The exact Kolbo / Seedance 2.0 workflow behind the reel — the Visual DNA cast, the broadcast framework, and all four scene prompts. Copy-paste ready. No gate, no email. Steal it.
Create three Visual DNA profiles in Kolbo (sign up with code FANZAI1) from 3–5 reference images each. Name them exactly — the names become @tags you reuse in every scene, and that's what keeps the same face, ball and stadium across every cut.
@spidey1 — the hero
A real guy in a Spider-Man suit under a red hoodie and olive bomber. Face stays locked 1:1 in every shot — that's the DNA doing its job.
@football — the ball
Chrome panels, glossy red seams. A product DNA — so the hero prop never changes between scenes.
@monterrey1 — the stadium
Open-air stadium, cantilevered roofs, jagged mountains, burnt-orange dusk. The location DNA locks the world.
02The Framework
Six rules that make it real
Carried into every prompt. This is what makes it look filmed instead of generated.
Broadcast, not "cinematic". Open every prompt with a style lock: "Real live-television football broadcast footage… NOT a 3D render, NOT a game engine, NOT AI."
60:30:10 color. Pitch green dominant, team colors secondary, floodlight-white accent. One palette across all scenes.
Physics locks. Every player is a separate ~80kg body. Real weight, real inertia, bodies never merge or clip. The ball is "glued" to @spidey1's feet.
One action per shot. Kick = one shot. Web = one shot. When a generation does two things, it does both badly.
VFX needs an anchor. The web fires only from the palm and must connect at both ends — palm on one side, a physical anchor on the other. Unanchored VFX floats.
Timed beats. Write action as (0-2s) / (2-3s) numbered steps. Seedance follows a schedule far better than prose.
03The Scenes
Four prompts. Copy, paste, generate.
16:9 for the broadcast look (one bonus vertical). Paste into Kolbo with the three DNAs attached and hit generate. New here? Sign up with code FANZAI1.
Scene 01
The Dribble — beating two defenders
Low broadcast sideline camera. @spidey1 carries the ball through two sliding defenders who commit and miss. Ends face-to-camera — your identity moment.
Real AI output
Style: Real live-television football broadcast footage — the look of an actual match on TV. Photorealistic, NOT a 3D render, NOT a game engine, NOT AI, NOT a cutscene. Shot on real broadcast cameras.
Lighting: Real stadium floodlights plus burnt-orange dusk sky; hard cool-white key on the grass, haze catching the beams, real floodlight flares. No flat CG lighting.
Color: 60:30:10 — pitch green dominant, Mexico-green / Ecuador-yellow secondary, cool floodlight-white accent.
Camera: Real broadcast cine glass, 180° shutter motion blur, fine broadcast grain, human operator latency.
Physics: Every player a SEPARATE solid ~80kg human body — real weight, inertia, committed biomechanics, correct contact shadows. Bodies NEVER merge, clip, or slide into each other. @football -prop glued to @spidey1's feet, only he touches it.
Acting: Real athletes — explosive first step, off-balance recoveries, involuntary micro-actions, chest heaving.
Continuity: SAME @spidey1 face + outfit + @monterrey1 dusk floodlights, repeated every shot. No drift.
Technical: 24fps, real motion blur, broadcast grain. No stutter, no game-physics snap.
Characters:
@spidey1 — off-duty superhero streetwear: olive bomber over red hoodie, red-and-blue Spider-Man suit at the collar, full-length blue web Spider-Man leggings, red Spider-Man gloves, black-and-white Nike Dunk Low. Fast, skilful footballer, ball glued to him.
Scene:
Live-TV match at @monterrey1 dusk. @spidey1 drives @football -prop up the middle of the park; two defenders — one in Mexico green, one in Ecuador yellow — converge from opposite sides. Packed stands, floodlights, Cerro de la Silla through the open end.
Environmental force: dry firm grass grips his studs (real traction, small divots torn on each cut), dusk wind pushes lightly against his bomber jacket and the ball's flight, gravity loads through every plant, the packed crowd's roar is a physical wall of pressure around the pitch.
MULTISHOT — hard cuts, escalating.
SHOT 1 (0:00–0:04) — MAIN SIDELINE BROADCAST CAMERA, 70–200mm broadcast zoom at 180mm compression, elevated eye-level +2m, tracking left-to-right with human operator latency (a beat of lag on pan stops, NOT a smooth dolly):
@spidey1 sprints at ~20mph footpace with @football -prop glued to his feet, quick real toe touches nudging it ~12 inches ahead each stride, weight centered over both feet, each foot planting full body mass before rolling off the toes, studs tearing grass. The classic live-match follow. SAME @spidey1 face + outfit.
SHOT 2 (0:04–0:08) — LOW PITCHSIDE STEADICAM, 35mm, hip-height, chasing behind him:
Both defenders commit to diving tackles, weight fully forward (real ~80kg bodies). @spidey1's hip feint shifts his center of mass ~18 inches right over 0.2 seconds — RAMPS TO 80% SPEED as weight loads on the right hip: stepover feint planted on the right foot, left sole rolling the ball underfoot in one fluid ground contact, then knock-and-go SNAPS TO FULL SPEED. The defenders' momentum (~15mph each) carries them ~2 meters PAST him; they land hard on the grass and recover backward on their elbows. Both bodies stay completely separate from @spidey1, never touching his legs. @football -prop stays glued to his feet, visible boot-to-ball contact each step. SAME @spidey1 face + outfit.
SHOT 3 (0:08–0:10) — LOW REVERSE ANGLE BROADCAST, 50mm natural perspective, shooting from behind the beaten defenders toward goal, @spidey1 driving at the lens:
elastico flick off real foot contact (left sole rolling, right instep snapping the ball), ball travels with visible spin, @spidey1 glances up at the ball's arc with game awareness (not celebration), jaw set, chest heaving, breathing visible. Beaten defenders ~10 feet behind on their elbows. Cerro de la Silla silhouette upper frame, floodlights backlighting his silhouette. SAME @spidey1 face + outfit.
SFX timeline: 0:00–0:04: crowd roar swelling, studs drumming rapid-fire, sharp ball-to-boot squeaks. 0:04–0:08: two defenders' boots sliding and skidding (grass tearing, deceleration friction), whiffed tackle scuffs, @spidey1's controlled breathing, crisp touches. 0:08–0:10: crisp elastico contact, crowd reaction rising, beaten defenders' recovery scrapes on turf.
Scene 02
The Kick — corner-flag launch into the sky
One explosive strike sends @football out of the stadium airspace. Camera tilts from the strike up into the burnt-orange dusk until the ball is a dot.
Real AI output
Style: Real live-television football broadcast footage — the look of an actual match on TV. Photorealistic, NOT a 3D render, NOT a game engine, NOT AI, NOT a cutscene. Shot on real broadcast cameras.
Lighting: Real stadium floodlights plus burnt-orange dusk sky; hard cool-white key, haze catching the beams, real floodlight flares. No flat CG lighting.
Color: 60:30:10 — pitch green dominant, Mexico-green / Ecuador-yellow secondary, cool floodlight-white accent.
Camera: Real broadcast cine glass, 180° shutter motion blur, fine broadcast grain, human operator latency.
Physics: @spidey1 is a solid ~80kg human body with real mass and inertia; the web line has real spider-silk tension; @football -prop obeys a real ballistic arc with backspin. Correct contact shadows, nothing floats unnaturally.
Acting: Real athlete committing to something reckless — jaw set, quick breath, involuntary micro-actions, chest heaving.
Continuity: SAME @spidey1 face + outfit + @monterrey1 dusk floodlights, repeated every shot. No drift.
Technical: 24fps, real motion blur, broadcast grain. No stutter.
Characters:
@spidey1 — off-duty superhero streetwear: olive bomber over red hoodie, red-and-blue Spider-Man suit at the collar, full-length blue web Spider-Man leggings, red Spider-Man gloves, black-and-white Nike Dunk Low.
Scene:
Center pitch at @monterrey1, dusk. @spidey1 stands over @football -prop, packed bowl rising around him, a floodlight pylon towering past the Cerro de la Silla silhouette.
Environmental force: dusk wind catches his bomber jacket and leggings, fabric trailing; gravity pulls hard on his mass during the launch (his whole body fighting the pull, muscles engaged); floodlight glare and haze interact with his silhouette.
MULTISHOT — hard cuts.
SHOT 1 (0:00–0:04) — LOW HERO BROADCAST ANGLE, 35mm, grass level, tilts up hard:
@spidey1 plants his standing foot beside @football -prop, weight fully loaded on the right hip (0.2s stance). RAMPS TO 80% SPEED during the backswing (leg loading, core tension visible), then FULL SPEED at contact — a solid instep-to-ball thump — and @football -prop launches vertically into the floodlit dusk sky with visible backspin. The long-lens camera tilts up hard following it as it shrinks toward the lights; the entire packed bowl rises in unison, thousands of heads tracking the arc, arms raising, mouths open in one collective "ooooohhh" building for 3 seconds. SAME @spidey1 face + outfit.
SHOT 2 (0:04–0:08) — WIDER REACTION ANGLE, 35mm cinematic, eye-level, slow dolly-out with vertical tracking:
On the peak of the swell — THWIP — a web line fires from @spidey1's wrist (visible trajectory arc, real fiber texture), catches the top of the pylon at 0.3s and goes taut (slack snapping straight). The tension pulls through his arm and shoulder with visible recoil (bicep strain, shoulder engaging); his feet leave the ground and RAMPS TO SLOW-MOTION as weight-based inertia carries him upward, body following the tension vector, arms trailing, eyes tracking the web line, jaw set with effort. The camera tracks his ascent, letting him climb toward the top of frame. SAME @spidey1 face + outfit.
SFX timeline: 0:00–0:04: solid boot thump on @football -prop, rising crowd "ooooohhh" swell, stadium roar building. 0:04–0:08: sharp web THWIP (crisp fiber-snap), web line tension whoosh, cable singing under tension, upward launch wind rush, crowd noise spikes, @spidey1's sharp breath intake.
Scene 03
The Web — THWIP and fly
The money shot. Land the kick, snap the web-shooter hand sign, fire a single line from the palm to a fixed anchor, and let the line pull him — he never "jumps". Timed beats + physics locks are doing all the work here.
Real AI output
Duration: 6 seconds. Aspect ratio: 16:9. One continuous shot, no cuts, no end card.
@spidey1 stands center-frame at x=50%, full body, feet at y=85%, inside @monterrey1.
Action, one flowing shot:
1. (0-2s) @spidey1 kicks @football high into the air. @football rises fast and out of the top of the frame. @spidey1 lands both feet into a low athletic crouch, one gloved hand touching the ground for balance, muscles coiled.
2. (2-3s) @spidey1 snaps his right arm forward and up toward the upper-right of the frame. His right hand forms the Spider-Man web-shooter sign: index finger and pinky extended straight, middle and ring fingers folded down pressing the center of the palm, thumb tucked. Hold the hand shape clearly for a beat.
3. (3-4s) A single thin white spider-web line shoots straight out from the center of @spidey1's palm toward a fixed anchor point on a high building ledge at the upper-right of @monterrey1. The web comes only from the palm — never from the back, shoulders, or chest.
4. (4-5s) The web tip hits the ledge, sticks, and the line snaps taut — one straight tight line between @spidey1's palm and the ledge.
5. (5-6s) The taut web pulls @spidey1 up and forward: his right arm straightens toward the ledge, his body follows arm-first and swings up and to the right in one smooth Spider-Man arc, feet leaving the ground last.
Continuity: one web line only, connected at both ends at all times — @spidey1's palm on one end, the ledge on the other. Straight and taut, never floppy, never floating, never detached. @spidey1 keeps the same mask, suit, and body throughout. No clumsy jump, no vertical hop — the web pulls him, he does not leap.
Camera: low-angle 35mm medium-wide, controlled tilt-up following @spidey1 as the web pulls him upward, keeping him centered. Shallow depth of field, natural daylight, motion blur only on the fast web line and the swing.
Aesthetics: grounded superhero action realism, practical daylight only, realistic fabric and muscle motion, crisp physics.
Sound design (SFX only, no music): a foot-plant thud on landing, a sharp crisp "thwip" as the web fires, a snap as it goes taut, cloth and wind rush on the swing.
Final frame: @spidey1 mid-swing in the upper-right, right arm fully extended along the taut white web line to the ledge, body arcing off the ground.
Bonus
Vertical dribble — 9:16 for Reels
Same world, portrait framing. Use this one when you want native full-screen vertical instead of the broadcast crop.
Real AI output
Style: 8K, photorealistic broadcast footage — no 3D render, no game engine, looks FILMED not AI.
Lighting: Stadium floodlights from high towers plus a burnt-orange dusk sky; cool white key raking the grass, atmospheric haze catching the beams. No flat CG lighting.
Color: 60:30:10 — pitch green dominant, Mexico-green / Ecuador-yellow secondary, cool floodlight-white accent.
Camera: Physical cine lens, 180° shutter motion blur.
Skin: Pore-level realism — vellus hair, capillary flush, pore-shadow matching the floodlight.
Acting: Hollywood comedic — micro-pauses, precise eye-line, living eyes with catch-lights, chest rise from breathing. Always reacting, never posing.
Physics: Gravity and inertia respected — real mass and weight, correct contact shadows, web lines under real tension. Nothing floats.
Composition: Rule of thirds + golden ratio. Everyone moving from frame one.
Continuity: SAME @spidey1 face, SAME outfit, SAME @monterrey1 across every cut. No identity drift, no morphing.
Technical: 24fps smooth motion. Fine film grain. No jitter.
Audio: Environmental SFX only. No music. No subtitles.
Characters:
@spidey1 — off-duty superhero streetwear: olive bomber over red hoodie, red-and-blue Spider-Man suit peeking at the collar, full-length blue web Spider-Man leggings, red Spider-Man gloves, black-and-white Nike Dunk Low. Comedic determination, eyes fixed forward.
Scene:
On the green pitch of @monterrey1 at dusk — Mexico's green stands camera-left, Ecuador's yellow stands camera-right, Cerro de la Silla silhouetted through the open end. @spidey1 drives @football at his feet toward camera-right, a defender closing from each side, twelve feet of open grass ahead.
CUT 1 — tracking low 35mm, dollying alongside @spidey1 at knee height, keeping pace:
@spidey1 sprints full speed with @football glued to his feet, quick staccato touches, chest heaving. A Mexico defender in green lunges in from the left with an outstretched leg; an Ecuador defender in yellow slides in from the right. @spidey1 drops a shoulder, chops @football inside with the sole of one Dunk, and threads between both lunges — their legs miss and cross behind him. He bursts clear, a fast comedic glance back, and drives on. The crowd behind blurs, flags waving.
SAME @spidey1 face and outfit throughout. Photoreal, never CG, never cartoon.
SFX only: stadium crowd roar, studs drumming on turf, crisp ball touches, two whiffed sliding tackles scuffing the grass.
Want the next drops?
New prompt packs land here first. Totally optional — the prompts above are yours free either way.