Upload Seedance CG videos for G015_garden_revival

#181
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+ {
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+ "task_id_input": "G015_cg_001",
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+ "game_id": "G015_garden_revival",
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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: G015_garden_revival\nWorld and visual bible:\n- - W01 世界与时代背景:地下植物园复苏记录——封存的地下植物园因供电衰减根系通路逐渐枯死,复苏计划只剩最后一个维护窗口。\n- - W02 场景所在地:地下植物园三层园区(地面层花圃平台、藤蔓层悬吊栈道、根系深处黑暗溶腔),层间以能力门禁与捷径暗道相连。\n- - W03 玩家身份与当前任务动机:玩家是植物园维护研究员,携带复苏工具箱下潜;动机是找回三项维护能力(冲刺靴/二段跳簧/抓壁爪),在最深处终点重启生长核心,让花园重新复苏。\n- - W04 失败代价与结局表达:无全局死亡——坠落只打断节奏;放弃或重开=复苏记录中止(C04 失败意象);成功=生长核心重启、复苏波沿园区扩散(C04 胜利意象)。\n- - W05 叙事来源:能力节点=封存的维护装备舱;三类门禁=裂隙封印/高台封印/光壁封印(对应能力符号);光合晶=植物储能结晶;存档终端=园区记录仪;检查点=生长灯标;捷径=后区能力打开的检修暗道。全部原创。\n- - W06 视觉风格与色彩材质:地下生态暖光风;主色=生长绿 #7FBF6A、晶蓝 #7FD8E8、岩褐 #8A7A66、灯标橙 #E4762C、深腔紫 #4A4E6F;材质为藤蔓、湿岩、发光苔藓与玻璃晶格。\n- - W07 环境氛围与声音语言:植物呼吸与水滴为底;音效语言为「能力绽放+封印提示+冲刺风切+蹬壁抓附+捷径开启+复苏波」,全部音效按 §9 F06 冻结清单交付;混音优先级:区间重置与复苏波 > 能力/门禁反馈 > 收集 > 环境底噪。\n- - W08 故事表达方式:开场视频(C01)交代枯萎园区与复苏目标 → 能力获得视频(C02)承载装备重启节拍 → 捷径视频(C03)承载回访叙事 → 结算视频(C04)收束;叙事提示不阻断控制、不改变数值。\n- - F01 视角与镜头:固定朝向 2.5D 侧视跟随(FEEL01/AUD10),角色前方 ≥ 屏宽 35%;不切第三人称;镜头平滑阻尼 0.08 秒;边界=园区包围盒;「减少动态效果」关闭镜头抖动与剧烈旋转。\n- - F04 环境常驻效果:发光苔藓呼吸、藤蔓摆动、水滴下落、检查点灯标呼吸光。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 枯园下潜\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: 镜头随维护研究员沿检修井下潜,掠过枯萎的花圃平台与熄灭的生长灯标,停在深处微光中的生长核心;无剪辑、无 UI、无文字\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 枯园下潜(Opening,5 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入园区之前,每局一次\n- - 内容与角色场景:镜头随维护研究员沿检修井下潜,掠过枯萎的花圃平台与熄灭的生长灯标,最终停在深处微光中的生长核心\n- - 资产对应:研究员、园区与游戏内模型/贴图同源设计\n- - 可跳过:Enter/Space 或跳过按钮 → 直接进入区域一;自然播完 → 进入区域一\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\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 镜头随维护研究员沿检修井下潜,掠过枯萎的花圃平台与熄灭的生长灯标,停在深处微光中的生长核心;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: 直接进入区域一,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.",
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+ "started_at": "2026-10-19T06:15:09.732796+00:00",
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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: G015_garden_revival\nWorld and visual bible:\n- - W01 世界与时代背景:地下植物园复苏记录——封存的地下植物园因供电衰减根系通路逐渐枯死,复苏计划只剩最后一个维护窗口。\n- - W02 场景所在地:地下植物园三层园区(地面层花圃平台、藤蔓层悬吊栈道、根系深处黑暗溶腔),层间以能力门禁与捷径暗道相连。\n- - W03 玩家身份与当前任务动机:玩家是植物园维护研究员,携带复苏工具箱下潜;动机是找回三项维护能力(冲刺靴/二段跳簧/抓壁爪),在最深处终点重启生长核心,让花园重新复苏。\n- - W04 失败代价与结局表达:无全局死亡——坠落只打断节奏;放弃或重开=复苏记录中止(C04 失败意象);成功=生长核心重启、复苏波沿园区扩散(C04 胜利意象)。\n- - W05 叙事来源:能力节点=封存的维护装备舱;三类门禁=裂隙封印/高台封印/光壁封印(对应能力符号);光合晶=植物储能结晶;存档终端=园区记录仪;检查点=生长灯标;捷径=后区能力打开的检修暗道。全部原创。\n- - W06 视觉风格与色彩材质:地下生态暖光风;主色=生长绿 #7FBF6A、晶蓝 #7FD8E8、岩褐 #8A7A66、灯标橙 #E4762C、深腔紫 #4A4E6F;材质为藤蔓、湿岩、发光苔藓与玻璃晶格。\n- - W07 环境氛围与声音语言:植物呼吸与水滴为底;音效语言为「能力绽放+封印提示+冲刺风切+蹬壁抓附+捷径开启+复苏波」,全部音效按 §9 F06 冻结清单交付;混音优先级:区间重置与复苏波 > 能力/门禁反馈 > 收集 > 环境底噪。\n- - W08 故事表达方式:开场视频(C01)交代枯萎园区与复苏目标 → 能力获得视频(C02)承载装备重启节拍 → 捷径视频(C03)承载回访叙事 → 结算视频(C04)收束;叙事提示不阻断控制、不改变数值。\n- - F01 视角与镜头:固定朝向 2.5D 侧视跟随(FEEL01/AUD10),角色前方 ≥ 屏宽 35%;不切第三人称;镜头平滑阻尼 0.08 秒;边界=园区包围盒;「减少动态效果」关闭镜头抖动与剧烈旋转。\n- - F04 环境常驻效果:发光苔藓呼吸、藤蔓摆动、水滴下落、检查点灯标呼吸光。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Event\nName: 暗道回响\nPurpose: create the Event cinematic and satisfy the referenced game contract C03.\nSource visual requirement: 旧区墙面滑开检修暗道,光带沿暗道贯通到后区,研究员回望新旧两条路径的分岔\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 暗道回响(Event,5 秒×3,1280×720@24fps,三处捷径共用条目)\n- - 触发时机:每处捷径首次开启时各播放一次(每局合计至多 3 次)\n- - 内容与角色场景:旧区墙面滑开检修暗道,光带沿暗道贯通到后区,研究员回望新旧两条路径的分岔\n- - 资产对应:捷径门、园区与游戏内模型同源\n- - 可跳过:Esc/Enter 跳过 → 直接继续(捷径开启状态保持);自然播完 → 继续探索\n- - 状态一致:播放期间模拟时间冻结;不提前泄露未开启捷径\n\n[SHOT PLAN]\n0-2s: establish the scene and begin the required action from this description: 旧区墙面滑开检修暗道,光带沿暗道贯通到后区,研究员回望新旧两条路径的分岔\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(捷径开启状态保持),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.",
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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: G015_garden_revival\nWorld and visual bible:\n- - W01 世界与时代背景:地下植物园复苏记录——封存的地下植物园因供电衰减根系通路逐渐枯死,复苏计划只剩最后一个维护窗口。\n- - W02 场景所在地:地下植物园三层园区(地面层花圃平台、藤蔓层悬吊栈道、根系深处黑暗溶腔),层间以能力门禁与捷径暗道相连。\n- - W03 玩家身份与当前任务动机:玩家是植物园维护研究员,携带复苏工具箱下潜;动机是找回三项维护能力(冲刺靴/二段跳簧/抓壁爪),在最深处终点重启生长核心,让花园重新复苏。\n- - W04 失败代价与结局表达:无全局死亡——坠落只打断节奏;放弃或重开=复苏记录中止(C04 失败意象);成功=生长核心重启、复苏波沿园区扩散(C04 胜利意象)。\n- - W05 叙事来源:能力节点=封存的维护装备舱;三类门禁=裂隙封印/高台封印/光壁封印(对应能力符号);光合晶=植物储能结晶;存档终端=园区记录仪;检查点=生长灯标;捷径=后区能力打开的检修暗道。全部原创。\n- - W06 视觉风格与色彩材质:地下生态暖光风;主色=生长绿 #7FBF6A、晶蓝 #7FD8E8、岩褐 #8A7A66、灯标橙 #E4762C、深腔紫 #4A4E6F;材质为藤蔓、湿岩、发光苔藓与玻璃晶格。\n- - W07 环境氛围与声音语言:植物呼吸与水滴为底;音效语言为「能力绽放+封印提示+冲刺风切+蹬壁抓附+捷径开启+复苏波」,全部音效按 §9 F06 冻结清单交付;混音优先级:区间重置与复苏波 > 能力/门禁反馈 > 收集 > 环境底噪。\n- - W08 故事表达方式:开场视频(C01)交代枯萎园区与复苏目标 → 能力获得视频(C02)承载装备重启节拍 → 捷径视频(C03)承载回访叙事 → 结算视频(C04)收束;叙事提示不阻断控制、不改变数值。\n- - F01 视角与镜头:固定朝向 2.5D 侧视跟随(FEEL01/AUD10),角色前方 ≥ 屏宽 35%;不切第三人称;镜头平滑阻尼 0.08 秒;边界=园区包围盒;「减少动态效果」关闭镜头抖动与剧烈旋转。\n- - F04 环境常驻效果:发光苔藓呼吸、藤蔓摆动、水滴下落、检查点灯标呼吸光。纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 复苏波\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\nSource visual requirement: 成败双意象:胜利=生长核心重启、复苏波沿三层园区扩散、植物逐层回绿、记录仪写下完成;失败=只读快照展示后园区光点收拢、记录仪合上\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C04 复苏波(Ending,6 秒,1280×720@24fps,成败共用双意象)\n- - 触发时机:V01 成立、结算面板出现之前,每局一次;放弃/重开走失败意象\n- - 内容与角色场景:胜利意象=生长核心重启、复苏波沿三层园区扩散、植物逐层回绿、研究员记录仪写下完成;失败意象=只读快照展示后园区光点收拢、记录仪合上\n- - 资产对应:研究员、生长核心、园区与游戏内模型同源\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 V01 或主动重开后触发;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: 成败双意象:胜利=生长核心重启、复苏波沿三层园区扩散、植物逐层回绿、记录仪写下完成;失败=只读快照展示后园区光点收拢、记录仪合上\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.",
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+ "finished_at": "2026-10-19T06:37:38.386463+00:00",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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