal computer UI, intimate storytelling, bittersweet nostalgia, loneliness without horror, gentle absurdity, profound sense of memory and impermanence, warm golden light around the SAVE point contrasting with cool blue darkness beyond the doorway, soft volumetric light, cinematic framing, environmental storytelling, strong visual hierarchy, painterly anime-inspired game concept art, beautiful restrained color palette, highly detailed but uncluttered, expressive character acting, realistic material textures, atmospheric depth, professional video game key art, emotionally powerful, mysterious, poetic, original, visually unforgettable
con raizer
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Udesla Jorir

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