It Sees You — Neta Studio AI Video
Final Video: It Sees You






Fifteen seconds. You walk a dead street. The chrome hunter stands still as wreckage — and then it sees you.
It Sees You is a 15-second, vertical 9:16 first-person dark-sci-fi film generated by AI in Neta Studio. A scavenger steps into a ruined, moonlit city street, finds a biomechanical chrome hunter frozen mid-road like a statue, and watches it turn. The camera never leaves the scavenger’s eyes — only gloved hands, a flashlight beam, and what the light reveals.
Four hard cuts carry the beat: the street under a full moon, the beam climbing a motionless chrome hunter with gold spherical knee joints and a bladed tail, the slow hydraulic turn of its elongated skull as the chest reactor ignites white-hot, and one heavy step toward the camera before the cut.
Watch it now: It Sees You →
The Video
9:16 vertical · 15s · image-to-video — rendered with Seedance 2.0 (seedance-2-0) from two locked references: the Dead Street, First Person scene and the Hunter Three-View character sheet.
How It Was Made
Production Process Breakdown
The world began from a single one-line premise: first-person, you walk a dead street, find the chrome hunter still as wreckage, and it turns. Neta Studio built that sentence into a dark-sci-fi visual world: a ruined concrete city under a full moon, haunted by one biomechanical chrome hunter. Look development first explored the creature’s two signature states — a cold electric-blue inner glow, then a white-hot reactor about to breach.
Two references locked the film’s continuity before a single frame moved. The first is the location: a first-person shot of worn scavenger gloves holding a battered flashlight on a dead moonlit street. The second is the character: a clean three-view sheet of the chrome hunter — elongated silver carapace skull, exposed mechanical viscera, gold spherical knee joints, long segmented spinal tail with a blade tip. The film was told it must match these two images exactly.
A production storyboard titled “The Turn” planned the four-frame cut sequence — “walk the street”, “the statue”, “it turns”, “the lock” — with the sound chain “wind → thrum → the turn”. Because continuity was locked in stills, the video itself was rendered in a single pass: no reshoots, no retries, no second model needed.
Seedance 2.0 rendered the finished 15-second vertical film from the two reference images and the full motion prompt: the street, the freeze, the skull turning, the reactor igniting, one step forward. The finished file publishes instantly to a shareable link that plays in any browser — and it lives beside the world’s image works, ready to remix into a longer hunt.
Generation Prompt
15 seconds. Photoreal live-action dark sci-fi, ruined concrete city street at night, full pale moon, cold moonlight then white-blue reactor glow.
Reference images: Image 1 is the scene reference: first-person view of the ruined moonlit street, worn dark canvas scavenger gloves, battered metal flashlight with a round lens. Match this location, these hands, this flashlight. Image 2 is the character three-view of the chrome hunter: elongated smooth silver carapace skull, exposed mechanical viscera with a white-hot blue chest reactor, gold spherical knee joints, long segmented spinal tail with a blade tip. Match this creature exactly.
Event: a scavenger steps into the open street and a still chrome hunter turns, its chest core igniting, and takes one step toward the camera.
ABSOLUTE CAMERA RULE: first-person throughout. The camera is the scavenger’s eyes. Never show the camera wearer’s face, body, or over-shoulder. Only the wearer’s gloved hands, the flashlight, and what they see.
Spatial blocking before anything moves: the scavenger stands at the near end of a wet ruined street. Abandoned concrete high-rises line both sides. Full moon overhead. The chrome hunter stands in the middle of the road ahead, still as wreckage, core dim, elongated skull in three-quarter, tail coiled. The flashlight beam is on the wet concrete in the foreground.
Camera: handheld first-person, slight natural shake, eye height.
Beat timeline: 0-3s: first-person, ruined moonlit street. Worn dark canvas gloves hold a battered metal flashlight. The beam finds wet concrete and rubble. The camera takes one step forward into the open street. Hard cut. 3-7s: the flashlight beam climbs the chrome hunter standing still in the road, elongated skull, tail coiled, core dim. The gloved hands freeze. Handheld camera steadies. Hard cut. 7-11s: the hunter’s skull turns toward the camera. Servos lock. The chest core ignites white-hot; blue light floods the street and the gloved hands. Hard cut. 11-15s: the hunter takes one step toward the camera. Chrome skull fills the frame. The gloved hands and flashlight jerk backward as the camera stumbles back. Cut before the hunter reaches the camera.
Sound: sound effects only, no background music. Wind in empty windows, boots on gravel, breath, then wind dies, distant rebar creak, low reactor thrum. Hydraulic neck-turn, reactor rising in pitch, flashlight glass rattles. Reactor scream, breath catching, one heavy metal footfall. No spoken words, no dialogue, no narration.
Hard constraints: first-person only; no scavenger face; no over-shoulder; no duplicate hunter; no extra limbs; no hand clipping; no text, no captions, no HUD, no subtitles; no background music; hunter identity locked to the three-view; location locked to the scene image; slightly missed focus, mild compression, natural motion blur, no HDR, no beauty filter.
Asset Prompts
Photoreal cinematic first-person photograph, vertical 9:16. A scavenger’s point of view walking a ruined night city street. Lower frame: two worn dark canvas scavenger gloves holding a battered metal flashlight with a round lens; the beam cuts across wet concrete, rubble, and puddles. Abandoned concrete high-rises with empty black windows line both sides. A full pale moon in the sky. Cold moonlight, no people, no creature, empty street. Dark teal-blue night grade, live-action realism. No text, no watermark, no HUD, no face.
Create a character three-view model sheet of this exact biomechanical chrome hunter from the reference. Clean pure white background. Four figures arranged left to right in one row: full front view, three-quarter view, full back view, then a close-up of the elongated chrome skull and inner jaws. Same creature in every panel: smooth silver carapace skull, exposed mechanical viscera with a white-hot blue chest reactor, gold spherical knee joints, long segmented spinal tail with a blade tip, silver outer armor plates, electric-blue inner glow. Photorealistic, even studio lighting. No text, no labels, no borders, no watermarks, no environment.
Edit the provided reference image. Keep the exact same biomechanical xenomorph-like creature, pose, anatomy, camera angle, composition, ruined moonlit city background, chrome outer armor, gold spherical knee joints, segmented spine-tail, blade-feet, and overall cinematic moonlight. ONLY change this: the exposed interior of the creature — the open chest cavity, viscera, wiring, pipes, organic-machine innards between the chrome plates, the abdominal machinery, the neck and rib mechanisms — now emit a vivid electric-blue inner glow, like cold plasma and bioluminescent coolant shining from within the chassis. Blue light spills onto the inner chrome, rims the gold joints, and faintly catches on nearby plates. The outer carapace remains polished silver-chrome; do not recolor the whole body blue. Photorealistic dark sci-fi, same style as the reference. No text, no watermark, no extra creatures, no composition change.
Edit the provided reference image of the biomechanical chrome hunter. Keep the EXACT same creature, pose, camera, composition, ruined moonlit city, gold spherical knee joints, elongated chrome skull, segmented tail, and silver outer carapace. Intensify only the inner energy: the chest core is a reactor about to breach — a blinding white-hot center blooming into searing electric cyan. Volumetric blue-white light tears out of every seam, viscera, rib-gap, mouth, and spinal vent as if the chassis can barely contain it. Heavy bloom and lens flare from the chest. Energy crackles along the wiring. Blue-white light floods the ground at its feet and rims the nearby ruins. Outer chrome stays polished silver, overexposed by the inner overload — do not recolor the whole body solid blue. Photorealistic dark sci-fi, same style as the reference. No text, no watermark, no extra creatures, no pose or composition change.
A cinematic dark sci-fi film STORYBOARD board on a dark charcoal production sheet with faint grit texture, landscape 16:9. NOT a scrapbook, no washi tape, no paper folds. Every photograph on this board is the same world: a dead moonlit city of ruined concrete towers, and the same chrome hunter — elongated smooth silver carapace skull, exposed mechanical viscera with a white-hot blue chest reactor, gold spherical knee joints, long bladed spinal tail. First-person scavenger hands, when seen, are worn dark canvas gloves holding a battered metal flashlight. Photoreal live-action stills, no anime, no illustration. A horizontal strip of FOUR storyboard frames, equal size, thin pale borders, left to right in story order, all in the same cold moonlight grade: 1. first-person: worn scavenger gloves and a metal flashlight, the beam on wet rubble in a ruined night street under a full moon; 2. the flashlight beam finds a tall biomechanical chrome hunter standing still in the road, core still dim; 3. the hunter’s elongated chrome skull turning toward camera, white-blue light beginning to bloom in the chest reactor; 4. extreme close: the chrome skull filling the frame, inner jaws faintly visible, chest-core flare blooming behind it — the lock BEFORE it steps, never a lunge. Under each frame, one small handwritten tag: “walk the street” / “the statue” / “it turns” / “the lock”. Beneath the strip, one small sound chain: “wind → thrum → the turn”. A small title in a corner: “THE TURN”. Only the English text listed above may appear — crisp, correctly spelled, no gibberish, no extra captions, no region labels, no spec blocks, no charts, no slogans.
Reference Frames







Why Choose Neta Studio
Professional — The full workflow from a one-line idea to cinematic video runs in the cloud with no local setup, with stable access to the latest models: Claude Opus 5 · GPT Image 2 · Seedance 2.0.
One-click generation — Officially tuned skills drive every step: world building, character sheets, storyboards, video generation, and instant publishing to a shareable link that plays in any browser.
Community & IP-first — Keep every frame, prompt, and reference. Remix this chrome hunter into a longer film, a game, or a brand-new world — anytime.
Studio Interior



Watch & Explore
This 15-second first-person film was generated by Neta Studio AI from a single sentence and two locked reference frames. The world took minutes. The video took minutes. You can do it too — explore this world or start fresh from any idea. No coding required, free to start.