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Game interface / Reference Generation
Official manual translationTranslated from a MiniMax H3 manual exampleCyberpunk loadout UI
A timed UI state machine can connect menu, customization, loading, and gameplay in one sequence.
Actual H3 output / 15s
Prompt -> result
What this output demonstrates
The result moves from menu selection to prosthetic customization and then loads a neon third-person game world.
- Control pattern
- A timed UI state machine can connect menu, customization, loading, and gameplay in one sequence.
- Check in your run
- Uncontrolled camera movement will make labels and component changes unreadable.
Shot structure
0s8s15s
INPUTR2V
ACTION01
CAMERA01
AUDIOON
Working principle
A timed UI state machine can connect menu, customization, loading, and gameplay in one sequence.
Watch for
Uncontrolled camera movement will make labels and component changes unreadable.
Adapt this brief
Prompt draft
Use Image 1 for the character and Image 2 for UI style. Begin on a purple menu, choose CONTINUE, then zoom into right-arm equipment and cycle from PHANTOM GRIP to CHRONOS CLAW. Move through armament customization, mechanically reconfigure the prosthetic, confirm the loadout, fill a loading bar, and reveal a dense cyberpunk street in third person with a minimal HUD. Keep every transition motivated by the interface action.Replace the subject and reference roles first. Change camera, timing, and sound one variable at a time.