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Never mess with a grandma holding an umbrella! Crazy action game choreography with Seedance 2.5. (Prompt in the comments 👇):CORE OBJECTIVE Generate a 30-second, 16:9, photorealistic next-gen AAA open-world action game gameplay sequence. The entire sequence takes place only in the same daytime Showa-era Japanese narrow alley <<@>>. Environment: overcast daylight, recently rained, wet stone pavement, puddles and subtle reflections, light drizzle. Camera: third-person over-the-shoulder gameplay perspective with responsive, player-controlled movement. Use natural tracking, lateral movement, short push-ins and pull-backs, and subtle orbiting during combat. Characters: Traditional umbrella-fighting grandmother <<@>> Young thug in a red jacket <<@>> Young thug in a blue hoodie <<@>> Extremely large, obese boss <<@>> Keep all character identities, faces, clothing, body proportions, silhouettes and physical characteristics strictly consistent with their reference images throughout the entire sequence. The grandmother always uses the same burgundy long-handled umbrella. Do not redesign, replace, recolor or alter the umbrella. HUD AND HEALTH-BAR LOGIC — HIGHEST PRIORITY Health bars are persistent animated fill bars, never static icons. Whenever a character takes a valid hit, the health-bar fill must visibly decrease at the exact moment of impact, moving smoothly and continuously from the right edge toward the left. Every individual hit removes only part of the remaining health. ABSOLUTE HEALTH-BAR RULES Never instantly empty an entire health bar. Never allow a character to remain visibly full-health after taking a valid hit. Never empty a bar before the character is actually defeated. Never remove the health bar simply because the character is hit. Only the final successful attack, at the exact moment the character is genuinely knocked down and loses combat capability, may reduce the remaining health to zero. After reaching zero, the empty bar remains visible for approximately 0.5 seconds, then fades out completely. Health percentages exist only as invisible animation logic. Never display numerical health values or percentages on screen. RED-JACKET THUG <<@>> His independent health bar appears at full health when combat officially begins. First successful throw: smoothly drops to approximately two-thirds remaining. Follow-up kick: smoothly drops to approximately one-third remaining. Final punch or umbrella-handle strike: the remaining health stays visible until the actual finishing impact. At the exact moment he is knocked down, the final remaining portion smoothly reaches zero. Empty bar remains briefly visible, then fades out. BLUE-HOODIE THUG <<@>> His independent health bar also begins completely full. Every clearly visible successful punch and low sweep causes the red fill to decrease in small, smooth increments. The bar must always retain visible remaining health before the final attack. Only the final hit that actually knocks him down empties the remaining health. The empty bar briefly remains visible, then fades out. The two thug health bars are completely independent. They must never empty simultaneously without corresponding separate finishing attacks. BOSS HEALTH BAR The boss health bar must not exist before the boss enters the fight. At approximately 11 seconds, when the giant obese boss <<@>> begins his angry charge, his boss HUD appears in the upper-right corner. It consists of: Boss portrait “BOSS” Large red health bar The boss health bar starts completely full and remains visible throughout the entire boss fight. Each distinct group of successful attacks causes a separate, smooth reduction in the bar. Valid damage includes: abdominal punches strikes to the back of the knees repeated kicks to the chest special umbrella attacks successful combo sequences The bar must always retain visible remaining health. Immediately before the final throw, only a small amount of red fill remains. At the exact moment the boss is slammed onto the wet stone pavement and is completely incapacitated, the final remaining red segment smoothly reaches zero. The empty bar remains briefly visible, then fades out. PLAYER HEALTH BAR The grandmother's green health bar remains in the upper-left HUD. It decreases only when the boss visibly lands a successful hit on her. Every successful boss attack must correspond to a small, synchronized reduction. The player's health bar must never decrease without a visible cause. 0–4 SECONDS — APPROACH / NO HUD The camera is positioned slightly behind and off to the side of the grandmother <<@>>. She walks calmly toward the far end of the narrow Showa-era Japanese alley, holding her closed burgundy long-handled umbrella. The red-jacket thug <<@>>, blue-hoodie thug <<>>, and giant obese boss <<@>> approach from the opposite direction, gradually forming a threatening three-person blockade. The red-jacket thug aggressively says in Japanese: “ばあさん、金を出せ!” The grandmother simply looks up at him with a completely expressionless face. The dialogue must finish before the fourth second. ABSOLUTELY NO HUD during this section. Do not show: portraits health bars minimap enemy markers skill icons boss interface combo indicators damage numbers any other gameplay UI The screen should feel like uninterrupted gameplay before combat begins. 4–5 SECONDS — FIGHT START / THUG HEALTH BARS APPEAR At exactly the moment combat begins, briefly flash: “FIGHT START” At the same moment, the gameplay HUD smoothly fades in: Upper-left Grandmother portrait Green health bar Skill cooldown represented only by a circular light/dark progress indicator Lower-left Circular minimap Three red enemy markers Above the two thugs The red-jacket thug <<@>> and blue-hoodie thug <<@>> simultaneously receive their own independent full red health bars, floating directly above their heads and following their movement. Upper-right Remain completely empty. Do not display the boss portrait or boss health bar yet. 5–11 SECONDS — THUG FIGHT / INDIVIDUAL DAMAGE The red-jacket thug <<@>> throws a punch. The grandmother sidesteps, catches his arm and executes a realistic over-the-shoulder throw. At the exact moment his body hits the ground, his overhead health bar smoothly decreases from full to approximately two-thirds. The grandmother immediately follows with a kick. The second hit causes another smooth health reduction to approximately one-third. She follows with one final punch or umbrella-handle strike. Only when the final impact actually knocks him down does the remaining health smoothly reach zero. The empty health bar remains briefly visible before fading out. The blue-hoodie thug <<@>> attacks from behind. The camera quickly tracks with the grandmother as she turns and shifts laterally through the narrow alley. She blocks his attack with the burgundy umbrella, then counters with a series of punches and low sweeping kicks. Every clearly visible successful hit must correspond to a small, smooth reduction of his overhead red health bar. The health bar must visibly retain remaining fill between attacks. Only the final successful strike that actually knocks him down may empty the bar. The empty bar remains briefly visible and then fades out. When a genuine uninterrupted sequence of successful attacks occurs, briefly display: “COMBO ×4” No damage numbers. No floating hit-point indicators. 11–26 SECONDS — BOSS FIGHT / CONTINUOUS HEALTH-BAR STATE Once both thugs are down, the giant obese boss <<@>> suddenly lets out an aggressive roar and charges. At the exact moment his charge begins, reveal the boss HUD in the upper-right corner: Boss portrait “BOSS” Large full red health bar The boss health bar remains fixed in the upper-right corner until his final defeat. The boss swings a heavy horizontal punch. The grandmother avoids the first strike but the second attack clips her shoulder. At the exact impact, her upper-left green health bar smoothly decreases by a small amount. The boss then uses his forearm to knock her umbrella aside and follows with a powerful body charge, driving her into a wooden wall. Her green health bar decreases again, synchronized precisely with the successful impact. The grandmother breaks free. She kicks the boss behind the knee, then delivers a rapid sequence of abdominal punches. Every genuine group of successful hits causes the boss's red health bar to smoothly decrease by a visible segment. The boss grabs her and violently shoves her back against the wall. Her green health bar decreases again. The boss charges once more. She sidesteps at the last instant, causing the boss to crash heavily into the wooden wall. She immediately counters with a strike behind the knee followed by two consecutive kicks into his chest. The boss health bar continues to decrease smoothly in separate stages. The two fighters then exchange rapid punches, blocks, elbows, kicks, grapples and counters. Keep the action grounded, physical and believable. The camera should maintain a strong third-person playable-game feel, dynamically following the combat as the characters move left and right through the alley, along walls and around obstacles. Use: lateral tracking short push-ins short pull-backs subtle camera orbiting responsive over-the-shoulder framing controlled handheld-like gameplay movement Avoid excessive cinematic camera movements that would make the scene feel like a pre-rendered movie rather than real gameplay. SPECIAL ATTACK The grandmother's circular skill cooldown indicator gradually completes and becomes illuminated. She then uses the burgundy umbrella to trap and control the boss's arm. She strikes behind his knees repeatedly, follows with heavy abdominal blows, then uses the umbrella and her body momentum to pivot around him. During genuinely uninterrupted successful hit sequences, briefly display: “COMBO ×6” Later, during another genuine uninterrupted sequence: “COMBO ×8” These indicators must only appear when the corresponding continuous hits actually happen. The boss health bar continues to decrease smoothly after every legitimate attack group. Never empty the bar prematurely. The grandmother finally captures the boss's arm and uses her momentum to execute a powerful rotational throw. As the throw begins, the boss health bar still contains a small visible red segment. The boss crashes heavily onto the wet stone pavement. At the exact moment his body hits the ground and he becomes completely incapacitated, the final remaining red segment smoothly decreases to zero. The empty boss health bar remains visible briefly, then fades out. 26–28 SECONDS — MISSION COMPLETE / WALK AWAY All three enemies are now lying defeated in the alley. The individual empty enemy health bars and boss interface fade out first. Then the grandmother's upper-left HUD and lower-left minimap smoothly fade away. Light rain continues falling. The grandmother opens her burgundy umbrella and calmly walks deeper into the alley. The camera follows her from behind. Display a refined golden metallic UI treatment: “MISSION COMPLETE” Below it: “敵を全員倒した” Keep the typography polished and premium, consistent with a modern AAA game interface. 28–30 SECONDS — FINAL FRONT CLOSE-UP Remain in the exact same Showa-era Japanese daytime alley <<@>>. The camera smoothly moves from behind the grandmother, arcs around to the front, and continues moving backward as she walks toward it. End on a clear front-facing close-up. Her identity and facial appearance must remain completely consistent with <<@>>. Her short white curly hair is slightly damp from the rain. The burgundy umbrella is open above her head. Her expression remains calm, cold and completely unfazed. Her breathing is steady. She briefly looks straight ahead, then her gaze passes just beside the camera as she continues walking. The three defeated enemies remain visible far behind her in the background. Do not cut back to a rear view. The final frame remains on her face beneath the burgundy umbrella, with fine rain falling around her. HUD STYLE Use <<@>> only as a visual reference for HUD structure and material language. Borrow only: interface zoning translucent panels subtle metallic borders premium AAA game UI finish Do not inherit: characters environments numbers button prompts icons text layouts that conflict with the HUD specification above The HUD should feel like an original modern AAA action game interface. HARD UI RESTRICTIONS Absolutely no: damage numbers health percentages countdown numbers reward numbers experience points score floating damage values right-side button prompts unnecessary UI notifications The only combat text allowed is: “FIGHT START” “COMBO ×4” “COMBO ×6” “COMBO ×8” and the final mission-complete text: “MISSION COMPLETE” “敵を全員倒した” Combo indicators may appear only during genuine continuous hit sequences. AUDIO No background music. Use only diegetic gameplay sound and UI feedback: footsteps wet pavement and puddle splashes light rain Japanese dialogue HUD activation sounds punches and kicks umbrella impact and metallic blocking sounds body impacts wooden wall impacts grappling sounds heavy falls onto wet stone water splashes exertion breathing subtle environmental ambience Keep the sound design grounded and realistic, with no exaggerated arcade effects. OVERALL VISUAL TARGET Photorealistic next-generation AAA open-world action game. Realistic human anatomy and movement. Physically believable combat. Wet post-rain surfaces with natural reflections. Overcast daytime lighting. Detailed Showa-era Japanese alley architecture. Stable character identities and costumes. Strong sense of weight, impact and physical momentum. The sequence must feel like actual high-budget gameplay footage, not a cinematic trailer, animation, anime sequence, or stylized fighting montage. The grandmother remains the visual and gameplay protagonist throughout the entire sequence.
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I’d like to share that I’ll be leaving Bandai Namco at the end of 2025. With the TEKKEN series reaching its 30th anniversary—an important milestone for a project I’ve devoted much of my life to—I felt this was the most fitting moment to bring one chapter to a close. My roots lie in the days when I supported small local tournaments in Japanese arcades and in small halls and community centers overseas. I still remember carrying arcade cabinets by myself, encouraging people to “Please try TEKKEN,” and directly facing the players right in front of me. The conversations and atmosphere we shared in those places became the core of who I am as a developer and game creator. Even as the times changed, those experiences have remained at the center of my identity. And even after the tournament scene grew much larger, many of you continued to treat me like an old friend—challenging me at venues, inviting me out for drinks at bars. Those memories are also deeply precious to me. In recent years, I experienced the loss of several close friends in my personal life, and in my professional life I witnessed the retirement or passing of many senior colleagues whom I deeply respect. Those accumulated events made me reflect on the “time I have left as a creator.” During that period, I sought advice from Ken Kutaragi—whom I respect as though he were another father—and received invaluable encouragement and guidance. His words quietly supported me in making this decision. Over the past four to five years, I’ve gradually handed over all of my responsibilities, as well as the stories and worldbuilding I oversaw, to the team, bringing me to the present day. Looking back, I was fortunate to work on an extraordinary variety of projects—VR titles (such as Summer Lesson), Pokkén Tournament, the SoulCalibur series, and many others, both inside and outside the company. Each project was full of new discoveries and learning, and every one of them became an irreplaceable experience for me. To everyone who has supported me, to communities around the world, and to all the colleagues who have walked alongside me for so many years, I offer my deepest gratitude. I’ll share more about my next steps at a later date. Thank you very much for everything. 【Postscript】 Although I will be leaving the company at the end of 2025, Bandai Namco has asked me to appear at the TWT Finals at the end of January 2026, so I expect to attend as a guest. For 30 years I kept saying, “I’ll do it someday,” and never once performed as a DJ at a tournament event. So instead, I will be releasing—for the first and last time—a 60-minute TEKKEN DJ-style nonstop mix (DJ mix), personally edited by myself, together with this announcement. Listening to it brings back many memories. Thank you again, sincerely, for all these years. ‘TEKKEN: A 30-Year Journey – Harada’s Final Mix’ by Katsuhiro Harada 1 is on #SoundCloud# December 8, 2025 - The Final Day of TEKKEN’s 30th Anniversary - Katsuhiro Harada [日本語版 (Japanese version)] このたび、2025年末をもちまして、私はバンダイナムコを退職することにいたしました。 長く携わってきた『鉄拳』シリーズが30周年という大きな節目を迎え、ひとつの区切りとして最もふさわしい時期であると考えたためです。 私の原点は、日本のゲームセンターや、海外コミュニティの小さな講堂やコミュニティセンターで、まだ小規模なトーナメントをサポートしていた時代にあります。 アーケード筐体を自ら運び込み、「鉄拳もぜひ遊んでみてほしい」と声をかけながら、目の前の参加者と向き合った日々。 あの場で交わした言葉や空気が、私という開発者の核を形作りました。 時代が変化しても、あの経験が自分の中心にあります。 そしてトーナメントシーンが大きく成長した後も、皆さんは旧知の友人のように私に声をかけ、会場で対戦したり、バーで『一緒に飲もう』と誘ってくれました。 それらもまた、大切な思い出です。 ここ数年間、私生活においては友人達との死別があり、仕事においては、私が尊敬する多くの先輩方の引退や逝去に触れてきました。 そうした出来事の積み重ねが、私に『開発者として残された時間』について考える契機を与えました。 その過程で、私がもう一人の父親のように敬愛する久夛良木健さんにも相談し、貴重な助言と励ましのお言葉をいただきました。 この言葉もまた、今回の決断を静かに後押しするものとなりました。 そして、この4〜5年をかけて私の担ってきたすべての業務やストーリーや世界観、そして責務をチームに段階的に引き継ぎ、今日に至ります。 振り返れば、VR作品(サマーレッスンなど)や『ポッ拳』、ソウルキャリバーシリーズをはじめ、自社他社問わず数多くのプロジェクトに携わる機会に恵まれました。 いずれのプロジェクトも新しい発見と学びに満ち、かけがえのない経験となりました。 これまで支えてくださった皆様、世界中のコミュニティの皆様、そして長年ともに歩んできた仲間たちに深く感謝申し上げます。 次の歩みについては、改めて皆様にお伝えいたします。 これからも、どうぞよろしくお願いいたします。 +あとがき 2025年末をもって退職致しますが、2026年1月末のTWT FINALには顔を出してほしいと会社からお願いされていることもあり、FINALにはゲストとして顔を出すと思います。 これまで30年間『いつかやるよ』と言い続けてやってこなかったトーナメントイベントでのDJですが、その代わりとして“最初で最後のDJ風60分ノンストップ鉄拳ミックス(私による初編集DJ mix)”も、今回のポストに合わせて公開します。 ‘TEKKEN: A 30-Year Journey – Harada’s Final Mix’ by Katsuhiro Harada 1 is on #SoundCloud# 様々な思い出が蘇ります。改めて皆さんありがとうございました。 2025年12月8日 - 鉄拳30周年最終日 - Katsuhiro Harada
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