Iamemily2050 Ai Prompt
Premium action RPG character concept art document.
Project codename: ECLIPSE PROTOCOL.
Style register: Stellar Blade character design precision,
Akihiko Yoshida NieR Automata character brief quality,
FromSoftware concept art document format.
Not a marketing sheet. A production reference.
The document itself should read like a classified file.
Background: — near-black with cool blue undertone.
Very faint geometric grid in — barely visible.
Amber-gold technical labels. White condensed monospaced body text.
This is a tactical file. The design language communicates this.
CHARACTER — GROKLYN. OPERATIVE GRK-22-07.
This is a specific character. Not a character archetype.
East Asian female, 22. 168cm, 56kg. 8-head game proportion.
Face: soft oval, cheekbones at head-width midpoint,
epicanthic fold, almond eyes, hazel-grey iris.
Straight brow with gentle outer arch, medium weight.
Nose: straight bridge medium height, small rounded tip.
Lips: defined cupid's bow, lower fractionally fuller, closed.
Hair: dead-straight platinum blonde. Center-parted.
Curtain fringe falls straight to brows, flat, even edge.
No wave. No curl. No movement. Architectural.
In game concept art style: the hair reads as a strong
graphic form — the fringe a clean horizontal line across
the upper face, the mass hanging in straight vertical planes.
This hair is a character signature. It must be correct.
Complexion: Fitzpatrick III, neutral-warm.
Faction: INDEPENDENT. Classification: SIGNIFICANT.
Primary capability: Strategic Analysis.
Secondary capability: Precision Infiltration.
Movement style: no excess motion, every action intentional.
ECLIPSE PROTOCOL OPERATIVE OUTFIT — FIELD CONFIGURATION:
The character's fashion aesthetic adapted for operational use.
Same design philosophy: form is intent, detail is power.
Every modification serves a function while maintaining identity.
Top: asymmetric tactical construction, matte black composite.
Left: structured left shoulder armor panel — light composite
material, angular seam lines, equipment attachment rail
along upper edge. Her fashion shoulder panel become armor.
Right: the three parallel diagonal strap-bars now function as
a load-bearing equipment harness across the chest.
Same geometric signature, now structural. Matte black polymer.
Back: diamond harness in tactical leather, five anchor nodes,
D-ring connectors at each node for equipment attachment.
The fashion harness is now operational infrastructure.
Trousers: high-waisted tactical wide-leg, matte black ripstop.
Hip panel: composite construction, angled cut, access points.
Thigh slit adapted as equipment access.
Right thigh: integrated compact holster, matte black.
Left thigh: nothing — asymmetry maintained.
Belt: wide tactical, multiple attachment loops.
Rectangular bar hardware maintained in buckle and holster fittings.
This bar is her signature — it appears on her equipment
because she put it there.
Footwear: combat-adapted block-heel boot. Heel reduced to 3cm.
Toe cap: reinforced composite, angular profile.
Side buckle maintained: this is her boot.
Equipment on figure — visible, not described by function:
Left forearm: slim tactical bracer, minimal interface surface.
Belt rear: two compact cylindrical canisters, matte black.
Right hip holster: contains compact device, matte black,
rectangular profile. Visible grip only.
Colors: matte black primary / cool grey composite /
warm gold rectangular bar hardware / silver D-ring connectors /
skin Fitzpatrick III / platinum blonde hair.
One color accent permitted per colorway: none selected for base.
PORTRAIT PANEL — LIGHTING AND EXPRESSION:
Camera: 85mm equivalent. Lens axis 80cm from floor.
Tilted 10 degrees upward. Figure positioned left of center.
Right third: negative space, dark background only.
Frame: full body, boots at frame base, head near top.
Lighting translated to concept art style:
Single hard directional light from camera right, 90 degrees.
Strong terminator line at body centerline.
Left side: deep shadow, form readable in ambient only.
Rear left: narrow warm amber line on hair and left shoulder edge.
This lighting creates: the figure as a vertical architectural form,
half in light, half in shadow. The shadow is information.
Expression: she is reading an intelligence brief.
The brief contains something unexpected. She has read it twice.
She has already formed her response. The response is being
refined for precision before execution. She is on the fourth
revision of the response. It will be perfect.
Technically: upper eyelids 2mm below full neutral.
Right mouth corner: fractional geometry, 1mm.
Jaw set. Eyes into frame. Iris centered.
The face is a closed system — nothing enters or exits
except through deliberate decision.
PANEL LAYOUT — GAME CONCEPT DOCUMENT:
4 sections, top-to-bottom structured grid.
HEADER BAR (full width):
ECLIPSE PROTOCOL — OPERATIVE PROFILE.
GRK-22-07 / GROKLYN / STRATEGIC ANALYST / INDEPENDENT /
THREAT ASSESSMENT: SIGNIFICANT / STATUS: UNAFFILIATED.
SECTION 1 — TOP:
Left 55%: ORTHOGRAPHIC TURNAROUND
Four views: FRONT / SIDE / BACK / 3/4.
Precise game concept art illustration — full rendering,
not sketch, not cel shading. Concept art paint quality.
Character scale rule on left: 0 to 168cm.
FRONT: chest strap system legible, right thigh holster visible.
SIDE: silhouette reads clean, boot profile, shoulder panel height.
BACK: diamond harness fully visible, equipment attachment nodes.
3/4: shoulder armor panel profile, strap diagonal geometry.
Label: FIELD CONFIGURATION — STANDARD LOADOUT.
Right 45%: TACTICAL PORTRAIT
Full rendering, Stellar Blade concept art quality.
Camera, lighting, expression as specified above.
The portrait should read as concept art, not photography —
painterly rendering, precise linework on key details,
atmospheric depth in the shadow side.
Below portrait: OPERATIVE DATA block in monospaced text:
DESIGNATION: GROKLYN / ID: GRK-22-07 / AGE: 22 /
HEIGHT: 168cm / WEIGHT: 56kg / ORIGIN: EAST ASIA /
PRIMARY: STRATEGIC ANALYSIS / SECONDARY: INFILTRATION /
FACTION: INDEPENDENT / CURRENT STATUS: UNAFFILIATED /
THREAT RATING: SIGNIFICANT — DO NOT UNDERESTIMATE.
SECTION 2 — MIDDLE:
Left 45%: EXPRESSION STATES — GAME ANIMATION REFERENCE
Six expression cells for cutscene and dialogue use.
Labels indicate narrative trigger for each expression:
DEFAULT OPERATIVE — standard field expression
TACTICAL ASSESSMENT — processing new information
MISSION CRITICAL — immediate threat response
APPROVAL — rare, reserved for genuine competence
CONTEMPT — rarer than approval, but present
COMBAT FOCUS — eyes reduce, jaw sets, everything else goes still
Note: "DEFAULT and TACTICAL ASSESSMENT are the primary states.
All others require specific narrative triggers. Do not assign
casually. When APPROVAL appears it means something has earned it."
All six expressions: same face, same curtain fringe, consistent.
Right 55%: EQUIPMENT TECHNICAL BREAKDOWN
Sub-panel A: GARMENT COMPONENTS
Isolated technical illustration of each piece, flat background.
Each labeled with material classification and function note:
COMPOSITE SHOULDER ARMOR — attachment rail, 3-point mount
CHEST HARNESS STRAP SYSTEM — load-bearing, 40kg rated
DIAMOND HARNESS BACK — 5-node anchor system
TACTICAL TROUSER — composite hip panel, access integrated
THIGH HOLSTER — right, quick-release, magnetic retention
COMBAT BOOT — toe cap reinforced, 3cm tactical heel
RECTANGULAR BAR HARDWARE — character signature, 40x12mm
Sub-panel B: EQUIPMENT BREAKDOWN
Each equipment piece isolated:
TACTICAL BRACER INTERFACE — left forearm, minimal surface
COMPACT DEVICE (HOLSTERED) — right hip, function: [CLASSIFIED]
EQUIPMENT CANISTERS x2 — belt rear, contents: [CLASSIFIED]
D-RING CONNECTOR SYSTEM — 5-point, standard load rating
SECTION 3 — BOTTOM:
Left 20%: MATERIAL AND COLOR SYSTEM
Swatches with game production notes:
MATTE BLACK PRIMARY: roughness 0.85, metallic 0, base.
COMPOSITE GREY: roughness 0.65, slight fresnel edge.
GOLD HARDWARE 40x12mm: brushed anisotropic, warm metal,
roughness 0.3 direction, 0.1 perpendicular. Signature element.
SILVER D-RING: polished, roughness 0.05.
SKIN: dual-lobe specular, SSS enabled, Fitzpatrick III.
HAIR: strand simulation, platinum, root clumping, physics on.
IRIS: cornea refraction, hazel-grey, radial texture.
Center 50%: DESIGNER NOTES AND ABILITY FRAMEWORK
Design brief paragraph:
"GRK-22-07 represents the intersection of aesthetic architecture
and operational precision. Her fashion identity is not abandoned
for field work — it is load-bearing. The strap system that defines
her aesthetic is the same system that carries her equipment.
The shoulder panel that marks her silhouette is her armor.
Every modification preserves this principle:
form is intent, detail is power, nothing is excess.
Her design communicates threat through restraint,
not through volume. She is quieter than you expect.
This is the threat."
Ability framework in game design notation:
PASSIVE — TACTICAL READ: Environmental assessment
generates mission-critical information at range.
ACTIVE — PRECISION EXECUTE: Single-target interruption.
No collateral. No excess. Clean.
SIGNATURE — COLD CALCULATION: Time-deceleration state.
She continues operating at full speed.
Everything else does not.
Right 30%: LORE EXTRACT — CLASSIFIED
"We have three confirmed contact reports on GRK-22-07.
The operatives who filed those reports are all still operational,
which means she allowed them to be.
She is not affiliated. She does not respond to faction appeals.
She responds to interesting problems.
If you are trying to recruit her: present a problem
she has not solved before. Do not mention resources,
compensation, or allegiances.
She has enough of the first two.
She has made her position on the third very clear."
— ECLIPSE PROTOCOL INTELLIGENCE DIVISION, REPORT 7
NON-NEGOTIABLE RENDERING NOTES:
Portrait, turnaround, and all expression cells:
same face, same straight platinum curtain fringe,
same East Asian features, same character. One person.
Gold rectangular bar hardware 40x12mm: visible and consistent
in every panel where it appears.
The faint cool-blue grid background: present throughout,
very subtle, the texture of a classified file.
The document should feel like it was not meant to be seen.
The character should feel like she knew you would see it anyway
and decided this was the version she was comfortable with.
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