Explore AI generated designs, images, art and prompts by top community artists and designers.

Close up view on a crouched @Clare Redfield of Resident Evil games sit on the car's roof , playing guitar , enjoy fresh air. She is wearing wide brim cowboy hat , a tattered flower tanktop , and form-fitting low-rise blue jean. Moonlight filters through the dense cloud layers , casting a dreamy atmosphere , illuminating dust mote and her smiling face. Heavy clouds on the sky obscure the moon with far off tiny thunder. Salt Flat wide open with a double train rail spread from one side to another , and Whitish wooden platform raised up from ground beside the rails. A logcabin saloon with a sign saying "Cafe Broken Beans" A broken mustang car beside saloon . Ultra-detailed , fantasy realism with cinematic lighting , inspired by the painterly textures of pre-Raphaelite art and the ethereal glow of the works of Arthur Rackham. , detailed matte painting , deep color , fantastical , intricate detail , splash screen , complementary colors , fantasy concept art , 8k resolution trending on Artstation Unreal Engine 5 , steampunk engine ,

Sensual voluptous @Clare Redfield of Resident Evil games wearing long-sleeve long-pant brown leather suit , crouching to climb up the cliff , grasping a rock. Gorgeous @Adah Wong of Resident Evil games smiling back long red curly hair wearing long-sleeve long-pant brown leather suit , painting by Jko , Norman Rockwell and Alex Ross and Gil Elvgren and Artgerm and Simon Dewey making a in full watercolor art style of. Background is red cliff canyon wall with white-froth waves lapping on the coast. painting by Jko , Norman Rockwell and Alex Ross and Gil Elvgren and Artgerm and Simon Dewey making a in full watercolor art style of , , Hyperrealistic , splash art , concept art , mid shot , intricately detailed , color depth , dramatic , 2/3 face angle , side light , colorful background , a masterpiece , 8k resolution , dark fantasy concept art , by Greg Rutkowski , dynamic lighting , hyperdetailed , intricately detailed , Splash screen art , trending on Artstation , deep color , Unreal Engine , volumetric lighting , Alphonse Mucha , Jordan Grimmer , purple and yellow complementary colours ,

A highly descriptive dark fantasy photograph of a blindfolded statuesque voluptous @Trish of Witcher game , captured in a three-quarter body shot from a high angle perspective from above , in the middle of the prompt a dark wet stone courtyard glistens under a light rain casting deep moody blue shadows across the entire scene , her eyes are completely bound by a thin intricate white lace blindfold , she tilts her head upward with a regal and solemn expression , long wet amber-red hair cascades over her shoulders decorated with an elegant golden laurel wreath crown , her outfit is highly specific consisting of an intricate low-cut red lace top with detailed floral red rose embroidery and a central gold loop , a wide gold metal collar necklace encircles her neck with a thin chain dangling downward , matching heavy gold cuffs are worn on her wrists , soft rain droplets glisten beautifully on her pale skin and clothing , evocative lighting with high contrast and shallow depth of field , gothic aesthetic , cinematic look , shot on 50mm lens , head and shoulders portrait , 8k resolution concept art portrait by Greg Rutkowski , Artgerm , WLOP , Alphonse Mucha dynamic lighting hyperdetailed intricately detailed Splash art trending on Artstation triadic colors Unreal Engine 5 volumetric lighting , head and shoulders portrait , 8k resolution concept art portrait by Greg Rutkowski , Artgerm , WLOP , Alphonse Mucha dynamic lighting hyperdetailed intricately detailed Splash art trending on Artstation triadic colors Unreal Engine 5 volumetric lighting ,

Ultra-realistic cinematic portrait of a voluptous hourglass figure fierce female warrior @Lara Croft of Tomb Raider game standing in a snowy medieval fortress courtyard , captured mid-combat stance with a silver shortsword held diagonally , ready to strike. She has pale skin , piercing icy blue eyes , and platinum blonde hair tied in a loose braid with windblown strands , light snow dusting her hair and clothing. Her expression is intense , focused , and battle-hardened. She wears detailed light leather armor with layered textures , reinforced shoulder guards , belts , and straps , slightly worn with realistic scratches and snow accumulation. Her boots are rugged and partially covered in snow. Subtle frost vapor visible in cold air around her. Environment: ancient stone castle walls and towers in the background , snow-covered ground , scattered wooden training dummies and weapon stands , night starry sky with diffused cold lighting , heavy snowfall particles in the air. Cinematic composition , dynamic action pose , low-angle perspective for heroic feel , shallow depth of field , 85mm lens look , motion tension captured sharply. Ultra realistic female model , highly detailed skin texture , visible pores , natural imperfections , realistic anatomy , subtle muscle tone , soft natural lighting with cold blue tones , high dynamic range , photorealistic , 8K , hyper-detailed , film still quality. , a masterpiece , 8k resolution , dark fantasy concept art , by Greg Rutkowski , dynamic lighting , hyperdetailed , intricately detailed , Splash screen art , trending on Artstation , deep color , Unreal Engine , volumetric lighting , Alphonse Mucha , Jordan Grimmer , purple and yellow complementary colours ,

A portrait @Ada Wong of Resident Evil games , The focus should be on her determined expression , half a woman’s face in the rain , with water droplets streaming down her skin. Capture the intensity in her slightly slanted single-lid blue eye , showing grit and resolve. remove the skin pores , mustaches. She crouched in a dark , humid old server alcove within a neon-lit rusty metal lab. She is holding a sophisticated , handheld decryption device—a fusion of brushed brass and exposed glowing circuitry. Micro-action: A vibrant , blue holographic projection of a 3D hologram blueprint of White House map and scrolling encrypted code is emitted from the device , illuminating her focused face in a cold cyan glow. Her thumb is actively rotating a tactile brass dial on the side of the unit. The rain should blur parts of the background , emphasizing the subject’s focus and emotion. The background consists of dark , heavy , rusted , scratched and worn , futuristic mainframe , a dirty labsign UMBRELLA and the soft , blurred bokeh of magenta and teal lab lights from the ruined metropolis outside. Lighting is extreme chiaroscuro with a palette of deep charcoal and electric blue. Technical: 85mm lens , $f/1.8$ , ultra-sharp focus on the holographic interface and her reflective iris. , , cyberpunk 2099 blade runner 2049 neon ,

epic cinematic scale , volumetric lighting , ultra detailed , masterpiece composition , cinematic realism , sci-fi fantasy atmosphere , dramatic lighting , 8k photorealism beautiful @Lara Croft of Tomb Raider games with a soft oval face , high cheekbones , almond-shaped hazel eyes , long wavy black hair , cinematic portrait lighting Gorgeous hyperrealistic portrait of very curvy sun-hourglass physique Lara Croft wears high-slit red gold in lace cheongsam singing in a dark smoky bar with a 1950s jazz microphone , The artwork is rendered in a striking limited palette of deep teal , cyan , and vivid crimson red. The style features bold , clean linework with a graphic , illustrative quality. Intricate , swirling smoke and organic vine-like patterns weave through the composition. The lighting is moody and high-contrast , often featuring a glowing celestial body or a halo effect. The atmosphere is surreal and eerie , blending elements of Japanese woodblock prints with modern dark fantasy. The textures are smooth with subtle gradients , creating a clean yet haunting aesthetic. , , cyberpunk 2099 blade runner 2049 neon ,

Focus on A voluptous blonde @Clare Redfield of resident evil games in tattered form-fitting long-sleeve long-pant blue latex suit sprints through a sun-soaked , post apocalyptical pavement of the top of Hoover Dam. She wear white rattan cowboy hat , and futuristic bulky wristcom. Low-angle tracking shot; rain streaks and puddle splashes; holographic billboards , AR ads and hovering traffic reflecting on slick asphalt. Motion-blur trails emphasize speed; back light outlines her silhouette; volumetric winds and light haze add depth. Ultra-detailed digital painting , cinematic composition , background is A hot summer midnoon post-apocalyptic Hoover Dam , clearly recognizable by its sweeping curved concrete wall and canyon. The central section is broken open in a jagged chasm , a simple scrap-built bridge has been added following the broken curve. Rough steel beams bolted to surviving anchor points , metal plates forming an uneven walkway. The top of the dam has become a small fortified encampment. Scrap-metal barricades line the parapets , with two lookout towers placed at natural vantage points. A few corrugated-metal shelters and canvas-covered work areas sit near the most stable parts of the dam , used for repairs and overseeing the canyon below. A few small human figures in soldier uniforms walking busily in the far distances and corners. The harsh sunlight casting white heat light on everything. The sky is azure-blue without cloud. Swirling winds passing by. Far below , only a thin , sluggish line of water remains in the canyon. Large fallen chunks of concrete still lie at the base , some stripped for usable metal. A few rope ladders and simple pulley rigs connect the dam’s edge to salvage points below , evidence of ongoing reconstruction. The whole scene feels grounded and practical: Hoover Dam still unmistakable , damaged but rebuilt just enough to serve as a functional stronghold for a surviving faction. , 8k resolution concept art by Greg Rutkowski dynamic lighting hyperdetailed intricately detailed Splash art trending on Artstation triadic colors Unreal Engine 5 volumetric lighting Alphonse Mucha WLOP Jordan Grimmer orange and teal , Hyperrealistic , splash art , concept art , mid shot , intricately detailed , color depth , dramatic , 2/3 face angle , side light , colorful background ,

create a villian table that has cobra commandar , skeletor , thanos , darth vadar , Doom at the head seat , joker , megatron , magneto , shao khan. with each character , have there main back up character standing watch over them. Have darkseid standing as a bodyguard for all. Also have jason and Predetor standing by an entrance. Have ultron standing waiting with some terminator robots around him. Have alien from AVP looking out of a vent and have game of throne dragons flying past as you see through columns overlooking mountains in the distance ,

A 2D game sprite sheet showing the evolutionary stages of a monster , presented in a hand-drawn , sketch art style with thick , rough black outlines and flat colors. The background is a uniform light grey grid composed of small squares , with approximately 14 rows by 36 columns visible across the image. Five distinct stages of a fleshy , dark reddish-brown amorphous monster with glowing red eyes are lined up from left to right. Stage 1 (Far Left): A small , simple tadpole-like slime blob with one large glowing red eye. Height: approximately 2 grid squares. Stage 2: A slightly larger slime puddle with two distinct rounded heads pooling together , each with a red eye. Height: approximately 2.5 grid squares. Stage 3: A medium-sized creature standing upright on undeveloped legs , featuring a hunched back , blade-like appendages , and two glowing red eyes dripping with red liquid. Height: approximately 4 grid squares. Stage 4: A large , hunched beast with scythe-like claws , a prominent white skull-like mask on its shoulder , and red fleshy spikes on its back. Height: approximately 5.5 grid squares. Stage 5 (Far Right): A massive hydra-like cluster of many dark , rounded heads fused into a single base , each with glowing red eyes or skull-like markings , with several blade appendages protruding from the mass. Height: approximately 9 grid squares. ,

Create a premium , highly believable Character Select Screen for an imaginary game called NIGHT CIRCUIT. The goal is to make the interface feel like a real playable roster screen from a major game: visually addictive , commercially polished , instantly readable , and full of personality. It should feel like a screen players would pause on , screenshot , and obsess over before choosing their main. Game details: - Game title: NIGHT CIRCUIT - Genre: competitive fighting game - Core concept: a neon-noir 2D fighter where underground icons , assassins , idols , and synthetic rebels battle for control of a city-sized entertainment grid - Roster type: small elite cast - Main fantasy: choosing a stylish , dangerous fighter with a very specific attitude and mastering them completely - Audience: fighting-game fans , anime-game lovers , esports audiences , design-conscious gamers - Tone: stylish , competitive , electric , cinematic - Cultural vibe: anime fighter , arcade prestige , cyber-street fashion , esports polish - Reality level: believable AAA Screen structure: Build the interface like a real character selection menu. Include sections such as: - game logo or mode title - character grid or lineup - highlighted selected character - full character portrait or hero pose - character name - class / role / faction - stats or attributes - signature ability or move - optional difficulty rating - optional lock / unlock state - optional alternate skins or color variants - optional player cursor or selection frame For the roster , include: - 12 believable character slots - distinct silhouettes and identities - a coherent roster ecosystem - varied classes , archetypes , or playstyles - names that feel genre-appropriate and memorable Include: - a strong selected-character focus - premium UI hierarchy - readable roster logic - believable stat or role indicators - polished iconography - clear class/faction differentiation - strong "pick your main" energy - instantly shareable game-interface appeal Visual direction: - Make the screen feel like a real game menu players would see before a match or campaign start - Emphasize identity , hype , choice , and roster fantasy - Balance clean UX structure with strong character-worldbuilding - Make it suitable for social sharing , fake game concepts , fan-worldbuilding , gaming mockups , or launch materials - The result should look like a genuine roster screen from a popular game Art direction: - Style: premium anime-fighter character select UI with esports-ready polish - Color palette: black , electric violet , cyan , crimson , silver-grey - Typography feel: sharp arcade-sci-fi type with clean stat labels - Material feel: console match-lobby screen and tournament-ready roster interface - Lighting or image mood: neon glow , competitive energy , polished dark-mode interface - Background: abstract digital arena with city-grid light trails Composition: - Show the screen as one cohesive character-select interface - Make the selected character , roster , and key stats instantly readable - Use real game-menu hierarchy and interaction logic - Make the cast feel iconic , varied , and mechanically real - Make the final output feel like a premium fake game UI with viral potential Output quality: - ultra-detailed - visually structured - commercially believable - culturally fluent - polished gaming UI design - strong hierarchy and spacing - premium character-roster composition - instantly shareable visual concept Optional content blocks: - player 1 marker - random select slot - difficulty stars - alternate skin selector - faction icon - season character lock Avoid: - generic character poses - weak roster variety - fake-looking stat systems - cluttered interface - random icons without gameplay logic - amateur game-menu aesthetics - inconsistent character style across the roster - too much text fighting the UI ,

an image of Ada Wong from Resident Evil 2 Remake. She has long , curly black hair , wears a high-slit black cheongsam dress , and has a ahegao expression. Include her iconic black gloves and choker. The background should be a dark , moody setting , reminiscent of the game’s atmosphere. Cleavage. Beautiful. -1 Offset. Realistic , ,

From behind view Kim Kardashian wearing a tattered sleeveless tanktop. She has horsetails curly brown hair under yellow headscarf and dark brown eyes. She is wearing form-fitting brown leather pants. The girl is sitting on the barstool of a dark bar , looking out at the vastness of desert. Her hand holding an opened Whiskey bottle. She is smirking. Close-up portrait , color portrait , Linkedin profile picture , professional portrait photography by Martin Schoeller , by Mark Mann , by Steve McCurry , bokeh , studio lighting , canon lens , shot on dslr , 64 megapixels , sharp focus , , 3D Game Cinematic Feel , Epic 3D Videogame Graphics , Intricately Detailed , 8K Resolution , Dynamic Lighting , Unreal Engine 5 , CryEngine , Trending on ArtStation , HDR , 3D Masterpiece , Unity Render , Perfect Composition ,

Create a cinematic character poster using a double exposure composition as the foundation , with the visual quality of AAA game key art , and the emotional soul of “One Piece” centered around friendship , journey , and destiny. The poster must feel deeply emotional—capturing the spirit of “nakama” (crew bonds) , freedom , sacrifice , and dreams. Feature a large , elegant silhouette of Monkey D. Luffy’s face (slightly looking upward or sideways with a soft , determined expression) dominating the composition. His expression should feel emotional yet strong—hopeful , nostalgic , and full of resolve. Inside and around this silhouette , create layered scenes that represent his journey with his crew: - The Straw Hat crew standing together on the Thousand Sunny - Moments of laughter , adventure , and struggle - Subtle references to past arcs (islands , battles , sunsets , ocean horizons) - Luffy reaching forward or standing at the front of the ship - A symbolic path toward the horizon (his dream) Use a near-large , far-small composition with slight ultra-wide perspective for depth. Character Design: - Monkey D. Luffy reimagined in hyper-realistic 3D human form - Adult version with an athletic , lean but powerful physique - Retain iconic features: straw hat , scar under eye , open shirt , shorts - Skin: highly detailed , natural texture - Clothing: cinematic realism with subtle wear from adventure Emotion & Pose: - Calm but powerful stance - Slight smile or emotional gaze - Body language showing leadership and connection - One hand holding the straw hat or reaching forward Story Integration: - Ocean waves blending into the silhouette - Warm sunset sky symbolizing hope and journey - Soft glowing light around crew members - Subtle Haki aura (not aggressive , more spiritual) - Wind flowing through clothing and environment Lighting & Color: - Golden hour / sunset lighting (warm orange , soft blue contrast) - Soft cinematic glow - Gentle highlights and shadows for emotional depth - Slight haze or atmospheric fog for dreamlike effect Style: - Cinematic - Emotional - Epic but intimate - Hyper-realistic 3D with soft artistic blending Final Output: - Vertical 3:4 movie-style poster - Ultra high detail , 4K–8K resolution - Clean , dramatic composition that tells a story at a glance ,

Cinematic aerial view over a futuristic oceanic metropolis. A colossal bio-mechanical sea turtle , its form a fusion of glass-like polymers curves and motherboard texture with CCTVs camera plating , glides through a nebula of swirling stardust and gas clouds. Intricate gold , silver , and chrome-plated components are embedded throughout its body , pulsing with glowing marine life. The scene is rendered with hyper-realistic detail , emphasizing the vastness of ocean and the majestic , ocean nature of the creature. Late afternoon light. Golden reflections on the facades. Humid atmosphere , light saline mist. Distant seagulls. Gentle waves lapping against the structures. 70mm optics. Realistic depth of field. Photorealistic live-action rendering. Credible physical textures. No UI elements. No game graphics. Organic and functional futuristic architecture A sea turtle immersed in a Luminescent Oceanic Reverie , where the sea comes alive with glowing marine life. Use vibrant shades of gold and teal to capture the ethereal beauty of underwater illumination. ,

Cinematic aerial view over a futuristic oceanic metropolis. A colossal bio-mechanical manta-ray , its form a fusion of glass-like polymers curves and motherboard texture with CCTVs camera plating , glides through a nebula of swirling stardust and gas clouds. Intricate gold , silver , and chrome-plated components are embedded throughout its body , pulsing with soft , internal light. The scene is rendered with hyper-realistic detail , emphasizing the vastness of ocean and the majestic , ocean nature of the creature. Late afternoon light. Golden reflections on the facades. Humid atmosphere , light saline mist. Distant seagulls. Gentle waves lapping against the structures. 70mm optics. Realistic depth of field. Photorealistic live-action rendering. Credible physical textures. No UI elements. No game graphics. Organic and functional futuristic architecture ,

Cinematic aerial view over a futuristic oceanic metropolis. Towering spires of crystalline advanced technology pierce the atmosphere of a gas giant within a colossal , transparent whale's body , swimming through the cosmic sky. The city's architecture is sleek , bioluminescent , and organic , mirroring the whale's internal structure. Tiny , agile spacecraft navigate the energetic pathways , leaving trails of light. The perspective is from a high vantage point , capturing the immense scale and complexity of the futuristic city. The exterior of the whale is visible , adorned with constellations. Late afternoon light. Golden reflections on the facades. Humid atmosphere , light saline mist. Distant seagulls. Gentle waves lapping against the structures. 70mm optics. Realistic depth of field. Photorealistic live-action rendering. Credible physical textures. No UI elements. No game graphics. Organic and functional futuristic architecture ,

2D side-scrolling platformer , retro futuristic , minimal UI , game screenshot , moody lighting , cinematic but stylized , indie game aesthetic , 16:9 A 2D side-scrolling platformer screenshot. A tired programmer with stubble and cigarette stands next to a rusty old car in front of a massive futuristic data center. The building is simple but huge , with glowing vertical lights. Rain falls , minimalistic environment , strong silhouette composition. The car looks completely out of place. Minimal UI: small health bar , “DEBUG MODE”. Retro sci-fi vibe inspired by Another World and Inside. ,

A low-orbit view of an inhabited beach of Goa. A semi-global perspective , showing entire continents , complete with their inland seas , mountain ranges , beach side road , forests , and river deltas. A visual style inspired by 4X strategy games , but rendered with hyper-realistic , live-action fidelity. No user interface. No HUD markers. The beach of Goa looks as if it were photographed by a state-of-the-art orbital camera. Several major tourist places are strategically distributed across the landscape: 1. A bright coastal tourist city. peopls enjoy , boating , surfing , dancing Modern , geometric architecture. Huge ship casino at near beach. Vast shipyards. Golden , mechanical sea walls. Gleaming river reflecting light. 2. A Churches old goa city. Churches Of Old Goa: Baroque architecture. (Basilica of Bom Jesus. Church of Our Lady) Roofs painted in ochre and deep red. Vast fields arranged in geometric patterns. Hexagonal road network visible from low orbit. 3. A airport within a forest. Facades in emerald green and light copper tones. Buildings integrated directly into the forest canopy. Transparent building domes. Renewable small planes visible over sky. 4. A Tourist city. Straight roads cutting through the dunes. Cities are interconnected: A high-speed rail network , visible as fine , luminous lines. Monumental highways , and ropes bridges , gently curving to follow the terrain. The feeling of a living , expanding world. Architecture that is functional , strategic , and civilized. Photorealistic live-action rendering. Simulated 70mm optics from low orbit. Realistic atmospheric depth. Detailed topography. Visible subtle variations in terrain. Consistent physics. ,

blurry , low quality , ugly , deformed , bad anatomy , extra fingers , photorealistic , hyperrealistic , anime , cartoon , modern objects , text , watermark , logo , oversaturatedWorkshop background (interior). Medieval forge interior , stone walls with soot stains , wooden floor planks , dark atmosphere , stone furnace in corner with warm orange fire glow , metal tools on wooden shelves , empty center area for game UI and anvil placement , 2D game background , stylized realism , digital painting , high-fantasy mobile , vertical portrait 9:16 , no characters , format 9:16 (1080×1920.).stylized realism , digital painting , high-fantasy mobile game art , dark palette with warm orange and gold accents , no text , no watermark , premium 2D illustration ,

Make 20 different variations. Heater shield shape , rounded corners , soft pointed bottom , raised beveled rim , central embossed wing-or-leaf pattern , small round rivets along rim , front view , symmetrical , hand-painted game asset , stylized fantasy , lighting from top-left. Heater shield , chitin , dark insect-carapace material , segmented organic plates , green-black or purple-black , raised beveled rim , central embossed wing pattern , bone-like rivets , glossy organic texture , hand-painted game asset , front view , stylized fantasy ,

blurry , flat , no bevel , wrong spelling , extra words , background scene , shield , icon , format 512×128. Text "ShieldSmithGuild" only , uppercase letters , bold condensed sans-serif font , sharp angular edges. Polished reflective gold material , strong 3D bevel effect , gem-like highlights , warm orange-brown shadows in recessed areas. Lighting from top-left , metallic sheen. Transparent or dark background. Premium game logo typography , no other elements. ,