Upload Seedance CG videos for G016_theater_sorting

#182
outputs/G016_theater_sorting/assets/cg_video/G016_cg_001/meta_seedance.json ADDED
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+ {
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+ "task_id_input": "G016_cg_001",
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+ "game_id": "G016_theater_sorting",
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+ "model": "bytedance/seedance-2",
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+ "prompt_schema": "cg_video_prompt.v1",
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+ "prompt_sha256": "7df5f290856e1673b5a35462de4e48c5f38386858e66bea258b3139696c86230",
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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: G016_theater_sorting\nWorld and visual bible:\n- - W01 世界与时代背景:近未来的小城「暮椿镇」,废弃三十年的老剧院「暮椿剧院」将在明晚重新开幕;镇上唯一能在一夜之间完成整备的,是剧院遗留的仓储整理机器人。\n- - W02 场景所在地:暮椿剧院内部——关卡一为主舞台区(幕布与追光)、关卡二为后台仓储区(道具架与缆绳)、关卡三为观众厅(座椅与包厢)。\n- - W03 玩家身份与当前任务:玩家操作整理机器人「初幕」;当前任务:在天亮前把全部道具箱推回舞台标记位,让开幕灯光测试可以照常进行。\n- - W04 失败代价与结局表达:失败=天亮前来不及完成整备(步数预算耗尽),开幕被迫推迟;结局表达见 §10 C02——三关完成时剧院重新亮灯,开幕如期举行。\n- - W05 叙事来源:道具箱=剧院历次演出遗留的布景箱(因此数量随区域递增);目标点=舞台灯光师用金色标记贴出的存放位;机器人「初幕」=剧院老机械师退休前留下的整理机。所有角色与物件均原创,不使用任何商业剧院/机器人作品的命名或造型。\n- - W06 视觉风格与色彩材质:2D 手绘风格化俯视画面;主色=暖木色(#C89B6D 系)+舞台深红(#8E2F3C 系)+目标金(#F2C14E);材质以哑光木材、绒面幕布、磨损金属为主;三关通过主题色变体区分(舞台偏红金、后台偏灰木、观众厅偏蓝绒)。\n- - W07 环境氛围与声音语言:安静夜间的剧院——常驻低鸣环境声、尘埃光束(F04);音效语言为「木质滑动声+机械伺服声+灯光提示音」,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)交代任务 → 关卡主题变体承载过程叙事 → 结算视频(C02)与结算面板收束;故事只做包装与节奏,不改变任何机制数值。\n- - F01 视角与镜头:固定正交俯视(90°),整张棋盘在默认窗口(1280×720)内全部可见,无跟随、无平移;镜头边界=棋盘外接矩形外加 8% 余量。\n- - F04 环境常驻效果:舞台区追光光束+浮尘粒子(低密度,不遮挡格线);后台区吊缆微摆;观众厅座椅尘埃。常驻效果纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 开幕整备\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: Night interior of an old theater, house lights turn on one by one, a small boxy brass robot pushes a prop crate across the empty stage toward a glowing gold marker, warm wood and stage-red palette, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 开幕整备(Opening,8 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入关卡选择之前,每局一次\n- - 内容与角色场景:暮椿剧院夜景内部灯光次第亮起,机器人「初幕」推动一只道具箱穿过舞台,追光落在金色目标点上\n- - 资产对应:机器人、道具箱、剧院舞台与游戏内模型/贴图同源设计(同一套造型描述生成)\n- - 可跳过:Esc/Enter 跳过 → 直接进入关卡选择;自然播完 → 进入关卡选择\n- - 状态一致:播放期间不推进任何游戏计时;本局从「三关全未完成」状态开始\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: Night interior of an old theater, house lights turn on one by one, a small boxy brass robot pushes a prop crate across the empty stage toward a glowing gold marker, warm wood and stage-red palette, 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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+ },
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+ "started_at": "2026-10-19T12:56:02.218539+00:00",
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+ "task_id": "ed0737c0cea25bf3322ecfdc592f4d6d",
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+ "param": "{\"input\":\"{\\\"duration\\\":10,\\\"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: G016_theater_sorting\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的小城「暮椿镇」,废弃三十年的老剧院「暮椿剧院」将在明晚重新开幕;镇上唯一能在一夜之间完成整备的,是剧院遗留的仓储整理机器人。\\\\n- - W02 场景所在地:暮椿剧院内部——关卡一为主舞台区(幕布与追光)、关卡二为后台仓储区(道具架与缆绳)、关卡三为观众厅(座椅与包厢)。\\\\n- - W03 玩家身份与当前任务:玩家操作整理机器人「初幕」;当前任务:在天亮前把全部道具箱推回舞台标记位,让开幕灯光测试可以照常进行。\\\\n- - W04 失败代价与结局表达:失败=天亮前来不及完成整备(步数预算耗尽),开幕被迫推迟;结局表达见 §10 C02——三关完成时剧院重新亮灯,开幕如期举行。\\\\n- - W05 叙事来源:道具箱=剧院历次演出遗留的布景箱(因此数量随区域递增);目标点=舞台灯光师用金色标记贴出的存放位;机器人「初幕」=剧院老机械师退休前留下的整理机。所有角色与物件均原创,不使用任何商业剧院/机器人作品的命名或造型。\\\\n- - W06 视觉风格与色彩材质:2D 手绘风格化俯视画面;主色=暖木色(#C89B6D 系)+舞台深红(#8E2F3C 系)+目标金(#F2C14E);材质以哑光木材、绒面幕布、磨损金属为主;三关通过主题色变体区分(舞台偏红金、后台偏灰木、观众厅偏蓝绒)。\\\\n- - W07 环境氛围与声音语言:安静夜间的剧院——常驻低鸣环境声、尘埃光束(F04);音效语言为「木质滑动声+机械伺服声+灯光提示音」,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)交代任务 → 关卡主题变体承载过程叙事 → 结算视频(C02)与结算面板收束;故事只做包装与节奏,不改变任何机制数值。\\\\n- - F01 视角与镜头:固定正交俯视(90°),整张棋盘在默认窗口(1280×720)内全部可见,无跟随、无平移;镜头边界=棋盘外接矩形外加 8% 余量。\\\\n- - F04 环境常驻效果:舞台区追光光束+浮尘粒子(低密度,不遮挡格线);后台区吊缆微摆;观众厅座椅尘埃。常驻效果纯表现层,不参与判定。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 开幕整备\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: Night interior of an old theater, house lights turn on one by one, a small boxy brass robot pushes a prop crate across the empty stage toward a glowing gold marker, warm wood and stage-red palette, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 开幕整备(Opening,8 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入关卡选择之前,每局一次\\\\n- - 内容与角色场景:暮椿剧院夜景内部灯光次第亮起,机器人「初幕」推动一只道具箱穿过舞台,追光落在金色目标点上\\\\n- - 资产对应:机器人、道具箱、剧院舞台与游戏内模型/贴图同源设计(同一套造型描述生成)\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入关卡选择;自然播完 → 进入关卡选择\\\\n- - 状态一致:播放期间不推进任何游戏计时;本局从「三关全未完成」状态开始\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: Night interior of an old theater, house lights turn on one by one, a small boxy brass robot pushes a prop crate across the empty stage toward a glowing gold marker, warm wood and stage-red palette, 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.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
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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: G016_theater_sorting\nWorld and visual bible:\n- - W01 世界与时代背景:近未来的小城「暮椿镇」,废弃三十年的老剧院「暮椿剧院」将在明晚重新开幕;镇上唯一能在一夜之间完成整备的,是剧院遗留的仓储整理机器人。\n- - W02 场景所在地:暮椿剧院内部——关卡一为主舞台区(幕布与追光)、关卡二为后台仓储区(道具架与缆绳)、关卡三为观众厅(座椅与包厢)。\n- - W03 玩家身份与当前任务:玩家操作整理机器人「初幕」;当前任务:在天亮前把全部道具箱推回舞台标记位,让开幕灯光测试可以照常进行。\n- - W04 失败代价与结局表达:失败=天亮前来不及完成整备(步数预算耗尽),开幕被迫推迟;结局表达见 §10 C02——三关完成时剧院重新亮灯,开幕如期举行。\n- - W05 叙事来源:道具箱=剧院历次演出遗留的布景箱(因此数量随区域递增);目标点=舞台灯光师用金色标记贴出的存放位;机器人「初幕」=剧院老机械师退休前留下的整理机。所有角色与物件均原创,不使用任何商业剧院/机器人作品的命名或造型。\n- - W06 视觉风格与色彩材质:2D 手绘风格化俯视画面;主色=暖木色(#C89B6D 系)+舞台深红(#8E2F3C 系)+目标金(#F2C14E);材质以哑光木材、绒面幕布、磨损金属为主;三关通过主题色变体区分(舞台偏红金、后台偏灰木、观众厅偏蓝绒)。\n- - W07 环境氛围与声音语言:安静夜间的剧院——常驻低鸣环境声、尘埃光束(F04);音效语言为「木质滑动声+机械伺服声+灯光提示音」,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)交代任务 → 关卡主题变体承载过程叙事 → 结算视频(C02)与结算面板收束;故事只做包装与节奏,不改变任何机制数值。\n- - F01 视角与镜头:固定正交俯视(90°),整张棋盘在默认窗口(1280×720)内全部可见,无跟随、无平移;镜头边界=棋盘外接矩形外加 8% 余量。\n- - F04 环境常驻效果:舞台区追光光束+浮尘粒子(低密度,不遮挡格线);后台区吊缆微摆;观众厅座椅尘埃。常驻效果纯表现层,不参与判定。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 剧院重新亮灯\nPurpose: create the Ending cinematic and satisfy the referenced game contract C02.\nSource visual requirement: Theater fully relit: stage, backstage and auditorium light up in sequence, an opening banner drops, the small brass robot bows center stage under a spotlight, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 剧院重新亮灯(Ending,10 秒,1280×720@24fps)\n- - 触发时机:第三关过关结算面板出现之前,每局一次\n- - 内容与角色场景:舞台、后台、观众厅三区灯组依次全亮,开幕横幅落下,「初幕」在追光下停在舞台中央鞠躬\n- - 资产对应:机器人、剧院三区与游戏内场景同源\n- - 可跳过:Esc/Enter 跳过 → 直接进入总结算面板;自然播完 → 进入总结算面板\n- - 状态一致:仅在真实达成三关后触发,与真实游戏进度一致\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: Theater fully relit: stage, backstage and auditorium light up in sequence, an opening banner drops, the small brass robot bows center stage under a spotlight, 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_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: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "finished_at": "2026-10-19T13:05:51.639818+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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