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Upload H3 CG videos for G020_tidal_glyphs

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outputs/G020_tidal_glyphs/assets/cg_video/G020_cg_001/meta_seedance.json ADDED
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+ {
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+ "task_id_input": "G020_cg_001",
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+ "game_id": "G020_tidal_glyphs",
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+ "model": "bytedance/seedance-2",
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+ "prompt_schema": "cg_video_prompt.v1",
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+ "status": "success",
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+ "request": {
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+ "model": "bytedance/seedance-2",
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+ "input": {
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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: G020_tidal_glyphs\nWorld and visual bible:\n- - W01 世界与时代背景:架空的「汐语环礁」海域,每逢大潮退去,一座沉在潮线之下的先民遗址短暂露出;碑文学会派出驻礁学者赶在下一次涨潮前完成拓印与解封。\n- - W02 场景所在地:汐语环礁的月潮遗址——潮汐前厅(入口与壁画)、刻文内室(月相与灯台)、封印密室(星穹顶与六槽封印台,最深层)。\n- - W03 玩家身份与当前任务:玩家是碑文学者「临」;当前任务:解读六枚潮汐符文的真实译义,激活三重机关,在涨潮前解开遗址封印。\n- - W04 失败代价与结局表达:超时=涨潮吞没遗址(结算文案「潮水再临,遗址重眠」);完成则 C04 呈现封印解开的潮光升腾,评级(纯净/常规/仓促)表达解封质量。\n- - W05 叙事来源:六符号(潮/月/火/水/星/门)=先民记录潮汐历法的核心语汇;三重机关=封印仪式的三个环节;「回声守望者」=先民刻在壁龛中的看门者传说——遗址深层用以警示闯入者的「活刻文」,它是气氛与调查机制的一部分,不是敌人。\n- - W06 视觉风格与色彩材质:风格化写实的第一人称遗址;主色=冷潮青(#2E5A66 系)+石刻灰(#8A8F8C 系)+符文潮金(#D9B96A 发光);材质以湿石、水光反射、青苔与发光刻纹为主;密室整体暗于前厅(守望者事件前的低照度为氛围服务)。\n- - W07 环境氛围与声音语言:潮声环绕的寂静遗址——常驻潮汐低频、水滴与石厅回声;音效语言为「水滴+石刻摩擦+符文谐鸣+守望者低频轰鸣」,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)交代遗址与任务 → 机关开启(C02)与深层进入(C03)承载阶段叙事 → 守望者事件(G07 演出)深化「活刻文」传说并给出新线索 → 解封结算视频(C04)按评级收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:第一人称;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=遗址墙体碰撞体;读档/房间重置后镜头回该节点冻结朝向。\n- - F04 环境常驻效果:前厅潮线水光与雾气、内室灯台烛焰摇曳、密室星穹顶微光;潮雾粒子不遮挡符文与机关判定(低密度)。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 开场探索\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: A reef ruin emerges from receding tide at dusk, an epigrapher steps in with a lantern, tide glyphs on frescoes begin to glow, cold teal and gold accents, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 开场探索(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入前厅之前,每局一次\n- - 内容与角色场景:退潮露出的汐语环礁,学者「临」提灯踏入月潮遗址,壁画上的潮汐符文渐次发光\n- - 资产对应:遗址前厅、提灯、壁画符文与游戏内模型同源设计\n- - 可跳过:Esc/Enter 跳过 → 直接进入前厅;自然播完 → 进入前厅\n- - 状态一致:播放期间不推进倒计时;进入状态=0/6 证实\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: A reef ruin emerges from receding tide at dusk, an epigrapher steps in with a lantern, tide glyphs on frescoes begin to glow, cold teal and gold accents, 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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+ "duration": 10
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+ }
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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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: G020_tidal_glyphs\nWorld and visual bible:\n- - W01 世界与时代背景:架空的「汐语环礁」海域,每逢大潮退去,一座沉在潮线之下的先民遗址短暂露出;碑文学会派出驻礁学者赶在下一次涨潮前完成拓印与解封。\n- - W02 场景所在地:汐语环礁的月潮遗址——潮汐前厅(入口与壁画)、刻文内室(月相与灯台)、封印密室(星穹顶与六槽封印台,最深层)。\n- - W03 玩家身份与当前任务:玩家是碑文学者「临」;当前任务:解读六枚潮汐符文的真实译义,激活三重机关,在涨潮前解开遗址封印。\n- - W04 失败代价与结局表达:超时=涨潮吞没遗址(结算文案「潮水再临,遗址重眠」);完成则 C04 呈现封印解开的潮光升腾,评级(纯净/常规/仓促)表达解封质量。\n- - W05 叙事来源:六符号(潮/月/火/水/星/门)=先民记录潮汐历法的核心语汇;三重机关=封印仪式的三个环节;「回声守望者」=先民刻在壁龛中的看门者传说——遗址深层用以警示闯入者的「活刻文」,它是气氛与调查机制的一部分,不是敌人。\n- - W06 视觉风格与色彩材质:风格化写实的第一人称遗址;主色=冷潮青(#2E5A66 系)+石刻灰(#8A8F8C 系)+符文潮金(#D9B96A 发光);材质以湿石、水光反射、青苔与发光刻纹为主;密室整体暗于前厅(守望者事件前的低照度为氛围服务)。\n- - W07 环境氛围与声音语言:潮声环绕的寂静遗址——常驻潮汐低频、水滴与石厅回声;音效语言为「水滴+石刻摩擦+符文谐鸣+守望者低频轰鸣」,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)交代遗址与任务 → 机关开启(C02)与深层进入(C03)承载阶段叙事 → 守望者事件(G07 演出)深化「活刻文」传说并给出新线索 → 解封结算视频(C04)按评级收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:第一人称;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=遗址墙体碰撞体;读档/房间重置后镜头回该节点冻结朝向。\n- - F04 环境常驻效果:前厅潮线水光与雾气、内室灯台烛焰摇曳、密室星穹顶微光;潮雾粒子不遮挡符文与机关判定(低密度)。\n\n[CINEMATIC ROLE]\nType: Transition\nName: 深层区域转换\nPurpose: create the Transition cinematic and satisfy the referenced game contract C03.\nSource visual requirement: Descent along slick stone steps into a dark seal chamber, faint starry dome above, six-slot altar silhouette in black water reflections, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 深层区域转换(Transition,8 秒,1280×720@24fps)\n- - 触发时机:月门开启后首次进入封印密室的加载过渡(每局一次)\n- - 内容与角色场景:沿湿滑石阶下行,星穹顶群星微光浮现,六槽封印台在黑暗中显出轮廓\n- - 资产对应:密室、星穹顶、封印台与游戏内一致\n- - 可跳过:Esc 跳过 → 直接进入密室;自然播完 → 进入密室\n- - 状态一致:播完/跳过后若 G07 触发条件成立,则下一帧触发守望者事件\n\n[SHOT PLAN]\n0-4s: establish the scene and begin the required action from this description: Descent along slick stone steps into a dark seal chamber, faint starry dome above, six-slot altar silhouette in black water reflections, 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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+ "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: G020_tidal_glyphs\nWorld and visual bible:\n- - W01 世界与时代背景:架空的「汐语环礁」海域,每逢大潮退去,一座沉在潮线之下的先民遗址短暂露出;碑文学会派出驻礁学者赶在下一次涨潮前完成拓印与解封。\n- - W02 场景所在地:汐语环礁的月潮遗址——潮汐前厅(入口与壁画)、刻文内室(月相与灯台)、封印密室(星穹顶与六槽封印台,最深层)。\n- - W03 玩家身份与当前任务:玩家是碑文学者「临」;当前任务:解读六枚潮汐符文的真实译义,激活三重机关,在涨潮前解开遗址封印。\n- - W04 失败代价与结局表达:超时=涨潮吞没遗址(结算文案「潮水再临,遗址重眠」);完成则 C04 呈现封印解开的潮光升腾,评级(纯净/常规/仓促)表达解封质量。\n- - W05 叙事来源:六符号(潮/月/火/水/星/门)=先民记录潮汐历法的核心语汇;三重机关=封印仪式的三个环节;「回声守望者」=先民刻在壁龛中的看门者传说——遗址深层用以警示闯入者的「活刻文」,它是气氛与调查机制的一部分,不是敌人。\n- - W06 视觉风格与色彩材质:风格化写实的第一人称遗址;主色=冷潮青(#2E5A66 系)+石刻灰(#8A8F8C 系)+符文潮金(#D9B96A 发光);材质以湿石、水光反射、青苔与发光刻纹为主;密室整体暗于前厅(守望者事件前的低照度为氛围服务)。\n- - W07 环境氛围与声音语言:潮声环绕的寂静遗址——常驻潮汐低频、水滴与石厅回声;音效语言为「水滴+石刻摩擦+符文谐鸣+守望者低频轰鸣」,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)交代遗址与任务 → 机关开启(C02)与深层进入(C03)承载阶段叙事 → 守望者事件(G07 演出)深化「活刻文」传说并给出新线索 → 解封结算视频(C04)按评级收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:第一人称;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=遗址墙体碰撞体;读档/房间重置后镜头回该节点冻结朝向。\n- - F04 环境常驻效果:前厅潮线水光与雾气、内室灯台烛焰摇曳、密室星穹顶微光;潮雾粒子不遮挡符文与机关判定(低密度)。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 最终解封\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\nSource visual requirement: Six glyph light pillars converge, the seal curtain dissolves into rising tide-light, an epigrapher looks back with a lantern; ending frame variant by rating, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C04 最终解封(Ending,12 秒,1280×720@24fps,尾帧按 G08 评级三变体)\n- - 触发时机:六槽封印对位成功后、结算面板之前,每局一次\n- - 内容与角色场景:六符文光柱汇聚,封印光幕散开,潮光自遗址深处升腾,「临」提灯回望;尾帧按评级显示「纯净解封/常规解封/仓促解封」题字\n- - 资产对应:封印台、符文、遗址与游戏内一致\n- - 可跳过:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 进入结算面板\n- - 状态一致:仅在真实达成 V01 后触发;评级与真实误译数/用时一致\n\n[SHOT PLAN]\n0-6s: establish the scene and begin the required action from this description: Six glyph light pillars converge, the seal curtain dissolves into rising tide-light, an epigrapher looks back with a lantern; ending frame variant by rating, 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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+ "duration": 12
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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: G020_tidal_glyphs\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的「汐语环礁」海域,每逢大潮退去,一座沉在潮线之下的先民遗址短暂露出;碑文学会派出驻礁学者赶在下一次涨潮前完成拓印与解封。\\\\n- - W02 场景所在地:汐语环礁的月潮遗址——潮汐前厅(入口与壁画)、刻文内室(月相与灯台)、封印密室(星穹顶与六槽封印台,最深层)。\\\\n- - W03 玩家身份与当前任务:玩家是碑文学者「临」;当前任务:解读六枚潮汐符文的真实译义,激活三重机关,在涨潮前解开遗址封印。\\\\n- - W04 失败代价与结局表达:超时=涨潮吞没遗址(结算文案「潮水再临,遗址重眠」);完成则 C04 呈现封印解开的潮光升腾,评级(纯净/常规/仓促)表达解封质量。\\\\n- - W05 叙事来源:六符号(潮/月/火/水/星/门)=先民记录潮汐历法的核心语汇;三重机关=封印仪式的三个环节;「回声守望者」=先民刻在壁龛中的看门者传说——遗址深层用以警示闯入者的「活刻文」,它是气氛与调查机制的一部分,不是敌人。\\\\n- - W06 视觉风格与色彩材质:风格化写实的第一人称遗址;主色=冷潮青(#2E5A66 系)+石刻灰(#8A8F8C 系)+符文潮金(#D9B96A 发光);材质以湿石、水光反射、青苔与发光刻纹为主;密室整体暗于前厅(守望者事件前的低照度为氛围服务)。\\\\n- - W07 环境氛围与声音语言:潮声环绕的寂静遗址——常驻潮汐低频、水滴与石厅回声;音效语言为「水滴+石刻摩擦+符文谐鸣+守望者低频轰鸣」,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)交代遗址与任务 → 机关开启(C02)与深层进入(C03)承载阶段叙事 → 守望者事件(G07 演出)深化「活刻文」传说并给出新线索 → 解封结算视频(C04)按评级收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:第一人称;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=遗址墙体碰撞体;读档/房间重置后镜头回该节点冻结朝向。\\\\n- - F04 环境常驻效果:前厅潮线水光与雾气、内室灯台烛焰摇曳、密室星穹顶微光;潮雾粒子不遮挡符文与机关判定(低密度)。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 最终解封\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\\\\nSource visual requirement: Six glyph light pillars converge, the seal curtain dissolves into rising tide-light, an epigrapher looks back with a lantern; ending frame variant by rating, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C04 最终解封(Ending,12 秒,1280×720@24fps,尾帧按 G08 评级三变体)\\\\n- - 触发时机:六槽封印对位成功后、结算面板之前,每局一次\\\\n- - 内容与角色场景:六符文光柱汇聚,封印光幕散开,潮光自遗址深处升腾,「临」提灯回望;尾帧按评级显示「纯净解封/常规解封/仓促解封」题字\\\\n- - 资产对应:封印台、符文、遗址与游戏内一致\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入结算面板;自然播完 → 进入结算面板\\\\n- - 状态一致:仅在真实达成 V01 后触发;评级与真实误译数/用时一致\\\\n\\\\n[SHOT PLAN]\\\\n0-6s: establish the scene and begin the required action from this description: Six glyph light pillars converge, the seal curtain dissolves into rising tide-light, an epigrapher looks back with a lantern; ending frame variant by rating, 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/G020_cg_004__seedance20.native.mp4",
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+ "finished_at": "2026-10-19T14:12:02.053307+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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