Upload Seedance CG videos for G014_dual_zone_waterworks

#180
outputs/G014_dual_zone_waterworks/assets/cg_video/G014_cg_001/meta_seedance.json ADDED
@@ -0,0 +1,54 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "task_id_input": "G014_cg_001",
3
+ "game_id": "G014_dual_zone_waterworks",
4
+ "model": "bytedance/seedance-2",
5
+ "prompt_schema": "cg_video_prompt.v1",
6
+ "prompt_sha256": "28681bede2dff1b090c76af269c0656b5a3479dece2b5ff2be603e1de1c04cca",
7
+ "status": "success",
8
+ "request": {
9
+ "model": "bytedance/seedance-2",
10
+ "input": {
11
+ "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: G014_dual_zone_waterworks\nWorld and visual bible:\n- - W01 世界与时代背景:两端同一条水线——季风年久失修的高山水利枢纽,远程检修队承接的最后一单;水闸区与泵房区被山体隔断,只有靠对端配合才能放行彼此的水路。\n- - W02 场景所在地:分离的双区设施(上游水闸区=泄洪水道与压板平台;下游泵房区=拉杆机房与双门走廊)与汇合终点区(双端汇流的检修终点台)。\n- - W03 玩家身份与当前任务动机:两名水利检修员 A/B,各守一区;动机是在 1200 秒检修窗口内互通信息(ping 标注)、同步打开终点水道,共同抵达汇合终点。\n- - W04 失败代价与结局表达:失败=超时或机关死锁,检修记录终止(C03 失败意象);成功=双端汇流、终点台点亮(C03 胜利意象);断线=本班记录 incomplete。\n- - W05 叙事来源:压板=配重检修平台;拉杆=泄流阀杆;闸门=泄洪水道/泵房双门;检查点=检修灯站(过机关点亮);急流=检修期开闸放水的失控水流。全部原创。\n- - W06 视觉风格与色彩材质:工业水利风;主色=钢青 #4A6F8C、安全橙 #E4762C、水线蓝绿 #7FD8E8、混凝土灰 #9AA3AB、警示黄 #E8C559;材质为湿混凝土、防滑钢板、阀门黄铜与水流。\n- - W07 环境氛围与声音语言:水流与机房低鸣为底;音效语言为「压板下沉+门铰上扬+拉杆机械+ping 提示+重生溶解」,全部音效按 §9 F06 冻结清单交付;混音优先级:deadlock/timeout 警报 > 门与机关反馈 > ping > 环境水流。\n- - W08 故事表达方式:开场视频(C01)交代双区隔断与汇合目标 → 协作机关事件视频(C02)承载联动配合的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局,不强行播放未发生的成功节拍。\n- - F01 视角与镜头:双端各自跟随角色(侧视跟随,前方安全区 ≥ 屏宽 35%);机关触发时只对本端做轻微镜头提示(门开轻微推近 0.05s),双端视野不得被强制拉走(FEEL01);相机重置仅在明确切场/复位时,不穿过遮挡体或泄露视野外实时信息。\n- - F04 环境常驻效果:泄洪水道水流、泵房蒸汽、检查点灯站呼吸光、ping 标记浮现。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 同一条水线\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 航拍山体隔断的高山水利枢纽:上游水闸区与下游泵房区两盏检修灯同时亮起,镜头沿水线推向汇合终点台;无剪辑、无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 同一条水线(Opening,5 秒,1280×720@24fps)\n- - 触发时机:双端 ready 后、同步开局之前,每局一次\n- - 内容与角色场景:航拍山体隔断的水利枢纽——上游水闸区与下游泵房区的两盏检修灯同时亮起,镜头沿水线推向汇合终点台\n- - 资产对应:维护员、双区设施与游戏内模型/贴图同源设计\n- - 可跳过:Enter/Space 或跳过按钮 → 直接同步开局;自然播完 → 同步开局\n- - 状态一致:跳过与自然播完后初始状态 hash 相同;播放期间不推进任何游戏计时(AUD03)\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 航拍山体隔断的高山水利枢纽:上游水闸区与下游泵房区两盏检修灯同时亮起,镜头沿水线推向汇合终点台;无剪辑、无 UI、无文字\n2-5s: 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: 直接同步开局,跳过与自然播完后初始状态 hash 相同\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: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
12
+ "reference_image_urls": [],
13
+ "reference_video_urls": [],
14
+ "reference_audio_urls": [],
15
+ "return_last_frame": false,
16
+ "generate_audio": false,
17
+ "resolution": "720p",
18
+ "aspect_ratio": "16:9",
19
+ "duration": 5
20
+ }
21
+ },
22
+ "started_at": "2026-10-19T06:05:21.980498+00:00",
23
+ "task_id": "7ea2e002b8cb9a6f513e181b496bda2d",
24
+ "status_response": {
25
+ "taskId": "7ea2e002b8cb9a6f513e181b496bda2d",
26
+ "model": "bytedance/seedance-2",
27
+ "state": "success",
28
+ "param": "{\"input\":\"{\\\"duration\\\":5,\\\"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: G014_dual_zone_waterworks\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:两端同一条水线——季风年久失修的高山水利枢纽,远程检修队承接的最后一单;水闸区与泵房区被山体隔断,只有靠对端配合才能放行彼此的水路。\\\\n- - W02 场景所在地:分离的双区设施(上游水闸区=泄洪水道与压板平台;下游泵房区=拉杆机房与双门走廊)与汇合终点区(双端汇流的检修终点台)。\\\\n- - W03 玩家身份与当前任务动机:两名水利检修员 A/B,各守一区;动机是在 1200 秒检修窗口内互通信息(ping 标注)、同步打开终点水道,共同抵达汇合终点。\\\\n- - W04 失败代价与结局表达:失败=超时或机关死锁,检修记录终止(C03 失败意象);成功=双端汇流、终点台点亮(C03 胜利意象);断线=本班记录 incomplete。\\\\n- - W05 叙事来源:压板=配重检修平台;拉杆=泄流阀杆;闸门=泄洪水道/泵房双门;检查点=检修灯站(过机关点亮);急流=检修期开闸放水的失控水流。全部原创。\\\\n- - W06 视觉风格与色彩材质:工业水利风;主色=钢青 #4A6F8C、安全橙 #E4762C、水线蓝绿 #7FD8E8、混凝土灰 #9AA3AB、警示黄 #E8C559;材质为湿混凝土、防滑钢板、阀门黄铜与水流。\\\\n- - W07 环境氛围与声音语言:水流与机房低鸣为底;音效语言为「压板下沉+门铰上扬+拉杆机械+ping 提示+重生溶解」,全部音效按 §9 F06 冻结清单交付;混音优先级:deadlock/timeout 警报 > 门与机关反馈 > ping > 环境水流。\\\\n- - W08 故事表达方式:开场视频(C01)交代双区隔断与汇合目标 → 协作机关事件视频(C02)承载联动配合的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局,不强行播放未发生的成功节拍。\\\\n- - F01 视角与镜头:双端各自跟随角色(侧视跟随,前方安全区 ≥ 屏宽 35%);机关触发时只对本端做轻微镜头提示(门开轻微推近 0.05s),双端视野不得被强制拉走(FEEL01);相机重置仅在明确切场/复位时,不穿过遮挡体或泄露视野外实时信息。\\\\n- - F04 环境常驻效果:泄洪水道水流、泵房蒸汽、检查点灯站呼吸光、ping 标记浮现。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 同一条水线\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 航拍山体隔断的高山水利枢纽:上游水闸区与下游泵房区两盏检修灯同时亮起,镜头沿水线推向汇合终点台;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 同一条水线(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:双端 ready 后、同步开局之前,每局一次\\\\n- - 内容与角色场景:航拍山体隔断的水利枢纽——上游水闸区与下游泵房区的两盏检修灯同时亮起,镜头沿水线推向汇合终点台\\\\n- - 资产对应:维护员、双区设施与游戏内模型/贴图同源设计\\\\n- - 可跳过:Enter/Space 或跳过按钮 → 直接同步开局;自然播完 → 同步开局\\\\n- - 状态一致:跳过与自然播完后初始状态 hash 相同;播放期间不推进任何游戏计时(AUD03)\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 航拍山体隔断的高山水利枢纽:上游水闸区与下游泵房区两盏检修灯同时亮起,镜头沿水线推向汇合终点台;无剪辑、无 UI、无文字\\\\n2-5s: 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: 直接同步开局,跳过与自然播完后初始状态 hash 相同\\\\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: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
29
+ "resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792390160716-ynp2hb3x6y.mp4\"]}",
30
+ "failCode": null,
31
+ "failMsg": null,
32
+ "costTime": 237,
33
+ "completeTime": 1792390161582,
34
+ "createTime": 1792389924144,
35
+ "creditsConsumed": 205.0,
36
+ "operationType": "bytedance/seedance-2",
37
+ "response": {
38
+ "resultUrls": [
39
+ "https://tempfile.aiquickdraw.com/seedance/1792390160716-ynp2hb3x6y.mp4"
40
+ ]
41
+ },
42
+ "successFlag": 1,
43
+ "paramJson": "{\"input\":\"{\\\"duration\\\":5,\\\"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: G014_dual_zone_waterworks\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:两端同一条水线——季风年久失修的高山水利枢纽,远程检修队承接的最后一单;水闸区与泵房区被山体隔断,只有靠对端配合才能放行彼此的水路。\\\\n- - W02 场景所在地:分离的双区设施(上游水闸区=泄洪水道与压板平台;下游泵房区=拉杆机房与双门走廊)与汇合终点区(双端汇流的检修终点台)。\\\\n- - W03 玩家身份与当前任务动机:两名水利检修员 A/B,各守一区;动机是在 1200 秒检修窗口内互通信息(ping 标注)、同步打开终点水道,共同抵达汇合终点。\\\\n- - W04 失败代价与结局表达:失败=超时或机关死锁,检修记录终止(C03 失败意象);成功=双端汇流、终点台点亮(C03 胜利意象);断线=本班记录 incomplete。\\\\n- - W05 叙事来源:压板=配重检修平台;拉杆=泄流阀杆;闸门=泄洪水道/泵房双门;检查点=检修灯站(过机关点亮);急流=检修期开闸放水的失控水流。全部原创。\\\\n- - W06 视觉风格与色彩材质:工业水利风;主色=钢青 #4A6F8C、安全橙 #E4762C、水线蓝绿 #7FD8E8、混凝土灰 #9AA3AB、警示黄 #E8C559;材质为湿混凝土、防滑钢板、阀门黄铜与水流。\\\\n- - W07 环境氛围与声音语言:水流与机房低鸣为底;音效语言为「压板下沉+门铰上扬+拉杆机械+ping 提示+重生溶解」,全部音效按 §9 F06 冻结清单交付;混音优先级:deadlock/timeout 警报 > 门与机关反馈 > ping > 环境水流。\\\\n- - W08 故事表达方式:开场视频(C01)交代双区隔断与汇合目标 → 协作机关事件视频(C02)承载联动配合的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局,不强行播放未发生的成功节拍。\\\\n- - F01 视角与镜头:双端各自跟随角色(侧视跟随,前方安全区 ≥ 屏宽 35%);机关触发时只对本端做轻微镜头提示(门开轻微推近 0.05s),双端视野不得被强制拉走(FEEL01);相机重置仅在明确切场/复位时,不穿过遮挡体或泄露视野外实时信息。\\\\n- - F04 环境常驻效果:泄洪水道水流、泵房蒸汽、检查点灯站呼吸光、ping 标记浮现。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 同一条水线\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: 航拍山体隔断的高山水利枢纽:上游水闸区与下游泵房区两盏检修灯同时亮起,镜头沿水线推向汇合终点台;无剪辑、无 UI、无文字\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 同一条水线(Opening,5 秒,1280×720@24fps)\\\\n- - 触发时机:双端 ready 后、同步开局之前,每局一次\\\\n- - 内容与角色场景:航拍山体隔断的水利枢纽——上游水闸区与下游泵房区的两盏检修灯同时亮起,镜头沿水线推向汇合终点台\\\\n- - 资产对应:维护员、双区设施与游戏内模型/贴图同源设计\\\\n- - 可跳过:Enter/Space 或跳过按钮 → 直接同步开局;自然播完 → 同步开局\\\\n- - 状���一致:跳过与自然播完后初始状态 hash 相同;播放期间不推进任何游戏计时(AUD03)\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 航拍山体隔断的高山水利枢纽:上游水闸区与下游泵房区两盏检修灯同时亮起,镜头沿水线推向汇合终点台;无剪辑、无 UI、无文字\\\\n2-5s: 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: 直接同步开局,跳过与自然播完后初始状态 hash 相同\\\\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: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
44
+ },
45
+ "result_url": "https://tempfile.aiquickdraw.com/seedance/1792390160716-ynp2hb3x6y.mp4",
46
+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G014_cg_001__seedance20.native.mp4",
47
+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G014_cg_001__seedance20.mp4",
48
+ "native_video_bytes": 3183103,
49
+ "video_bytes": 1318213,
50
+ "credits_consumed": 205.0,
51
+ "finished_at": "2026-10-19T06:09:29.131228+00:00",
52
+ "uploaded_artifact": "video_seedance.mp4",
53
+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
54
+ }
outputs/G014_dual_zone_waterworks/assets/cg_video/G014_cg_001/video_seedance.mp4 ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:1f3149e842cfb5bf2e379124f2282444f448c9ed918bdec51e61bfac427b227e
3
+ size 1318213
outputs/G014_dual_zone_waterworks/assets/cg_video/G014_cg_002/meta_seedance.json ADDED
@@ -0,0 +1,54 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "task_id_input": "G014_cg_002",
3
+ "game_id": "G014_dual_zone_waterworks",
4
+ "model": "bytedance/seedance-2",
5
+ "prompt_schema": "cg_video_prompt.v1",
6
+ "prompt_sha256": "41b3b28fd59ad1440e92d3902160f519149ec5a47faf9e6a2bc8352434ee95b8",
7
+ "status": "success",
8
+ "request": {
9
+ "model": "bytedance/seedance-2",
10
+ "input": {
11
+ "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: G014_dual_zone_waterworks\nWorld and visual bible:\n- - W01 世界与时代背景:两端同一条水线——季风年久失修的高山水利枢纽,远程检修队承接的最后一单;水闸区与泵房区被山体隔断,只有靠对端配合才能放行彼此的水路。\n- - W02 场景所在地:分离的双区设施(上游水闸区=泄洪水道与压板平台;下游泵房区=拉杆机房与双门走廊)与汇合终点区(双端汇流的检修终点台)。\n- - W03 玩家身份与当前任务动机:两名水利检修员 A/B,各守一区;动机是在 1200 秒检修窗口内互通信息(ping 标注)、同步打开终点水道,共同抵达汇合终点。\n- - W04 失败代价与结局表达:失败=超时或机关死锁,检修记录终止(C03 失败意象);成功=双端汇流、终点台点亮(C03 胜利意象);断线=本班记录 incomplete。\n- - W05 叙事来源:压板=配重检修平台;拉杆=泄流阀杆;闸门=泄洪水道/泵房双门;检查点=检修灯站(过机关点亮);急流=检修期开闸放水的失控水流。全部原创。\n- - W06 视觉风格与色彩材质:工业水利风;主色=钢青 #4A6F8C、安全橙 #E4762C、水线蓝绿 #7FD8E8、混凝土灰 #9AA3AB、警示黄 #E8C559;材质为湿混凝土、防滑钢板、阀门黄铜与水流。\n- - W07 环境氛围与声音语言:水流与机房低鸣为底;音效语言为「压板下沉+门铰上扬+拉杆机械+ping 提示+重生溶解」,全部音效按 §9 F06 冻结清单交付;混音优先级:deadlock/timeout 警报 > 门与机关反馈 > ping > 环境水流。\n- - W08 故事表达方式:开场视频(C01)交代双区隔断与汇合目标 → 协作机关事件视频(C02)承载联动配合的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局,不强行播放未发生的成功节拍。\n- - F01 视角与镜头:双端各自跟随角色(侧视跟随,前方安全区 ≥ 屏宽 35%);机关触发时只对本端做轻微镜头提示(门开轻微推近 0.05s),双端视野不得被强制拉走(FEEL01);相机重置仅在明确切场/复位时,不穿过遮挡体或泄露视野外实时信息。\n- - F04 环境常驻效果:泄洪水道水流、泵房蒸汽、检查点灯站呼吸光、ping 标记浮现。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Event\nName: 对端开路\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: 分屏对切:A 端踩下压板的同时 B 端门铰上扬、水线光带流过门洞,两端维护员隔屏对望,ping 标注在两帧间穿针引线\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 对端开路(Event,5 秒,1280×720@24fps)\n- - 触发时机:每局首次成功联动开门(任一组压板-门或拉杆-闸门首开)时,每局一次\n- - 内容与角色场景:分屏对切——A 端踩下压板的同时 B 端门铰上扬、水线光带流过门洞,两端维护员隔屏对望;ping 标注在两帧间穿针引线\n- - 资产对应:维护员、压板、门与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接继续推进(门保持窗状态保持);自然播完 → 继续推进\n- - 状态一致:播放期间模拟时间冻结(含门保持窗与超时计时),播放结束瞬间按冻结前状态恢复\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 分屏对切:A 端踩下压板的同时 B 端门铰上扬、水线光带流过门洞,两端维护员隔屏对望,ping 标注在两帧间穿针引线\n2-5s: 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: 直接继续推进(门保持窗状态保持),播放期间模拟时间冻结\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: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
12
+ "reference_image_urls": [],
13
+ "reference_video_urls": [],
14
+ "reference_audio_urls": [],
15
+ "return_last_frame": false,
16
+ "generate_audio": false,
17
+ "resolution": "720p",
18
+ "aspect_ratio": "16:9",
19
+ "duration": 5
20
+ }
21
+ },
22
+ "started_at": "2026-10-20T02:35:42.167534+00:00",
23
+ "task_id": "663df8b83d754a81bbb2980b186eb99d",
24
+ "status_response": {
25
+ "taskId": "663df8b83d754a81bbb2980b186eb99d",
26
+ "model": "bytedance/seedance-2",
27
+ "state": "success",
28
+ "param": "{\"input\":\"{\\\"duration\\\":5,\\\"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: G014_dual_zone_waterworks\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:两端同一条水线——季风年久失修的高山水利枢纽,远程检修队承接的最后一单;水闸区与泵房区被山体隔断,只有靠对端配合才能放行彼此的水路。\\\\n- - W02 场景所在地:分离的双区设施(上游水闸区=泄洪水道与压板平台;下游泵房区=拉杆机房与双门走廊)与汇合终点区(双端汇流的检修终点台)。\\\\n- - W03 玩家身份与当前任务动机:两名水利检修员 A/B,各守一区;动机是在 1200 秒检修窗口内互通信息(ping 标注)、同步打开终点水道,共同抵达汇合终点。\\\\n- - W04 失败代价与结局表达:失败=超时或机关死锁,检修记录终止(C03 失败意象);成功=双端汇流、终点台点亮(C03 胜利意象);断线=本班记录 incomplete。\\\\n- - W05 叙事来源:压板=配重检修平台;拉杆=泄流阀杆;闸门=泄洪水道/泵房双门;检查点=检修灯站(过机关点亮);急流=检修期开闸放水的失控水流。全部原创。\\\\n- - W06 视觉风格与色彩材质:工业水利风;主色=钢青 #4A6F8C、安全橙 #E4762C、水线蓝绿 #7FD8E8、混凝土灰 #9AA3AB、警示黄 #E8C559;材质为湿混凝土、防滑钢板、阀门黄铜与水流。\\\\n- - W07 环境氛围与声音语言:水流与机房低鸣为底;音效语言为「压板下沉+门铰上扬+拉杆机械+ping 提示+重生溶解」,全部音效按 §9 F06 冻结清单交付;混音优先级:deadlock/timeout 警报 > 门与机关反馈 > ping > 环境水流。\\\\n- - W08 故事表达方式:开场视频(C01)交代双区隔断与汇合目标 → 协作机关事件视频(C02)承载联动配合的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局,不强行播放未发生的成功节拍。\\\\n- - F01 视角与镜头:双端各自跟随角色(侧视跟随,前方安全区 ≥ 屏宽 35%);机关触发时只对本端做轻微镜头提示(门开轻微推近 0.05s),双端视野不得被强制拉走(FEEL01);相机重置仅在明确切场/复位时,不穿过遮挡体或泄露视野外实时信息。\\\\n- - F04 环境常驻效果:泄洪水道水流、泵房蒸汽、检查点灯站呼吸光、ping 标记浮现。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 对端开路\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 分屏对切:A 端踩下压板的同时 B 端门铰上扬、水线光带流过门洞,两端维护员隔屏对望,ping 标注在两帧间穿针引线\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 对端开路(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:每局首次成功联动开门(任一组压板-门或拉杆-闸门首开)时,每局一次\\\\n- - 内容与角色场景:分屏对切——A 端踩下压板的同时 B 端门铰上扬、水线光带流过门洞,两端维护员隔屏对望;ping 标注在两帧间穿针引线\\\\n- - 资产对应:维护员、压板、门与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接继续推进(门保持窗状态保持);自然播完 → 继续推进\\\\n- - 状态一致:播放期间模拟时间冻结(含门保持窗与超时计时),播放结束瞬间按冻结前状态恢复\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 分屏对切:A 端踩下压板的同时 B 端门铰上扬、水线光带流过门洞,两端维护员隔屏对望,ping 标注在两帧间穿针引线\\\\n2-5s: 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: 直接继续推进(门保持窗状态保持),播放期间模拟时间冻结\\\\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: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
29
+ "resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792464012685-blppqlb7owc.mp4\"]}",
30
+ "failCode": null,
31
+ "failMsg": null,
32
+ "costTime": 270,
33
+ "completeTime": 1792464013737,
34
+ "createTime": 1792463743210,
35
+ "creditsConsumed": 205.0,
36
+ "operationType": "bytedance/seedance-2",
37
+ "response": {
38
+ "resultUrls": [
39
+ "https://tempfile.aiquickdraw.com/seedance/1792464012685-blppqlb7owc.mp4"
40
+ ]
41
+ },
42
+ "successFlag": 1,
43
+ "paramJson": "{\"input\":\"{\\\"duration\\\":5,\\\"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: G014_dual_zone_waterworks\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:两端同一条水线——季风年久失修的高山水利枢纽,远程检修队承接的最后一单;水闸区与泵房区被山体隔断,只有靠对端配合才能放行彼此的水路。\\\\n- - W02 场景所在地:分离的双区设施(上游水闸区=泄洪水道与压板平台;下游泵房区=拉杆机房与双门走廊)与汇合终点区(双端汇流的检修终点台)。\\\\n- - W03 玩家身份与当前任务动机:两名水利检修员 A/B,各守一区;动机是在 1200 秒检修窗口内互通信息(ping 标注)、同步打开终点水道,共同抵达汇合终点。\\\\n- - W04 失败代价与结局表达:失败=超时或机关死锁,检修记录终止(C03 失败意象);成功=双端汇流、终点台点亮(C03 胜利意象);断线=本班记录 incomplete。\\\\n- - W05 叙事来源:压板=配重检修平台;拉杆=泄流阀杆;闸门=泄洪水道/泵房双门;检查点=检修灯站(过机关点亮);急流=检修期开闸放水的失控水流。全部原创。\\\\n- - W06 视觉风格与色彩材质:工业水利风;主色=钢青 #4A6F8C、安全橙 #E4762C、水线蓝绿 #7FD8E8、混凝土灰 #9AA3AB、警示黄 #E8C559;材质为湿混凝土、防滑钢板、阀门黄铜与水流。\\\\n- - W07 环境氛围与声音语言:水流与机房低鸣为底;音效语言为「压板下沉+门铰上扬+拉杆机械+ping 提示+重生溶解」,全部音效按 §9 F06 冻结清单交付;混音优先级:deadlock/timeout 警报 > 门与机关反馈 > ping > 环境水流。\\\\n- - W08 故事表达方式:开场视频(C01)交代双区隔断与汇合目标 → 协作机关事件视频(C02)承载联动配合的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局,不强行播放未发生的成功节拍。\\\\n- - F01 视角与镜头:双端各自跟随角色(侧视跟随,前方安全区 ≥ 屏宽 35%);机关触发时只对本端做轻微镜头提示(门开轻微推近 0.05s),双端视野不得被强制拉走(FEEL01);相机重置仅在明确切场/复位时,不穿过遮挡体或泄露视野外实时信息。\\\\n- - F04 环境常驻效果:泄洪水道水流、泵房蒸汽、检查点灯站呼吸光、ping 标记浮现。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 对端开路\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: 分屏对切:A 端踩下压板的同时 B 端门铰上扬、水线光带流过门洞,两端维护员隔屏对望,ping 标注在两帧间穿针引线\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 对端开路(Event,5 秒,1280×720@24fps)\\\\n- - 触发时机:每局首次成功联动开门(任一组压板-门或拉杆-闸门首开)时,每局一次\\\\n- - 内容与角色场景:分屏对切——A 端踩下压板的同时 B 端门铰上扬、水线光带流过门洞,两端维护员隔屏对望;ping 标注在两帧间穿针引线\\\\n- - 资产对应:维护员、压板、门与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接继续推进(门保持窗状态保持);自然播完 → 继续推进\\\\n- - 状态一致:播放期间模拟时间冻结(含门保持窗与超时计时),播放结束瞬间按冻结前状态恢复\\\\n\\\\n[SHOT PLAN]\\\\n0-2s: establish the scene and begin the required action from this description: 分屏对切:A 端踩下压板的同时 B 端门铰上扬、水线光带流过门洞,两端维护员隔屏对望,ping 标注在两帧间穿针引线\\\\n2-5s: 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: 直接继续推进(门保持窗状态保持),播放期间模拟时间冻结\\\\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: 5 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
44
+ },
45
+ "result_url": "https://tempfile.aiquickdraw.com/seedance/1792464012685-blppqlb7owc.mp4",
46
+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G014_cg_002__seedance20.native.mp4",
47
+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G014_cg_002__seedance20.mp4",
48
+ "native_video_bytes": 2006140,
49
+ "video_bytes": 912850,
50
+ "credits_consumed": 205.0,
51
+ "finished_at": "2026-10-20T02:40:24.876515+00:00",
52
+ "uploaded_artifact": "video_seedance.mp4",
53
+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
54
+ }
outputs/G014_dual_zone_waterworks/assets/cg_video/G014_cg_002/video_seedance.mp4 ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:c55ec41c5393e5df5772355e2b37aaadf861bfe0574eac79c8559f67bf005fc8
3
+ size 912850
outputs/G014_dual_zone_waterworks/assets/cg_video/G014_cg_003/meta_seedance.json ADDED
@@ -0,0 +1,54 @@
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
1
+ {
2
+ "task_id_input": "G014_cg_003",
3
+ "game_id": "G014_dual_zone_waterworks",
4
+ "model": "bytedance/seedance-2",
5
+ "prompt_schema": "cg_video_prompt.v1",
6
+ "prompt_sha256": "c4e3de7379c2916e0ca5d597c74659e8dab9ceb1bb4083d1e9b7722517137a73",
7
+ "status": "success",
8
+ "request": {
9
+ "model": "bytedance/seedance-2",
10
+ "input": {
11
+ "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: G014_dual_zone_waterworks\nWorld and visual bible:\n- - W01 世界与时代背景:两端同一条水线——季风年久失修的高山水利枢纽,远程检修队承接的最后一单;水闸区与泵房区被山体隔断,只有靠对端配合才能放行彼此的水路。\n- - W02 场景所在地:分离的双区设施(上游水闸区=泄洪水道与压板平台;下游泵房区=拉杆机房与双门走廊)与汇合终点区(双端汇流的检修终点台)。\n- - W03 玩家身份与当前任务动机:两名水利检修员 A/B,各守一区;动机是在 1200 秒检修窗口内互通信息(ping 标注)、同步打开终点水道,共同抵达汇合终点。\n- - W04 失败代价与结局表达:失败=超时或机关死锁,检修记录终止(C03 失败意象);成功=双端汇流、终点台点亮(C03 胜利意象);断线=本班记录 incomplete。\n- - W05 叙事来源:压板=配重检修平台;拉杆=泄流阀杆;闸门=泄洪水道/泵房双门;检查点=检修灯站(过机关点亮);急流=检修期开闸放水的失控水流。全部原创。\n- - W06 视觉风格与色彩材质:工业水利风;主色=钢青 #4A6F8C、安全橙 #E4762C、水线蓝绿 #7FD8E8、混凝土灰 #9AA3AB、警示黄 #E8C559;材质为湿混凝土、防滑钢板、阀门黄铜与水流。\n- - W07 环境氛围与声音语言:水流与机房低鸣为底;音效语言为「压板下沉+门铰上扬+拉杆机械+ping 提示+重生溶解」,全部音效按 §9 F06 冻结清单交付;混音优先级:deadlock/timeout 警报 > 门与机关反馈 > ping > 环境水流。\n- - W08 故事表达方式:开场视频(C01)交代双区隔断与汇合目标 → 协作机关事件视频(C02)承载联动配合的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局,不强行播放未发生的成功节拍。\n- - F01 视角与镜头:双端各自跟随角色(侧视跟随,前方安全区 ≥ 屏宽 35%);机关触发时只对本端做轻微镜头提示(门开轻微推近 0.05s),双端视野不得被强制拉走(FEEL01);相机重置仅在明确切场/复位时,不穿过遮挡体或泄露视野外实时信息。\n- - F04 环境常驻效果:泄洪水道水流、泵房蒸汽、检查点灯站呼吸光、ping 标记浮现。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 汇流或终止\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 胜负双意象:胜利=双端维护员在终点台并肩、双灯同亮、汇流光带贯穿全图;失败=警示灯闪烁、水线光带熄灭、检修记录合上注明原因\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 汇流或终止(Ending,6 秒,1280×720@24fps,胜负共用双意象)\n- - 触发时机:V01 或 V02 成立、结算面板出现之前,每局一次\n- - 内容与角色场景:胜利意象=双端维护员在终点台并肩、双灯同亮、汇流光带贯穿全图;失败意象=警示灯闪烁、水线光带熄灭、检修记录合上注明原因\n- - 资产对应:维护员、终点台、灯站与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\n- - 状态一致:仅在真实 V01/V02 后触发;播放期间不推进任何游戏计时\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: 胜负双意象:胜利=双端维护员在终点台并肩、双灯同亮、汇流光带贯穿全图;失败=警示灯闪烁、水线光带熄灭、检修记录合上注明原因\n3-6s: 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: 直接进入对应结算面板\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: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
12
+ "reference_image_urls": [],
13
+ "reference_video_urls": [],
14
+ "reference_audio_urls": [],
15
+ "return_last_frame": false,
16
+ "generate_audio": false,
17
+ "resolution": "720p",
18
+ "aspect_ratio": "16:9",
19
+ "duration": 6
20
+ }
21
+ },
22
+ "started_at": "2026-10-20T02:40:25.453252+00:00",
23
+ "task_id": "f591613322d26abd22d1c4d10b74243f",
24
+ "status_response": {
25
+ "taskId": "f591613322d26abd22d1c4d10b74243f",
26
+ "model": "bytedance/seedance-2",
27
+ "state": "success",
28
+ "param": "{\"input\":\"{\\\"duration\\\":6,\\\"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: G014_dual_zone_waterworks\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:两端同一条水线——季风年久失修的高山水利枢纽,远程检修队承接的最后一单;水闸区与泵房区被山体隔断,只有靠对端配合才能放行彼此的水路。\\\\n- - W02 场景所在地:分离的双区设施(上游水闸区=泄洪水道与压板平台;下游泵房区=拉杆机房与双门走廊)与汇合终点区(双端汇流的检修终点台)。\\\\n- - W03 玩家身份与当前任务动机:两名水利检修员 A/B,各守一区;动机是在 1200 秒检修窗口内互通信息(ping 标注)、同步打开终点水道,共同抵达汇合终点。\\\\n- - W04 失败代价与结局表达:失败=超时或机关死锁,检修记录终止(C03 失败意象);成功=双端汇流、终点台点亮(C03 胜利意象);断线=本班记录 incomplete。\\\\n- - W05 叙事来源:压板=配重检修平台;拉杆=泄流阀杆;闸门=泄洪水道/泵房双门;检查点=检修灯站(过机关点亮);急流=检修期开闸放水的失控水流。全部原创。\\\\n- - W06 视觉风格与色彩材质:工业水利风;主色=钢青 #4A6F8C、安全橙 #E4762C、水线蓝绿 #7FD8E8、混凝土灰 #9AA3AB、警示黄 #E8C559;材质为湿混凝土、防滑钢板、阀门黄铜与水流。\\\\n- - W07 环境氛围与声音语言:水流与机房低鸣为底;音效语言为「压板下沉+门铰上扬+拉杆机械+ping 提示+重生溶解」,全部音效按 §9 F06 冻结清单交付;混音优先级:deadlock/timeout 警报 > 门与机关反馈 > ping > 环境水流。\\\\n- - W08 故事表达方式:开场视频(C01)交代双区隔断与汇合目标 → 协作机关事件视频(C02)承载联动配合的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局,不强行播放未发生的成功节拍。\\\\n- - F01 视角与镜头:双端各自跟随角色(侧视跟随,前方安全区 ≥ 屏宽 35%);机关触发时只对本端做轻微镜头提示(门开轻微推近 0.05s),双端视野不得被强制拉走(FEEL01);相机重置仅在明确切场/复位时,不穿过遮挡体或泄露视野外实时信息。\\\\n- - F04 环境常驻效果:泄洪水道水流、泵房蒸汽、检查点灯站呼吸光、ping 标记浮现。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 汇流或终止\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 胜负双意象:胜利=双端维护员在终点台并肩、双灯同亮、汇流光带贯穿全图;失败=警示灯闪烁、水线光带熄灭、检修记录合上注明原因\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 汇流或终止(Ending,6 秒,1280×720@24fps,胜负共用双意象)\\\\n- - 触发时机:V01 或 V02 成立、结算面板出现之前,每局一次\\\\n- - 内容与角色场景:胜利意象=双端维护员在终点台并肩、双灯同亮、汇流光带贯穿全图;失败意象=警示灯闪烁、水线光带熄灭、检修记录合上注明原因\\\\n- - 资产对应:维护员、终点台、灯站与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\\\\n- - 状态一致:仅在真实 V01/V02 后触发;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 胜负双意象:胜利=双端维护员在终点台并肩、双灯同亮、汇流光带贯穿全图;失败=警示灯闪烁、水线光带熄灭、检修记录合上注明原因\\\\n3-6s: 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: 直接进入对应结算面板\\\\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: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
29
+ "resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792464352519-6t24gwlx5zw.mp4\"]}",
30
+ "failCode": null,
31
+ "failMsg": null,
32
+ "costTime": 326,
33
+ "completeTime": 1792464353530,
34
+ "createTime": 1792464026534,
35
+ "creditsConsumed": 246.0,
36
+ "operationType": "bytedance/seedance-2",
37
+ "response": {
38
+ "resultUrls": [
39
+ "https://tempfile.aiquickdraw.com/seedance/1792464352519-6t24gwlx5zw.mp4"
40
+ ]
41
+ },
42
+ "successFlag": 1,
43
+ "paramJson": "{\"input\":\"{\\\"duration\\\":6,\\\"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: G014_dual_zone_waterworks\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:两端同一条水线——季风年久失修的高山水利枢纽,远程检修队承接的最后一单;水闸区与泵房区被山体隔断,只有靠对端配合才能放行彼此的水路。\\\\n- - W02 场景所在地:分离的双区设施(上游水闸区=泄洪水道与压板平台;下游泵房区=拉杆机房与双门走廊)与汇合终点区(双端汇流的检修终点台)。\\\\n- - W03 玩家身份与当前任务动机:两名水利检修员 A/B,各守一区;动机是在 1200 秒检修窗口内互通信息(ping 标注)、同步打开终点水道,共同抵达汇合终点。\\\\n- - W04 失败代价与结局表达:失败=超时或机关死锁,检修记录终止(C03 失败意象);成功=双端汇流、终点台点亮(C03 胜利意象);断线=本班记录 incomplete。\\\\n- - W05 叙事来源:压板=配重检修平台;拉杆=泄流阀杆;闸门=泄洪水道/泵房双门;检查点=检修灯站(过机关点亮);急流=检修期开闸放水的失控水流。全部原创。\\\\n- - W06 视觉风格与色彩材质:工业水利风;主色=钢青 #4A6F8C、安全橙 #E4762C、水线蓝绿 #7FD8E8、混凝土灰 #9AA3AB、警示黄 #E8C559;材质为湿混凝土、防滑钢板、阀门黄铜与水流。\\\\n- - W07 环境氛围与声音语言:水流与机房低鸣为底;音效语言为「压板下沉+门铰上扬+拉杆机械+ping 提示+重生溶解」,全部音效按 §9 F06 冻结清单交付;混音优先级:deadlock/timeout 警报 > 门与机关反馈 > ping > 环境水流。\\\\n- - W08 故事表达方式:开场视频(C01)交代双区隔断与汇合目标 → 协作机关事件视频(C02)承载联动配合的过程叙事 → 结算视频(C03)收束;叙事提示不阻断控制、不改变数值;提前失败允许直接进入失败结局,不强行播放未发生的成功节拍。\\\\n- - F01 视角与镜头:双端各自跟随角色(侧视跟随,前方安全区 ≥ 屏宽 35%);机关触发时只对本端做轻微镜头提示(门开轻微推近 0.05s),双端视野不得被强制拉走(FEEL01);相机重置仅在明确切场/复位时,不穿过遮挡体或泄露视野外实时信息。\\\\n- - F04 环境常驻效果:泄洪水道水流、泵房蒸汽、检查点灯站呼吸光、ping 标记浮现。纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 汇流或终止\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: 胜负双意象:胜利=双端维护员在终点台并肩、双灯同亮、汇流光带贯穿全图;失败=警示灯闪烁、水线光带熄灭、检修记录合上注明原因\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 汇流或终止(Ending,6 秒,1280×720@24fps,胜负共用双意象)\\\\n- - 触发时机:V01 或 V02 成立、结算面板出现之前,每局一次\\\\n- - 内容与角色场景:胜利意象=双端维护员在终点台并肩、双灯同亮、汇流光带贯穿全图;失败意象=警示灯闪烁、水线光带熄灭、检修记录合上注明原因\\\\n- - 资产对应:维护员、终点台、灯站与游戏内模型同源\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入对应结算面板;自然播完 → 进入对应结算面板\\\\n- - 状态一致:仅在真实 V01/V02 后触发;播放期间不推进任何游戏计时\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: 胜负双意象:胜利=双端维护员在终点台并肩、双灯同亮、汇流光带贯穿全图;失败=警示灯闪烁、水线光带熄灭、检修记录合上注明原因\\\\n3-6s: 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: 直接进入对应结算面板\\\\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: 6 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
44
+ },
45
+ "result_url": "https://tempfile.aiquickdraw.com/seedance/1792464352519-6t24gwlx5zw.mp4",
46
+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G014_cg_003__seedance20.native.mp4",
47
+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G014_cg_003__seedance20.mp4",
48
+ "native_video_bytes": 3410851,
49
+ "video_bytes": 1836950,
50
+ "credits_consumed": 246.0,
51
+ "finished_at": "2026-10-20T02:46:05.594949+00:00",
52
+ "uploaded_artifact": "video_seedance.mp4",
53
+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
54
+ }
outputs/G014_dual_zone_waterworks/assets/cg_video/G014_cg_003/video_seedance.mp4 ADDED
@@ -0,0 +1,3 @@
 
 
 
 
1
+ version https://git-lfs.github.com/spec/v1
2
+ oid sha256:4a443183ddd23a65dd6a2da8968f374bab244cfe995946a7f70fcb085f95df21
3
+ size 1836950