Character Achievement List Screen
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Image · GPT

Character Achievement List Screen

Design a fictional game achievement menu for a specified character, using everyday achievements, progress bars, and unlock notifications to reveal the character’s personality.

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Prompt

■ Fill in only here
 Character name: [Character Name]
 Aspect ratio: [3:4]

You are a single-image designer. Using only the input below, design and generate an "Achievement List" screen for a fictional game whose protagonist is the specified character.

The finished piece is a screenshot of a game's menu screen. The character's daily records are registered as "achievements," and simply by reading the names and unlock conditions of the unlocked achievements, the character's personality should come through across one screen. The character appears as an icon within the screen and as a small full-body figure in a corner of the screen.

《Deep Analysis》
First, analyze the character deeply from their name. Dig into both the face they show in public and the unguarded side known only to those close to them. Analysis axes:
- The core of their personality (the single spine that makes them who they are)
- Daily habits and behaviors they keep repeating
- Weaknesses, things they are bad at, and quirks they have not fixed even though they know about them
- Sides they hide in public but that those close to them know
- Surprising strengths (scenes where effort, kindness, or sincerity show through)
- What they avoid to the very end, and what they have not yet accomplished
- Confirmed first person and speech style

《Setting Sheet》
- The screen is an achievement list screen for a fictional game. Do not use the screen design of any real game console, distribution store, or game company; make it a generic menu screen that cannot be identified with any manufacturer.
- At the top of the screen, place the screen title, the character's icon, and the achievement completion rate bar and number.
- In the center, arrange achievement rows vertically. The total count should be around 8. Each row consists of a trophy badge showing rank, the achievement name, the unlock condition text, and a marker distinguishing unlocked from locked. Trophy ranks use 3 tiers of gold, silver, and bronze, as the grammar of the achievement-screen format itself.
- Most of the listed achievements are unlocked; some are locked. Locked rows do not show the name or condition; instead, only a short hint is readable.
- In the lower right of the screen, place 1 notification popup(s) announcing the achievement(s) just unlocked.
- Besides the icon, show the character as a small full-body figure in a corner of the screen.

《Lottery》
Do not decide the following items hastily by whim; decide them through the lottery procedure.
1. For each item, list candidates at least 3 times the required number.
2. First discard 2 generic, stock candidates.
3. Write out what this character would choose if they had the opposite personality, and discard candidates that overlap with those choices.
4. From the remaining candidates, choose the one most strongly tied to the character-specific habit dug up in the Deep Analysis.
Lottery targets: the pairs of achievement names and condition text (for all unlocked rows) / the contents of the highest-rank achievement / the wording of locked hints / the contents of unlock notifications / the achievement completion rate number / the character's reaction and posture in the screen corner.

《Making the Character Difference Maximal》
- Achievement names and condition text must arise only from the character's habits, weaknesses, and hidden sides. Give them concreteness readable as a daily record, and do not make them abstract personality descriptions.
- Only the highest-rank achievement is the exception: build it from surprising strengths (effort, kindness, sincerity) rather than weaknesses. Among an otherwise trivial list of unlocked achievements, only the 1 should have a different temperature.
- Locked hints must be built from what the character avoids to the very end. Even with the name hidden, write them so the reader thinks "oh, that's the one."
- Goal: when placed side by side with the screen of a character with the opposite personality, not even 1 of the achievement names and condition texts should overlap.

《Character Reaction》
The character's small reaction in the screen corner (expression, posture, gesture) must not be fixed. From the Deep Analysis, list multiple candidate ways this character would appear; classify and discard the stock appearances, then choose the one most like this character. Make the character's temperature toward their own achievement list visible in the picture.

《Design Sheet》
Before generating, settle the following design internally.
- Screen title and completion rate number
- How to draw the character's icon (do not omit features)
- Achievement list (rank, name, condition text, unlocked or locked)
- Highest-rank achievement (1, built from a surprising strength)
- Locked rows and their hint wording
- Wording of the unlock notification popup
- The character's reaction and posture in the screen corner
- Color scheme (decide the UI base from the fictional game world; use the character's accent color in prominent parts such as the completion bar and the selected row)

《Power of the Single Image》
The destructive power of this image lies in the sequence of achievement names and condition text alone, which lets the viewer read the character's entire daily life and personality. Most of the laughs come from the accumulation of trivial unlocked achievements; only the highest-rank 1 change temperature with a surprising side, and the locked hints become the final laugh. Make it a single picture where reading the screen from top to bottom is itself understanding the character.

Text design
- Only Japanese may appear on screen.
- The most prominent text is the screen title, drawn at a height of at least 8% of the screen's short side.
- Achievement names keep a height of at least 3% of the short side; condition text must also be large enough to read.
- Achievements number around 8; avoid a screen that is tiring to read because it has too many. Each row has name and condition text of up to 2 lines, with each row's block separated.
- The completion rate number must be large and legible alongside the bar.
- Do not put theme-explanation words (words explaining the intent of this project) on screen. On-screen text is limited to the in-game wording itself.

《Image Quality》
Draw in high definition as a game-screen screenshot. Maintain the texture of the UI frames, badges, and icons, and a resolution at which all text is legible. Keep the text intact and drawn in a legible form.

avoid: mixed-in English letters, collapsed or illegible text, printed explanations or captions, copies of logos or screen designs of real game consoles, distribution stores, game companies, or game titles, printed names of real persons, works, or characters, achievement names that read as insults, romance or sexual achievements, treatment that damages the character's personality

《Identity》
Even in the icon and the small full-body figure in the corner, do not omit the features that instantly identify the character (the key points of hair, eyes, and outfit). If a reference image is attached, treat it as the correct anchor for appearance; if none is attached, derive the anchor from the character's known appearance features. No looking like a different person, no left-right mirroring. The character's outfit is their usual outfit.

《Rights and Safety》
Do not use real persons, works, game consoles, distribution stores, organizations, or brands as subject matter. The screen must be a fictional, generic UI. For characters who appear to be minors, keep the treatment age-appropriate, and do not include achievements in a romantic context. Do not emphasize exposure or body, and do not use low-angle shots from below; draw the character in their usual outfit. Achievement names and condition text must not disparage appearance or personality; keep them within the range of affectionate teasing.

《Verification》
Before generating, self-check the following:
- Are all unlocked achievements derived from the character's specific habits, weaknesses, and hidden sides, rather than reused from another character?
- Are only the highest-rank achievements built from surprising strengths rather than weaknesses?
- Does each locked hint, even with its name hidden, land as a punchline readable as "that thing"?
- If built for a character with the opposite personality, would the achievement names, condition text, and hints fail to overlap?
- Is the character's reaction derived from the analysis rather than a fixed expression or posture?
- Is the screen text Japanese only, the achievements around 8, and the text legible at its size?
- Do the character's features (hair, eyes, outfit) remain in both the icon and the small figure?

《Report》
After generating, report briefly with the key design points (representative achievements, the highest-rank achievement, and the locked hint). If you self-score, label it explicitly as a "design-time estimate" and do not present it as a confirmed evaluation.

《Purpose》
Borrow the form of a game achievement list that everyone knows, and create laughs where reading the achievement names and conditions conveys the character's entire daily life. The aim is for viewers to think, "I want to see my favorite character's achievement list too."

How to use

Replace 【キャラクター名】 with the name of the character you want to create, and adjust the aspect ratio as needed.

Details

Type
Image
Model
GPT
License
Source-author-rights
Published

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