プロンプト:UI/UX production for war simulation mobile gameUI template. Realistic world view. Attractive chic color scheme based on black and yellow, exciting and cool gothic style, and realistic 3D. Character profiles and status displays are placed on the side of the character. Matching buttons, crafting menu, and store display are implemented on the bottom panel of the screen, ensuring compatibility between mobile and virtual reality.display of attack power, defense power, equipped weapons, owned battleships, various icon designs and UI-based tooltips. The background is a ruined battlefield.
プロンプト:Created UI/UX for Flash game screen. Mythology game in roguelike genre. Super beautiful, realistic, and clear. Attractive cold color scheme and hand-drawn style font. Battle scene of 6 players fighting against a dragon. On the top of the screen, the gauge until the magic is activated is displayed. At the bottom of the screen, the face graphics of fellow players and their strength and magic power are displayed. Key buttons, attack, fire magic, water magic, recovery, lightning magic, escape, etc. are shown. Multi-platform support. Diagonal angle. Vivid colors, detailed magic, Unreal Engine 5.
プロンプト:A world with fantasy elements where humans and demons coexist around a fortress. The game is based on a box garden, and players invade while reinforcing deformed clay-art style fortresses. The game features vivid blue and yellow colors and pop fonts. The interface at the top of the screen displays profile, status, time limit, etc. The interface at the bottom of the screen displays card-shaped icons of soldiers, mages, goblins, and archers who can go into battle in a blue frame, and a gauge is implemented to indicate when they can go into battle, ensuring an affinity between mobile and virtual reality. The background is a castle courtyard with three buildings, and the game ends when an enemy platform is destroyed.
プロンプト:A world with fantasy elements where humans and demons coexist around a fortress. The game is based on a box garden, and players invade while reinforcing deformed clay-art style fortresses. The game features vivid blue and yellow colors and pop fonts. The interface at the top of the screen displays profile, status, time limit, etc. The interface at the bottom of the screen displays card-shaped icons of soldiers, mages, goblins, and archers who can go into battle in a blue frame, and a horizontal rectangular gauge is implemented to indicate when each character can go into battle, ensuring an affinity between mobile and virtual reality. The background is a castle courtyard with six buildings, and the game ends when an enemy platform is destroyed.
×=失敗
プロンプト:A jumping game starring a small white cartoon character robot. A cute gothic font is used. The number of coins earned and the status of the number of survivors are displayed in the upper right corner. In the upper center of the screen, the “ROBOT HOPPER” logo, best score, and number of seconds consumed are displayed. On the right side of the robot, vertical menus for rankings, skins, and skills are located. At the starting point in the lower half of the screen, a two-headed, square, retro white robot stands on a planet. A large TAP button appears below the robot. The buttons are blue and purple. Bright, attractive purple clouds and blue galaxies. The robot stands in a world of neon colors.
プロンプト:Creation of material sheets for UIUX of a beautiful girl-raising game. The game appeals to Japanese otaku, and has the functional beauty of a horse-racing game. The character design features a girl in the middle with long dark brown hair, red eyes, and wearing a sailor suit with blue and white as her main colors, looking at us and smiling. (Icons are a letter, a check board, and three presents arranged vertically. ((At the bottom of the screen is a nurture button and three icons: circle, theater, and store.)) ((At the bottom of the screen is the global menu, with a total of five buttons, in order from left to right, filling the entire width of the screen: reinforcement organization, story, home, race, and gacha.)) The background is an indoor plaza with cobblestones in a modern building with large windows and a nice view.
プロンプト:Create UI for puzzle game. Design colorful frames with brightly stitched felt fabric on a blue gradient background. The font style will be rounded and pretty. The main game area will have a front view of 50-70 round-headed only chibi-style animals (tiger, lion, hamster, dog, cat, and tori) randomly stacked and scattered around. ((UI elements include a large round score counter, timer, coin counter, and pause button with simple icons)) The “IRET” logo at the top and the “Fever Bar” and “ANIMAL FARM” logos at the bottom. The overall design should be playful and friendly, and the layout should be intuitive to operate. ((Clean parts without distortion))
プロンプト:2D mobile game screens. Create UI/UX for a game in the rhythm genre. Using an attractive color scheme and ink serif font style with a cute and dark atmosphere, the screen depicts a fantastic foggy world with a single piano in the center of a horizontal screen, with light emanating from the center of the screen and an abyss surrounding it. The icons placed in the center are a bag of coins, an old-fashioned piano, a clock tower, a stone statue of a woman with a round skeleton, piano cords, and sticky notes, each surrounded by a white, round, two-domain window and aligned in a row. At the top of the screen are simple icons for My Data, Bag, Mission, and Map. At the bottom of the screen are simple icons for Daily, Collectibles, Achievements, Mail, and Settings.
プロンプト:Create the UI/UX for a rhythm game. Create a fantastical foggy world with a single piano in the center of a horizontal screen, depicting a light emanating from the center of the screen and an abyss surrounding it, with an attractive color scheme and inked serif font style with a cute and dark atmosphere. Implement character profiles, status effects, crafting menus, and store interface to ensure compatibility on mobile and virtual reality. Player feedback, emote design Station selection buttons in the left area, arranged in a neat arc on a sheet music sticky note, from top right to bottom left UI-based tooltips
×=失敗
プロンプト:Created the background for a strategy simulation game. Cute worldview with fantasy elements where humans and demons coexist around a fortress. Cute clay-art style 3D with a medieval knight motif; during battle scenes, the battle area fills the screen, with the player’s position displayed at the bottom and the enemy’s position displayed at the top. The player attacks the enemy camp and destroys a total of six buildings where six people are standing in the defeat area; of the six buildings, the king is placed in the middle of the top and bottom buildings. The king is placed in the middle of the top and bottom of the six buildings. View from above.
プロンプト:Created backgrounds for the Jump game. Cute 2D world set in a galaxy. The galaxy fills the screen, with purple clouds spreading out to the left and right, and planets dotting the screen. Blue planets are shown at the bottom of the screen. Viewed from the front.
プロンプト:Created backgrounds for Japanese bishojo games. 2D world set in a rich school building. It is a very luxurious meeting place with an art deco-style arched window in a luxurious marble plaza and greenery outside. Viewed from the front.
プロンプト:Created the background for a puzzle game. A cute world featuring stuffed animals. Mountains and valleys are scattered throughout the desert. Players move along backgammon-like paths on this map as they conquer the puzzle game. The map is in the 1980s dot-picture style. Viewed from above.
プロンプト:Create a logo. Mainly soldiers with tanks and guns. White background with no shadows. The style is masculine and stately, typical of war. The outside of the logo is decorated with a frame of decaying flowers.
プロンプト:Create a logo. Mainly soldiers with tanks and guns. White background with no shadows. The style is masculine and stately, typical of war. The outside of the logo is decorated with a frame of decaying flowers.
プロンプト:左記と同じ 〇=成功
書き出しスタイルVer:V 6.1
書き出しスタイルVer:Flux.1 Fast
必要としている要素がちゃんと足りているか
〇:テキストロゴ、重厚感がある、サブタイトルは「for3D」というテキストでメインタイトルより小さくする、背景は白
X:メインタイトルは「realistic war play」というテキスト
細かなパーツのディティールまでちゃんと1つ1つ書き出せているか
〇:綺麗に出ている
画像の調整の有無
〇:reallistic war playとなっているのと、サブタイトルのforが2つあるので文字調整
必要としている要素がちゃんと足りているか
〇:テキストロゴ、重厚感がある、メインタイトルは「realistic war play」というテキスト、サブタイトルは「for3D」というテキストでメインタイトルより小さくする、背景は白
プロンプト:Create a logo. The main title should be massive, with the text “realistic war play” in the center of the screen. The subtitle should be smaller than the main title with the text “for3D”. The text should match and integrate with the image of a tank and a soldier holding a gun. The background is white. The style is masculine and stately, typical of war.
プロンプト:左記と同じ 〇=成功
書き出しスタイルVer:V 6.1
書き出しスタイルVer:Flux.1 Fast
必要としている要素がちゃんと足りているか
〇:テキストロゴ、重厚感がある、サブタイトルはメインタイトルより小さくする、テキストは戦車と銃を構えた兵士のイメージとマッチし、一体化すること、背景は白
X:メインタイトルは「realistic war play」というテキスト、サブタイトルは「for3D」というテキスト
細かなパーツのディティールまでちゃんと1つ1つ書き出せているか
〇:綺麗に出せている
画像の調整の有無
〇:「realistic war play」の後に「fo」の文字と、「for3D」が「for33D」になっているので文字を削除、位置調整
必要としている要素がちゃんと足りているか
〇:テキストロゴ、重厚感がある、メインタイトルは「realistic war play」というテキスト、サブタイトルは「for3D」というテキストでメインタイトルより小さくする、テキストは戦車と銃を構えた兵士のイメージとマッチし、一体化すること、背景は白