五间房 · 第一段 — I Only Wanted a Room, You Want My Life — AI Cinematic Short

五间房 · 第一段 — I Only Wanted a Room, You Want My Life — AI Cinematic Short

Watch 五间房 · 第一段 — I Only Wanted a Room, You Want My Life — an AI-generated 15-second vertical 9:16 short from Neta Studio: a first-person walk down a warm timber-and-stone inn corridor where an arrogant noble heir is knocked flat by winged piglets and a fireball, rendered in a 3D retro-realistic cinematic style with Seedance 2.0.

Final Video: 五间房 · 第一段 — I Only Wanted a Room, You Want My Life

五间房 · 第一段 — I Only Wanted a Room, You Want My Life is a 15-second, vertical 9:16 AI film beat set in the interstellar magic-inn world 银河破釜旅馆 (Galaxy Blow-up Inn) in Neta Studio. It is the first segment of the POV comedy short series 五间房 (Five Rooms), shot entirely first-person: the viewer is 晓米, the inn's only full-time employee, following the guests down one corridor. An arrogant noble heir, Ma Xiaofu, storms in demanding the best room — and gets flattened twice: first by a flurry of winged piglets bursting out of the blue door, then by a fireball and a heavy tome flying out of the pink one. Two doors, one very bad night, no room.

Watch it now: 五间房 · 第一段 — I Only Wanted a Room, You Want My Life →

The Video

1080×1920 (9:16) · 15s · one continuous first-person walk — rendered with Seedance 2.0 from the world's own locked reference frames, in a warm-brown 3D retro-realistic timber-and-stone cinematic look, with native Chinese dialogue and sound. The corridor never changes: one fixed set, the doors always on the left wall, the camera only ever moving forward.

Download the MP4 →

How It Was Made

Production Process Breakdown

Stage 1: The World & The Lookgpt-image-2
Everything starts on the <strong>银河破釜旅馆</strong> world board in Neta Studio, where the visual grammar is locked in one line: 3D retro-realistic — photorealistic 3D CG with physically plausible aged materials (dark timber beams, rough stone, worn plaster, wrought iron, brass, leather), physically accurate warm firelight and window light, and a deep amber-and-brown filmic grade. Explicitly not painterly, not cel-shaded, not cartoon. That single rule carries into every generation of the short.
Stage 2: Character & Set Reference Lockgpt-image-2
The cast and the set were locked as reference art before any motion: a material-and-lighting mood reference, a 3D retro-realistic interior setting sheet for the inn corridor, and three-view character sheets for <strong>Ma Xiaofu</strong>, <strong>Harley</strong> and <strong>Hermione</strong>. Those exact frames — five in total — are the DNA of this beat and the images handed to the video model as the source for motion, so no take could drift off-model.
Stage 3: The First Takeseedance-2-0
Segment one was rendered once as a straight photorealistic 3D pass (15s, Seedance 2.0) to prove the camera language and the character lock. It worked, but the grade came back flatter and cooler than the world's reference — so the beat was sent back with a sharpened brief.
Stage 4: The Warm-Brown Retake — And The Rejectsseedance-2-0
The retake rewrote the brief around a "sharp warm-brown cinematic" grade and a hard fixed-set rule — all doors in a row along the LEFT wall in a fixed order, camera only moving forward, never crossing to the other wall. This page's film is the successful retake (Seedance 2.0, ~8.5 minutes to render). Two further attempts on the same brief were rejected and thrown away, so the corridor and the door order would stay exactly consistent.
Stage 5: The Cross-Model Draftseedance-2-0-fast
Across the rest of the world the same beats were also sketched on Seedance 2.0 <em>Fast</em> — a cheaper, faster pass used to compare motion, blocking and door positions before committing to a full-quality render. Running the same prompt across a fast and a full model is how the board decides what is worth a final take.
Stage 6: The Final Render & The Sister Segmentseedance-2-0
The payoff take animates the locked references into a single continuous 15-second 1080×1920 shot: Ma Xiaofu strides in, the blue door blasts him flat with winged piglets, the pink door finishes him off with a fireball, and he slams the door shut and runs for the next room. A sister beat, <em>五间房 · 第二段</em>, continues the same walk in the same corridor with the same cast.
Stage 7: Publish & Share
The finished beat publishes instantly to a shareable link — it plays in any browser, no download — and stays ready to cut together with the other segments of <em>五间房</em>.

Generation Prompt

15 seconds. Photorealistic 3D retro-realistic cinematic render — like a frame from a real-time 3D game engine (Unreal Engine 5) or a photograph of a physical film set: aged real materials (dark timber beams, rough stone, worn plaster, wrought iron, brass, leather), physically accurate warm firelight and window light, deep amber-and-brown filmic colour grading with rich dark brown shadows and glowing warm highlights. Ultra sharp and crisp, deep focus, high clarity in every part of the frame — no blur, no soft focus, no depth-of-field haze, no heavy grain, no glow effects. NOT an illustration, NOT a painting, NOT a cartoon, no drawn lines, no airbrush.

Reference images: the first attached reference image is the material and lighting mood reference — match its warm brown cinematic realism and its real timber, stone and leather materials exactly. The second attached reference image is the inn's interior — keep this same timber-and-stone corridor look with fixed furniture. The third attached reference image is Ma Xiaofu, a pale-violet elf-eared young nobleman with silver-white hair and a deep-purple robe with gold trim — keep his look exactly. The fourth attached reference image is Harley — pale sky-blue elf-eared young man, dark messy hair, round mechanical glasses, black robe and scarf — keep his look. The fifth attached reference image is Hermione — pale sky-blue elf-eared young woman, long dark-brown wavy hair, a metal monocle on her right eye, black robe — keep her look.

FIXED SET — never changes, in any shot: one inn corridor. All doors sit in a row along the LEFT wall of the corridor, in this fixed order — first a BLUE door, then further along a PINK door. The doors stay on the left wall, never swap sides, never move. Lanterns, wall hooks, floorboards, side tables and all furniture stay exactly where they are, in the same positions, all the way through. The camera only ever moves forward down the corridor; it never crosses to the other wall.

Event: the arrogant young nobleman arrives demanding the best room; two guest rooms knock him flat. By the end he has been beaten by two doors and still has no room.

Spatial blocking: the viewer IS 晓米, the inn's young woman on duty, walking behind him — only the corridor, its doors and the rooms are visible, never her face or body; she speaks only as an off-screen voice. Ma Xiaofu walks ahead of the camera along the left-hand doors.

Camera: first-person handheld at eye-level, following forward down the corridor, steady and stable; vertical framing.

Beat timeline:
0 to 4 seconds: warm timber-and-stone inn corridor, lanterns and firelight, sharp deep focus; Ma Xiaofu strides in ahead of the camera, flings his cloak, lifts his chin and sneers "本少爷要住最好的房间!"
4 to 9 seconds: he stops at the BLUE door on the left wall and shoves it open — inside, Harley crouches on the floor dressing a swarm of small colourful winged piglets; the piglets burst out in a flurry straight into Ma Xiaofu's face and blast him off his feet back across the corridor floor; Harley leans out of the doorway, delighted, and says "哇,看得出来,我的小飞猪们很喜欢你哦,马小福!"
9 to 15 seconds: Ma Xiaofu scrambles up, hair mussed, and wrenches open the PINK door, the next one along the same left wall — a fireball and a thick heavy book fly out and explode against his face, his silver hair bursting into a popcorn cloud of smoke; Hermione strolls out slowly with wand and book, pushes her monocle up, and says calmly "哦,马小福,你有兴趣来当我的实验对象吗?"; Ma Xiaofu slams the door shut, presses his back to it, breathing hard, and blurts "走!我们去下一间房!"

Sound: Chinese dialogue plus magical effects and a light comedic score. Wingbeats, piglet squeals, a thud, fireball whoosh, an explosion, fluttering book pages, a door slamming. Each speaker keeps a stable, distinct voice: Ma Xiaofu an arrogant young male voice, Harley a delighted male voice, Hermione a calm female voice, 晓米 a level female off-screen voice. Comedy score is light and upbeat, never drowning the dialogue.

Hard constraints: every character's face, hair, skin, ears, monocle and costume stay identical to their reference images and never change between shots; the corridor, its doors, lanterns and furniture stay fixed and unchanged, all doors on the same left wall; keep the warm brown, 3D retro-realistic wood-and-stone cinematic look throughout; ultra sharp, no blur; no duplicate or extra people; no on-screen text, no subtitles, no captions, no logos, no watermarks; the viewer's face never appears.

Model: Seedance 2.0 — image-to-video from the world's locked reference frames, 15s single first-person walk @ 1080×1920 (9:16), native dialogue and sound.

Asset Prompts

Inn corridor interior — the fixed set (Set Art)gpt-image-2
Create a 3D retro-realistic interior setting sheet for the ground-floor hall and front desk of an old inn. Reference image: the attached image is the style reference — take its rendering, material feel and lighting mood (warm 3D retro-realistic old tavern, wood and stone, firelight). Subject: the inn's ground-floor hall — heavy dark timber ceiling beams, a large stone fireplace with a roaring fire on the right, a long worn wooden front desk, a wall of room keys hanging behind it, a tall wooden key cabinet, worn wooden stairs rising at the back, old tables and chairs, a candle lantern, framed old portraits on the plaster wall, papers and an open ledger on the desk with a hand resting on them, dust drifting in the firelight. Style: 3D retro-realistic render — photorealistic 3D CG with physically plausible aged materials (dark timber beams, rough stone, worn plaster, wrought iron, brass, leather), believable structure and scale, physically accurate lighting, subtle film grain, warm firelight with a cool window light, soft haze; a faint touch of magic mystery. Not painterly, not cel-shaded, not cartoon, no drawn outlines. Vertical composition, interiors seen from a first-person eye-level view. No legible text anywhere, no logos, no watermark.
Ma Xiaofu — three-view character sheet (Seed Art)gpt-image-2
Create a complete character design sheet (character three-view) for this character, in the same style, layout and clarity as the attached reference sheet — a realistic game illustration on a pure white background, NOT a poster. CANVAS AND LAYOUT: pure white background, 16:9. Main full-body front view, largest, centered; a smaller full-body exact-profile side view; a smaller full-body back view. One consistent scale, one neutral standing pose, eye-level straight-on, no perspective distortion. No expression heads, no detail callouts, no swatches, no borders, no labels, no text, no watermark. CHARACTER — an original character, keep every feature identical in all three views: - pale violet alien skin - long pointed elf ears - refined proud narrow face with a cold arrogant expression, straight nose, sharp eyes - silver-white short hair, neat and swept back - a noble deep-purple robe with gold trim, a high collar and subtle embroidery, worn over a dark shirt and dark trousers; polished black boots - no monocle, no glasses, no beard Identity-critical: pale violet skin, long pointed elf ears, silver-white hair, deep-purple noble robe with gold trim. STYLE: realistic game illustration, high-detail game concept art, clean studio lighting on white, accurate standard human proportions, faithful likeness, no distortion, maximum sharpness and detail — matching the attached reference sheet's rendering and clarity. CONSTRAINTS: no extra characters; no props; no stylized or chibi proportions; no text, no logo, no watermark.
Harley — three-view character sheet (Seed Art)gpt-image-2
Extend the attached character design sheet (the SECOND attached image) into a fuller professional concept-art reference page, in the same realistic game-illustration style and pure white background. Keep the existing character, every established feature, and the layout exactly as they are — change nothing about the face, hair, skin, or costume. Add only what is described below. Character: pale sky-blue alien skin, long pointed elf ears, refined cold narrow long face, black messy short hair, round wire-frame glasses with small metal mechanical ornaments, black wizard school robe (Hogwarts-style) over a white collared shirt and striped necktie, a thick dark-grey knit scarf, a wooden wand. LAYOUT on pure white background, 16:9: - Keep the main full-body front view, largest, centered. - Keep the smaller full-body exact-profile side view. - Keep the smaller full-body back view. - Add a row of FIVE expression head close-ups, bust-scale, same character, same glasses, identical facial likeness — five distinct expressions: calm neutral, cold glare, faint disdainful smirk, widened surprise, eyes closed serene. Heads share one consistent size, aligned in a neat row. - Add short thin leader lines with small inset callouts pointing at the key details. DETAIL CALLOUTS — each a small inset close-up showing exact material and construction: 1. the round glasses: the metal mechanical ornaments on the frame and bridge, the hinge, the temple arm. 2. the dark-grey knit scarf: the knit texture, ribbing, and the wrapped fold at the neck. 3. the wooden wand: grain, carved grip, tapered tip. SHORT LABELS in Chinese, small, minimal, neatly aligned, each written once and never repeated: one label 「表情」 above the expression row; beside each detail inset a short label 「机械眼镜」「围巾」「木魔杖」. No other text of any kind — no title, no numbers, no extra captions, no gibberish lettering. STYLE: Match the attached sheet exactly — realistic game illustration, high-detail game concept art, clean studio lighting on white, accurate standard human proportions, faithful likeness, no distortion, maximum sharpness and detail. CONSTRAINTS: No changing the character's appearance; no extra characters; no poster or trading-card framing; no color swatches; no random logos or watermarks.
Hermione — three-view character sheet (Seed Art)gpt-image-2
Create a complete character three-view/design sheet for this character, matching the EXACT rendering style, layout, background and clarity of the FIRST attached image (the existing three-view sheet). This replaces any previous version. First attached reference image: the style and format reference — a realistic game-illustration three-view sheet on a pure white background (a full-body front view, a smaller side view, a smaller back view). Match its rendering, its layout, its scale and its clarity exactly. Second attached reference image: the character to draw — keep every feature exactly as shown. CANVAS AND LAYOUT: pure white background, 16:9. Main full-body front view, largest, centered; a smaller full-body exact-profile side view; a smaller full-body back view. One consistent scale, one neutral standing pose, eye-level straight-on, no perspective distortion. No expression heads, no detail callouts, no color swatches, no borders, no labels, no text, no watermark. CHARACTER — replicate every feature exactly from the second reference image, change nothing: - pale sky-blue alien skin - long pointed elf ears - refined cold narrow long face, identical facial likeness - long dark-brown big wavy curly hair, voluminous - a sci-fi metal monocle worn on her RIGHT eye - black wizard school robe (Hogwarts-style) over a white collared shirt and a black necktie - holds a wooden wand Back view: fully detailed back of the black robe, wavy hair silhouette identical to the reference. STYLE: realistic game illustration, high-detail game concept art, clean studio lighting on white, accurate standard human proportions, faithful likeness, no distortion, maximum sharpness and detail — matching the first reference image's rendering and clarity exactly. CONSTRAINTS: do not alter the character's appearance; no extra characters; no props beyond the wand; no stylized or chibi proportions; no text, no logo, no watermark.

Reference Frames

Why Choose Neta Studio

Neta Studio turns one board into a film. Build the world, lock the look with image models like GPT Image 2, hand the exact reference frames to video models like Seedance 2.0, Seedance 2.0 Fast, Kling, MiniMax H3 and Veo — and every beat comes back with the same face, the same corridor and the same warm-brown grade.

Direct a hard, fixed set. Doors on one wall, a locked force of characters and one forward camera — Neta Studio holds all of it across a 15-second take, with native dialogue and sound. Reject and re-take as much as you need, then share a link that plays anywhere, no download.

Studio Interior

Start Creating

五间房 · 第一段 — I Only Wanted a Room, You Want My Life was generated by Neta Studio AI from locked reference frames and one written prompt — the world board, the character sheets and the film all took minutes. You can do it too: build the same world or start fresh from any idea. No coding required, free to start.

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