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Upload Seedance CG videos for G050_aftermath_holdout (#216)

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- Upload H3 CG videos for G050_aftermath_holdout (26f0f7295d7ed6f4931e252e499b32566379f853)


Co-authored-by: 肖天祺 <xiaotianqi05@users.noreply.huggingface.co>

outputs/G050_aftermath_holdout/assets/cg_video/G050_cg_001/meta_seedance.json ADDED
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+ {
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G050_aftermath_holdout\nWorld and visual bible:\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,全部音效按 §9 F06 冻结清单交付。\n- - W08 故事表达方式:开场视频(C01)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 灾后抵达\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: Dawn over an earthquake-cracked community lane, a group leader steps out of a damaged two-story shelter, four residents look up from a campfire, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 灾后抵达(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入第一日之前,每局一次\n- - 内容与角色场景:地震后的霁后巷晨光,互助组组长推门查看受损的两层小楼,四名居民聚在火堆旁抬头望向他\n- - 资产对应:社区、小楼、4 居民与游戏内模型同源设计\n- - 可跳过:Esc/Enter 跳过 → 直接进入第一日;自然播完 → 同\n- - 状态一致:播放期间不推进昼夜计时;进入状态=第一日晨存档\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: Dawn over an earthquake-cracked community lane, a group leader steps out of a damaged two-story shelter, four residents look up from a campfire, cinematic, original design, no text\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: declared_playable_entry_state\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "finished_at": "2026-10-20T03:04:10.440548+00:00",
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+ "uploaded_artifact": "video_seedance.mp4",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ }
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G050_aftermath_holdout\nWorld and visual bible:\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,全部音效按 §9 F06 冻结清单交付。\n- - W08 故事表达方式:开场视频(C01)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\n\n[CINEMATIC ROLE]\nType: Transition\nName: 第二日黎明\nPurpose: create the Transition cinematic and satisfy the referenced game contract C02.\nSource visual requirement: Night rain stops over the courtyard, residents count a ransacked storeroom, looter silhouettes lurk far away as the gate lamp lights up, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 第二日黎明(Transition,8 秒,1280×720@24fps)\n- - 触发时机:第一夜日结后进入第二日时,每局一次\n- - 内容与角色场景:夜雨初停,居民清点被抢后的储物间,远处出现劫掠者的影子,警戒灯亮起\n- - 资产对应:基地、储物间、居民与游戏内一致\n- - 可跳过:Esc 跳过 → 直接进入第二日昼间;自然播完 → 同\n- - 状态一致:播放期间昼夜计时冻结;进入状态与第一夜结算结果一致\n\n[SHOT PLAN]\n0-4s: establish the scene and begin the required action from this description: Night rain stops over the courtyard, residents count a ransacked storeroom, looter silhouettes lurk far away as the gate lamp lights up, cinematic, original design, no text\n4-8s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: declared_followup_gameplay_state\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "reference_video_urls": [],
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+ "return_last_frame": false,
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+ "generate_audio": false,
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+ "resolution": "720p",
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+ "aspect_ratio": "16:9",
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+ "duration": 8
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+ }
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+ },
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+ "started_at": "2026-10-19T15:21:32.215594+00:00",
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+ "task_id": "fd2077372ff2b8b5a36c136df11f23fa",
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+ "status_response": {
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+ "taskId": "fd2077372ff2b8b5a36c136df11f23fa",
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+ "model": "bytedance/seedance-2",
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+ "state": "success",
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+ "param": "{\"input\":\"{\\\"duration\\\":8,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G050_aftermath_holdout\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\\\\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\\\\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\\\\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\\\\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\\\\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\\\\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Transition\\\\nName: 第二日黎明\\\\nPurpose: create the Transition cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: Night rain stops over the courtyard, residents count a ransacked storeroom, looter silhouettes lurk far away as the gate lamp lights up, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 第二日黎明(Transition,8 秒,1280×720@24fps)\\\\n- - 触发时机:第一夜日结后进入第二日时,每局一次\\\\n- - 内容与角色场景:夜雨初停,居民清点被抢后的储物间,远处出现劫掠者的影子,警戒灯亮起\\\\n- - 资产对应:基地、储物间、居民与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 直接进入第二日昼间;自然播完 → 同\\\\n- - 状态一致:播放期间昼夜计时冻结;进入状态与第一夜结算结果一致\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: Night rain stops over the courtyard, residents count a ransacked storeroom, looter silhouettes lurk far away as the gate lamp lights up, cinematic, original design, no text\\\\n4-8s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_followup_gameplay_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
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+ "resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792423523212-t57jaj84ta.mp4\"]}",
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+ "operationType": "bytedance/seedance-2",
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+ "paramJson": "{\"input\":\"{\\\"duration\\\":8,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G050_aftermath_holdout\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\\\\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\\\\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\\\\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\\\\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\\\\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\\\\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Transition\\\\nName: 第二日黎明\\\\nPurpose: create the Transition cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: Night rain stops over the courtyard, residents count a ransacked storeroom, looter silhouettes lurk far away as the gate lamp lights up, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 第二日黎明(Transition,8 秒,1280×720@24fps)\\\\n- - 触发时机:第一夜日结后进入第二日时,每局一次\\\\n- - 内容与角色场景:夜雨初停,居民清点被抢后的储物间,远处出现劫掠者的影子,警戒灯亮起\\\\n- - 资产对应:基地、储物间、居民与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 直接进入第二日昼间;自然播完 → 同\\\\n- - 状态一致:播放期间昼夜计时冻结;进入状态与第一夜结算结果一致\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: Night rain stops over the courtyard, residents count a ransacked storeroom, looter silhouettes lurk far away as the gate lamp lights up, cinematic, original design, no text\\\\n4-8s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_followup_gameplay_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
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+ "result_url": "https://tempfile.aiquickdraw.com/seedance/1792423523212-t57jaj84ta.mp4",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G050_cg_002__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G050_cg_002__seedance20.mp4",
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+ "native_video_bytes": 4007393,
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+ "video_bytes": 1903367,
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+ "finished_at": "2026-10-19T15:25:40.859056+00:00",
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+ "uploaded_artifact": "video_seedance.mp4",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ }
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G050_aftermath_holdout\nWorld and visual bible:\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,全部音效按 §9 F06 冻结清单交付。\n- - W08 故事表达方式:开场视频(C01)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\n\n[CINEMATIC ROLE]\nType: Transition\nName: 第三日黎明\nPurpose: create the Transition cinematic and satisfy the referenced game contract C03.\nSource visual requirement: Light drizzle at dawn, survivors gather at the barricade, the leader looks down the road out of town, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 第三日黎明(Transition,8 秒,1280×720@24fps)\n- - 触发时机:第二夜日结后进入第三日时,每局一次\n- - 内容与角色场景:细雨中的清晨,幸存居民在门禁前集合,组长望向通往城外的公路尽头\n- - 资产对应:基地、门禁、居民与游戏内一致\n- - 可跳过:Esc 跳过 → 直接进入第三日昼间;自然播完 → 同\n- - 状态一致:进入状态与第二夜结算结果一致\n\n[SHOT PLAN]\n0-4s: establish the scene and begin the required action from this description: Light drizzle at dawn, survivors gather at the barricade, the leader looks down the road out of town, cinematic, original design, no text\n4-8s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: declared_followup_gameplay_state\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "reference_video_urls": [],
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+ "reference_audio_urls": [],
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+ "return_last_frame": false,
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+ "generate_audio": false,
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+ "resolution": "720p",
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+ "aspect_ratio": "16:9",
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+ "duration": 8
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+ }
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+ },
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+ "started_at": "2026-10-19T15:25:43.816017+00:00",
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+ "taskId": "f0c7161efeea3a72a25d00558ac0b262",
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+ "state": "success",
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+ "param": "{\"input\":\"{\\\"duration\\\":8,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G050_aftermath_holdout\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\\\\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\\\\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\\\\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\\\\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\\\\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\\\\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Transition\\\\nName: 第三日黎明\\\\nPurpose: create the Transition cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: Light drizzle at dawn, survivors gather at the barricade, the leader looks down the road out of town, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 第三日黎明(Transition,8 秒,1280×720@24fps)\\\\n- - 触发时机:第二夜日结后进入第三日时,每局一次\\\\n- - 内容与角色场景:细雨中的清晨,幸存居民在门禁前集合,组长望向通往城外的公路尽头\\\\n- - 资产对应:基地、门禁、居民与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 直接进入第三日昼间;自然播完 → 同\\\\n- - 状态一致:进入状态与第二夜结算结果一致\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: Light drizzle at dawn, survivors gather at the barricade, the leader looks down the road out of town, cinematic, original design, no text\\\\n4-8s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_followup_gameplay_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
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+ "paramJson": "{\"input\":\"{\\\"duration\\\":8,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G050_aftermath_holdout\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\\\\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\\\\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\\\\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\\\\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\\\\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\\\\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Transition\\\\nName: 第三日黎明\\\\nPurpose: create the Transition cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: Light drizzle at dawn, survivors gather at the barricade, the leader looks down the road out of town, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 第三日黎明(Transition,8 秒,1280×720@24fps)\\\\n- - 触发时机:第二夜日结后进入第三日时,每局一次\\\\n- - 内容与角色场景:细雨中的清晨,幸存居民在门禁前集合,组长望向通往城外的公路尽头\\\\n- - 资产对应:基地、门禁、居民与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 直接进入第三日昼间;自然播完 → 同\\\\n- - 状态一致:进入状态与第二夜结算结果一致\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: Light drizzle at dawn, survivors gather at the barricade, the leader looks down the road out of town, cinematic, original design, no text\\\\n4-8s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_followup_gameplay_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G050_cg_003__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G050_cg_003__seedance20.mp4",
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+ "native_video_bytes": 3666576,
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+ "finished_at": "2026-10-19T15:33:49.134304+00:00",
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+ "uploaded_artifact": "video_seedance.mp4",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ }
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G050_aftermath_holdout\nWorld and visual bible:\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,全部音效按 §9 F06 冻结清单交付。\n- - W08 故事表达方式:开场视频(C01)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 救援结局\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\nSource visual requirement: Convoy lights sweep into the community; ending frame variant: residents boarding trucks / wounded helped away / empty shelter with dying fire, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C04 救援结局(Ending,12 秒,1280×720@24fps,尾帧按三结局变体)\n- - 触发时机:第 3 日结局判定成立后、结局面板之前,每局一次\n- - 内容与角色场景:救援车队灯光驶入社区;尾帧按结局呈现——全员撤离(居民列队登车)/艰难撤离(伤者搀扶离巷)/社区失守(空楼与熄灭的火堆)\n- - 资产对应:社区、车队、居民与游戏内一致\n- - 可跳过:Esc/Enter 跳过 → 直接进入结局面板;自然播完 → 同\n- - 状态一致:结局变体与真实判定分支一致\n\n[SHOT PLAN]\n0-6s: establish the scene and begin the required action from this description: Convoy lights sweep into the community; ending frame variant: residents boarding trucks / wounded helped away / empty shelter with dying fire, cinematic, original design, no text\n6-12s: complete the required action, use the declared camera movement, and land on the declared ending state.\n\n[CONTINUITY]\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\n\n[ENDING]\nEnd condition: natural playback end or skip input\nNext game state: declared_result_panel_state\nThe final image must make the transition into the next game state readable.\n\n[NEGATIVE CONSTRAINTS]\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\n\n[DELIVERY TARGET]\nDuration target: 12 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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19
+ "duration": 12
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+ }
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+ },
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+ "started_at": "2026-10-19T15:33:51.562717+00:00",
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+ "task_id": "0b3a91d226a4491e12a618488d4665fd",
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+ "status_response": {
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+ "param": "{\"input\":\"{\\\"duration\\\":12,\\\"aspect_ratio\\\":\\\"16:9\\\",\\\"reference_audio_urls\\\":[],\\\"return_last_frame\\\":false,\\\"generate_audio\\\":false,\\\"prompt\\\":\\\"[GLOBAL DIRECTIVE]\\\\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\\\\n\\\\n[GAME CONTEXT]\\\\nGame: G050_aftermath_holdout\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的内陆地震灾后第三天,「霁后巷」社区在断水断电中等待外部救援队抵达;余震与劫掠者威胁着最后的存粮。\\\\n- - W02 场景所在地:霁后巷社区的两层小楼基地——床位、储物间、工作台、门禁工事位与餐桌;周边三个搜集点(药铺废墟/便利店/工棚)。\\\\n- - W03 玩家身份与当前任务:玩家是社区互助组组长;当前任务:在三日窗口内分配居民整备、搜集与护理,守住社区等到第三日救援判定。\\\\n- - W04 失败代价与结局表达:社区失守=救援抵达时已无人可救(失守文案);全员撤离=C04 呈现救援车队驶入、全员登车的场面;艰难撤离则呈现满目疮痍的离别。\\\\n- - W05 叙事来源:4 名居民各有分工来源——老周(工事手艺)、阿岚(夜行搜集)、小满(年轻劳力)、程奶奶(护理经验);劫掠者=灾后失序的外来威胁;餐桌=社区共餐传统的具象。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化写实的灾后社区;主色=尘灰(#7A7468 系)+火堆暖橙(#D98A4A 系)+警戒灯红(#C43B3B 系);材质以砖瓦残垣、防水布、木箱为主,雨夜反光明显。\\\\n- - W07 环境氛围与声音语言:灾后社区的紧张与守望——常驻余风与远处犬吠;音效语言为「锤击加固+脚步搜刮+夜袭警报+共餐碗筷」,全部音效按 §9 F06 冻结清单交付。\\\\n- - W08 故事表达方式:开场视频(C01)交代震后抵达与任务 → 两段日转换视频(C02/C03)承载「第二日危机」「第三日黎明」节奏 → 结局视频(C04)按分支收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定俯视 45° 基地全景(三档缩放:全景/基地/室内),鼠标拖拽平移(边界=社区外框);无跟随镜头;夜袭结算时镜头轻微推近门禁 5%。\\\\n- - F04 环境常驻效果:昼间尘埃与晾晒布飘动、火堆火光与烟、夜袭警戒灯旋转光锥、雨夜(第三日)屋檐滴水;不遮挡任务卡与 HUD。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 救援结局\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\\\\nSource visual requirement: Convoy lights sweep into the community; ending frame variant: residents boarding trucks / wounded helped away / empty shelter with dying fire, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C04 救援结局(Ending,12 秒,1280×720@24fps,尾帧按三结局变体)\\\\n- - 触发时机:第 3 日结局判定成立后、结局面板之前,每局一次\\\\n- - 内容与角色场景:救援车队灯光驶入社区;尾帧按结局呈现——全员撤离(居民列队登车)/艰难撤离(伤者搀扶离巷)/社区失守(空楼与熄灭的火堆)\\\\n- - 资产对应:社区、车队、居民与游戏内一致\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入结局面板;自然播完 → 同\\\\n- - 状态一致:结局变体与真实判定分支一致\\\\n\\\\n[SHOT PLAN]\\\\n0-6s: establish the scene and begin the required action from this description: Convoy lights sweep into the community; ending frame variant: residents boarding trucks / wounded helped away / empty shelter with dying fire, cinematic, original design, no text\\\\n6-12s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_result_panel_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 12 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G050_cg_004__seedance20.native.mp4",
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+ "finished_at": "2026-10-19T15:40:54.644838+00:00",
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+ "uploaded_artifact": "video_seedance.mp4",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ }
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