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Game interface / Reference Generation

Cyberpunk loadout UI

A timed UI state machine can connect menu, customization, loading, and gameplay in one sequence.

Official manual translationTranslated from a MiniMax H3 manual example
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.
Official manual example / English teaching translation / source reviewed 2026-08-08Open this example in the H3 manual
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.