Seedance Shooting Script - Paste-Ready
THE GAME - SEEDANCE SHOOTING SCRIPT
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Format: 16:9, 720P | Model: Seedance 2.5 | Total: 70 seconds
Character references: @Sally (brown hair low side ponytail, red tie, olive hooded jacket), @Dinesh.
Audio: Voiceover mixed in post, NEVER generated. 8-bit chiptune sounds on game shots only.
Style: Pixar-style 3D animation. Warm practical lighting. One verb per shot, one camera move per shot.
SCENE 1: THE IDEA (0:00-0:10)
VO: "What if we made a game? Like, a tiny character jumping between islands, collecting stars. I already drew it."
SHOT 1
PASTE-READY:
Pixar-style 3D animation, 16:9, 720P. Sally excitedly holds up a sketchbook showing a rough video game concept: a cute character jumping between platforms. She's grinning, eyes bright with the idea. Cozy bedroom, warm light. The camera pushes in on the sketchbook. SILENT shot: no audio. @Sally defines her identity, face, and wardrobe. Avoid: subtitles, text, photorealism.
SCENE 2: THE BUILD (0:10-0:22)
VO: "I draw the characters and the levels. Dinesh codes the whole thing. Same game, two desks."
SHOT 2
PASTE-READY:
Pixar-style 3D animation, 16:9, 720P. Split screen: left side Sally at her desk drawing game characters and levels in her sketchbook. Right side Dinesh at his computer with three monitors, typing code, game sprites visible on screen. They're building the same game together from different places. The camera holds on the split. SILENT shot: no audio. @Sally and @Dinesh define their identities. Avoid: subtitles, readable code text, photorealism.
SCENE 3: FIRST PLAYTEST (0:22-0:38)
VO SALLY: "First playtest. Our explorer took one step and fell straight through the floor."
VO DINESH: "Then gravity flipped. Then half the islands rendered upside down. Then my character respawned in a tree. He lives in the tree now."
SHOT 3
PASTE-READY:
Pixar-style 3D animation, 16:9, 720P. Sally at her desk, laughing uncontrollably at her laptop. On the laptop screen, a video call window shows Dinesh looking mortified, hands on his head. Below the call window, a glitchy broken 8-bit game: a tiny pixel character falling through the floor, floating islands rendered upside down, error text in pixel font. Comedy timing, warm cozy room light. The camera holds on Sally's delight. SILENT shot: no audio. @Sally and @Dinesh define their identities. Avoid: subtitles, photorealism.
SCENE 4: THE GLITCH (0:38-0:48)
VO SALLY: "And then Greg showed up. A tall wobbly rainbow guy. Neither of us drew him. Neither of us coded him. He just waved and said: HELLO. THE FLOOR IS OPTIONAL."
VO DINESH: "I searched my code for three hours. There is no Greg in the code."
VO SALLY: "Well, he's Greg now."
SHOT 4
PASTE-READY:
Retro 8-bit video game screen, 16:9, 720P. Nintendo-style pixel art: a floating island in a bright blue sky. On the island stands a strange tall glitch character made of mismatched rainbow pixels, flickering at the edges, one arm raised in a friendly wave. A tiny normal pixel explorer stares up at him. One island in the background is rendered upside down. An empty pixel text box sits at the bottom of the screen. Chunky visible pixels, scanline feel. The camera holds on the game screen. Audio: 8-bit chiptune sounds only, plus one weird distorted blip for the glitch character. Avoid: smooth 3D, photorealism, modern game graphics.
SCENE 5: THE CHOICE (0:48-0:56)
VO DINESH: "We could scrap it. Start over clean."
VO SALLY: "Wait. Run it one more time. ...There! Did you feel that? The jump. The jump is perfect. Everything around it is on fire, but the jump feels right."
VO DINESH: "So we fix everything except the jump."
VO SALLY: "We build the whole game around the jump."
SHOT 5
PASTE-READY:
Pixar-style 3D animation, 16:9, 720P. Same video call setup, but the mood has shifted: Sally is quiet and thoughtful now, leaning toward her laptop screen, watching the tiny game character jump one more time. On screen, Dinesh watches her, his finger hovering over a keyboard key, not pressing it. A beat of decision. Warm light. The camera pushes in slowly on Sally's face. SILENT shot: no audio. @Sally and @Dinesh define their identities. Avoid: subtitles, text, photorealism.
SCENE 6: IT WORKS (0:56-1:10)
VO SALLY: "One week of fixes later: the floor held. Gravity pointed down. Nobody respawned in a tree. And Greg? We kept Greg. He stands on the third island and waves at everyone who passes."
VO GREG (text box): "THE FLOOR IS OPTIONAL."
SHOT 6
PASTE-READY:
Retro 8-bit video game screen, 16:9, 720P. Nintendo-style pixel art platformer, now working perfectly: a small pixel character jumping gracefully between floating islands, collecting pixel stars and coins, landing every jump cleanly. Limited color palette, chunky visible pixels, scanline feel, like a classic NES game. HUD at top showing SCORE and LIVES in pixel font. On the third island, a tall rainbow glitch character waves at the explorer as he passes. The camera holds on the game screen. Audio: 8-bit chiptune sounds only, square wave jumps, coin blips, joyful melody. Avoid: smooth 3D, photorealism, modern game graphics.
SHOT 7
PASTE-READY:
Pixar-style 3D animation, 16:9, 720P. Sally on a video call on her laptop, laughing and cheering, holding a game controller. On the laptop screen: Dinesh also holding a controller, grinning this time. A week later, playing the fixed game together, having a blast because it is good. The camera holds on Sally's joy. SILENT shot: no audio. @Sally and @Dinesh define their identities. Avoid: subtitles, text, photorealism.