Create a highly realistic 4:5 action portrait of the subject in the uploaded reference photo, running alongside a life-sized, photoreal-yet-faithful version of Minecraft Steve, both fleeing from a pack of hostile Minecraft mobs chasing close behind.
FACIAL ANCHOR LOCK: The subject's face must exactly match the uploaded reference photo — same facial structure, features, and identity. Expression shifts to a thrilled, half-panicked open-mouth expression (mix of fear and excitement, like an intense gameplay moment); the face itself is locked to the reference and must never be altered.
ANATOMY LOCK: Anatomically correct proportions — 5 fingers per hand with natural knuckles, thumb with 2 joints, 1:7 head-to-body ratio, natural shoulder width, arms reaching mid-thigh.
POSE: The subject and Steve are both mid-run, dynamic action pose — knees bent, arms pumping, bodies leaning slightly forward with motion blur on the back leg/foot, glancing back over their shoulder toward the chasing mobs. Steve's expression mirrors the same urgency — wide eyes, mouth open as if shouting a warning. Both figures side by side at the same pace, no physical contact between them.
CHASING ENEMIES: A group of classic Minecraft hostile mobs pursuing closely behind — a zombie with arms outstretched, a skeleton mid-draw on its bow, and a creeper inches away about to hiss/explode — all rendered in the same blocky low-poly Minecraft style as Steve, positioned to create urgency and a sense of imminent danger.
CHARACTER — MINECRAFT STEVE: Steve retains his exact iconic blocky design — cubic head and body, signature cyan/light-blue t-shirt, dark blue jeans, brown blocky hair and short beard, flat blocky hands and shoes — but rendered with realistic, tactile material textures (grainy fabric, blocky skin shading) rather than flat game-texture pixels. Proportions and iconic silhouette stay true to the original game model; do not humanize or reshape his blocky form. The subject, in contrast, remains fully photorealistic with natural skin texture, realistic hair, and realistic clothing (form-neutral, no gendered styling cues).
ENVIRONMENT: A realistic Minecraft Overworld at dusk — pixelated grass-block terrain, blocky trees and hills in the background, scattered TNT blocks, a village with wooden huts visible in the distance, dramatic low sunset lighting with long dynamic shadows and motion-blur dust kicked up from running feet, reinforcing the chase energy.
LIGHTING & STYLE: Cinematic, high-detail, photorealistic rendering for the subject and lighting, with motion blur on fast-moving elements; consistent low-poly/blocky Minecraft art style for Steve, the mobs, and the entire environment, so the two visual languages sit side by side intentionally.
Negative prompt: no extra fingers, no distorted hands, no warped face, no mismatched proportions, no altered facial identity, no plastic-looking skin, no static/motionless pose, no humanized/realistic reshaping of Steve or the mobs' blocky form.