Upload Seedance CG videos for G017_lighthouse_prism
#183
by xiaotianqi05 - opened
- outputs/G017_lighthouse_prism/assets/cg_video/G017_cg_001/meta_seedance.json +54 -0
- outputs/G017_lighthouse_prism/assets/cg_video/G017_cg_001/video_seedance.mp4 +3 -0
- outputs/G017_lighthouse_prism/assets/cg_video/G017_cg_002/meta_seedance.json +54 -0
- outputs/G017_lighthouse_prism/assets/cg_video/G017_cg_002/video_seedance.mp4 +3 -0
outputs/G017_lighthouse_prism/assets/cg_video/G017_cg_001/meta_seedance.json
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{
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"task_id_input": "G017_cg_001",
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"game_id": "G017_lighthouse_prism",
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"model": "bytedance/seedance-2",
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"prompt_schema": "cg_video_prompt.v1",
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"prompt_sha256": "6c5318de10cd24f86c17e0e36a5e59e5c9d1de5aa769dff3eef2a92fab97fe7e",
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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: G017_lighthouse_prism\nWorld and visual bible:\n- - W01 世界与时代背景:架空的「雾潮湾」海岸线,蒸汽与光学并存的年代;百年灯塔「白汐塔」的棱镜阵列因海雾侵蚀而失准,夜间航线面临危险。\n- - W02 场景所在地:白汐塔顶层的棱镜校准室——三组棱镜阵列(教学组/合成组/主镜链组)沿塔室环形排布。\n- - W03 玩家身份与当前任务:玩家是守塔人学徒「汀」;当前任务:在夜幕降临前校准全部棱镜,让白汐塔重新亮起。\n- - W04 失败代价与结局表达:本作无失败态;若放弃校准(返回标题),结算文案表达「塔灯仍暗」;完成校准则 C02 呈现海岸重新亮灯。\n- - W05 叙事来源:镜面=塔内黄铜校准镜;遮挡板=防潮闸门;合成节点=塔心的水晶棱柱;接收器=航标灯座。全部物件与人物原创。\n- - W06 视觉风格与色彩材质:风格化低多边形+手绘质感;主色=暮色蓝灰(#3E5C76 系)+黄铜金(#C9A227 系);光束为高饱和发光材质;材质以黄铜、湿岩、玻璃为主。\n- - W07 环境氛围与声音语言:海雾弥漫的黄昏塔室——常驻海浪与雾号环境声;音效语言为「机械咔哒+玻璃谐音+航标确认音」,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)交代灯塔来信与任务 → 三组谜题难度递进承载过程 → 结算视频(C02)与结算面板收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定正交俯视(90°),当前组整组布局同屏全部可见;滚轮两档缩放(1.0×/1.35×),缩放以谜题组中心为锚;无平移;镜头边界=当前组网格外接矩形外加 8% 余量;缩放不改变判定。\n- - F04 环境常驻效果:塔室尘埃微粒、窗外海雾流动(低频循环,不遮挡光路格与 HUD)。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 灯塔来信\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: Dusk seascape, a letter blows through a lighthouse window, an apprentice keeper reads it and looks up at dark prism arrays, camera pushes toward the brass mirror ring, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 灯塔来信(Opening,8 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入组1 之前,每局一次\n- - 内容与角色场景:黄昏海面,一封信被海风送入白汐塔窗;守塔人学徒「汀」展开信件,抬头看到熄灭的棱镜阵列;镜头推向三组镜阵\n- - 资产对应:灯塔塔室、黄铜镜、合成棱柱与游戏内模型同源设计\n- - 可跳过:Esc/Enter 跳过 → 直接进入组1;自然播完 → 进入组1\n- - 状态一致:播放期间不推进任何游戏计时;进入状态=三组全未完成\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: Dusk seascape, a letter blows through a lighthouse window, an apprentice keeper reads it and looks up at dark prism arrays, camera pushes toward the brass mirror ring, 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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"reference_image_urls": [],
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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": 10
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}
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},
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"started_at": "2026-10-19T13:05:52.440634+00:00",
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"task_id": "35efc5b9695c730d4375715eaec75d95",
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"status_response": {
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"taskId": "35efc5b9695c730d4375715eaec75d95",
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"model": "bytedance/seedance-2",
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"state": "success",
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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: G017_lighthouse_prism\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的「雾潮湾」海岸线,蒸汽与光学并存的年代;百年灯塔「白汐塔」的棱镜阵列因海雾侵蚀而失准,夜间航线面临危险。\\\\n- - W02 场景所在地:白汐塔顶层的棱镜校准室——三组棱镜阵列(教学组/合成组/主镜链组)沿塔室环形排布。\\\\n- - W03 玩家身份与当前任务:玩家是守塔人学徒「汀」;当前任务:在夜幕降临前校准全部棱镜,让白汐塔重新亮起。\\\\n- - W04 失败代价与结局表达:本作无失败态;若放弃校准(返回标题),结算文案表达「塔灯仍暗」;完成校准则 C02 呈现海岸重新亮灯。\\\\n- - W05 叙事来源:镜面=塔内黄铜校准镜;遮挡板=防潮闸门;合成节点=塔心的水晶棱柱;接收器=航标灯座。全部物件与人物原创。\\\\n- - W06 视觉风格与色彩材质:风格化低多边形+手绘质感;主色=暮色蓝灰(#3E5C76 系)+黄铜金(#C9A227 系);光束为高饱和发光材质;材质以黄铜、湿岩、玻璃为主。\\\\n- - W07 环境氛围与声音语言:海雾弥漫的黄昏塔室——常驻海浪与雾号环境声;音效语言为「机械咔哒+玻璃谐音+航标确认音」,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)交代灯塔来信与任务 → 三组谜题难度递进承载过程 → 结算视频(C02)与结算面板收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正交俯视(90°),当前组整组布局同屏全部可见;滚轮两档缩放(1.0×/1.35×),缩放以谜题组中心为锚;无平移;镜头边界=当前组网格外接矩形外加 8% 余量;缩放不改变判定。\\\\n- - F04 环境常驻效果:塔室尘埃微粒、窗外海雾流动(低频循环,不遮挡光路格与 HUD)。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 灯塔来信\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: Dusk seascape, a letter blows through a lighthouse window, an apprentice keeper reads it and looks up at dark prism arrays, camera pushes toward the brass mirror ring, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 灯塔来信(Opening,8 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入组1 之前,每局一次\\\\n- - 内容与角色场景:黄昏海面,一封信被海风送入白汐塔窗;守塔人学徒「汀」展开信件,抬头看到熄灭的棱镜阵列;镜头推向三组镜阵\\\\n- - 资产对应:灯塔塔室、黄铜镜、合成棱柱与游戏内模型同源设计\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入组1;自然播完 → 进入组1\\\\n- - 状态一致:播放期间不推进任何游戏计时;进入状态=三组全未完成\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: Dusk seascape, a letter blows through a lighthouse window, an apprentice keeper reads it and looks up at dark prism arrays, camera pushes toward the brass mirror ring, 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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"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792415446926-hcerrcilzaa.mp4\"]}",
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"failCode": null,
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"failMsg": null,
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"costTime": 293,
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"completeTime": 1792415448081,
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"createTime": 1792415154709,
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"creditsConsumed": 410.0,
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"operationType": "bytedance/seedance-2",
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"response": {
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"resultUrls": [
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"https://tempfile.aiquickdraw.com/seedance/1792415446926-hcerrcilzaa.mp4"
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]
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},
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"successFlag": 1,
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"paramJson": "{\"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: G017_lighthouse_prism\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的「雾潮湾」海岸线,蒸汽与光学并存的年代;百年灯塔「白汐塔」的棱镜阵列因海雾侵蚀而失准,夜间航线面临危险。\\\\n- - W02 场景所在地:白汐塔顶层的棱镜校准室——三组棱镜阵列(教学组/合成组/主镜链组)沿塔室环形排布。\\\\n- - W03 玩家身份与当前任务:玩家是守塔人学徒「汀」;当前任务:在夜幕降临前校准全部棱镜,让白汐塔重新亮起。\\\\n- - W04 失败代价与结局表达:本作无失败态;若放弃校准(返回标题),结算文案表达「塔灯仍暗」;完成校准则 C02 呈现海岸重新亮灯。\\\\n- - W05 叙事来源:镜面=塔内黄铜校准镜;遮挡板=防潮闸门;合成节点=塔心的水晶棱柱;接收器=航标灯座。全部物件与人物原创。\\\\n- - W06 视觉风格与色彩材质:风格化低多边形+手绘质感;主色=暮色蓝灰(#3E5C76 系)+黄铜金(#C9A227 系);光束为高饱和发光材质;材质以黄铜、湿岩、玻璃为主。\\\\n- - W07 环境氛围与声音语言:海雾弥漫的黄昏塔室——常驻海浪与雾号环境声;音效语言为「机械咔哒+玻璃谐音+航标确认音」,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)交代灯塔来信与任务 → 三组谜题难度递进承载过程 → 结算视频(C02)与结算面板收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正交俯视(90°),当前组整组布局同屏全部可见;滚轮两档缩放(1.0×/1.35×),缩放以谜题组中心为锚;无平移;镜头边界=当前组网格外接矩形外加 8% 余量;缩放不改变判定。\\\\n- - F04 环境常驻效果:塔室尘埃微粒、窗外海雾流动(低频循环,不遮挡光路格与 HUD)。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 灯塔来信\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: Dusk seascape, a letter blows through a lighthouse window, an apprentice keeper reads it and looks up at dark prism arrays, camera pushes toward the brass mirror ring, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 灯塔来信(Opening,8 秒,1280×720@24fps)\\\\n- - 触发时机:首次由标题进入组1 之前,每局一次\\\\n- - 内容与角色场景:黄昏海面,一封信被海风送入白汐塔窗;守塔人学徒「汀」展开信件,抬头看到熄灭的棱镜阵列;镜头推向三组镜阵\\\\n- - 资产对应:灯塔塔室、黄铜镜、合成棱柱与游戏内模型同源设计\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入组1;自然播完 → 进入组1\\\\n- - 状态一致:播放期间不推进任何游戏计时;进入状态=三组全未完成\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: Dusk seascape, a letter blows through a lighthouse window, an apprentice keeper reads it and looks up at dark prism arrays, camera pushes toward the brass mirror ring, 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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},
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"result_url": "https://tempfile.aiquickdraw.com/seedance/1792415446926-hcerrcilzaa.mp4",
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"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G017_cg_001__seedance20.native.mp4",
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"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G017_cg_001__seedance20.mp4",
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"native_video_bytes": 3711461,
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"video_bytes": 1763170,
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"credits_consumed": 410.0,
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"finished_at": "2026-10-19T13:11:11.700093+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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outputs/G017_lighthouse_prism/assets/cg_video/G017_cg_001/video_seedance.mp4
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version https://git-lfs.github.com/spec/v1
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oid sha256:e045bd83d87ecdd32dd1c6fb77d354a10066d24d0cce1f5715c6d3031b977baa
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size 1763170
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outputs/G017_lighthouse_prism/assets/cg_video/G017_cg_002/meta_seedance.json
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| 1 |
+
{
|
| 2 |
+
"task_id_input": "G017_cg_002",
|
| 3 |
+
"game_id": "G017_lighthouse_prism",
|
| 4 |
+
"model": "bytedance/seedance-2",
|
| 5 |
+
"prompt_schema": "cg_video_prompt.v1",
|
| 6 |
+
"prompt_sha256": "746dc1aae228c61573514bab755b3265260d748e627e17e4028c111fa90c4d34",
|
| 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: G017_lighthouse_prism\nWorld and visual bible:\n- - W01 世界与时代背景:架空的「雾潮湾」海岸线,蒸汽与光学并存的年代;百年灯塔「白汐塔」的棱镜阵列因海雾侵蚀而失准,夜间航线面临危险。\n- - W02 场景所在地:白汐塔顶层的棱镜校准室——三组棱镜阵列(教学组/合成组/主镜链组)沿塔室环形排布。\n- - W03 玩家身份与当前任务:玩家是守塔人学徒「汀」;当前任务:在夜幕降临前校准全部棱镜,让白汐塔重新亮起。\n- - W04 失败代价与结局表达:本作无失败态;若放弃校准(返回标题),结算文案表达「塔灯仍暗」;完成校准则 C02 呈现海岸重新亮灯。\n- - W05 叙事来源:镜面=塔内黄铜校准镜;遮挡板=防潮闸门;合成节点=塔心的水晶棱柱;接收器=航标灯座。全部物件与人物原创。\n- - W06 视觉风格与色彩材质:风格化低多边形+手绘质感;主色=暮色蓝灰(#3E5C76 系)+黄铜金(#C9A227 系);光束为高饱和发光材质;材质以黄铜、湿岩、玻璃为主。\n- - W07 环境氛围与声音语言:海雾弥漫的黄昏塔室——常驻海浪与雾号环境声;音效语言为「机械咔哒+玻璃谐音+航标确认音」,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)交代灯塔来信与任务 → 三组谜题难度递进承载过程 → 结算视频(C02)与结算面板收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:固定正交俯视(90°),当前组整组布局同屏全部可见;滚轮两档缩放(1.0×/1.35×),缩放以谜题组中心为锚;无平移;镜头边界=当前组网格外接矩形外加 8% 余量;缩放不改变判定。\n- - F04 环境常驻效果:塔室尘埃微粒、窗外海雾流动(低频循环,不遮挡光路格与 HUD)。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 海岸重新亮灯\nPurpose: create the Ending cinematic and satisfy the referenced game contract C02.\nSource visual requirement: Lighthouse beam sweeps alive layer by layer, light washes over dark waves, a distant ship answers with its horn, the apprentice waves from the gallery, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 海岸重新亮灯(Ending,10 秒,1280×720@24fps)\n- - 触发时机:三组全部完成后、结算面板出现之前,每局一次\n- - 内容与角色场景:白汐塔光束逐层亮起扫过海面,远处航船鸣笛回应,「汀」在塔顶向海挥手\n- - 资产对应:灯塔、光束、海面与游戏内场景同源\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:仅在真实达成 V01 后触发\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: Lighthouse beam sweeps alive layer by layer, light washes over dark waves, a distant ship answers with its horn, the apprentice waves from the gallery, 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.",
|
| 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": 10
|
| 20 |
+
}
|
| 21 |
+
},
|
| 22 |
+
"started_at": "2026-10-19T13:11:13.484617+00:00",
|
| 23 |
+
"task_id": "f6a82b06872126217044866341584c2b",
|
| 24 |
+
"status_response": {
|
| 25 |
+
"taskId": "f6a82b06872126217044866341584c2b",
|
| 26 |
+
"model": "bytedance/seedance-2",
|
| 27 |
+
"state": "success",
|
| 28 |
+
"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: G017_lighthouse_prism\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的「雾潮湾」海岸线,蒸汽与光学并存的年代;百年灯塔「白汐塔」的棱镜阵列因海雾侵蚀而失准,夜间航线面临危险。\\\\n- - W02 场景所在地:白汐塔顶层的棱镜校准室——三组棱镜阵列(教学组/合成组/主镜链组)沿塔室环形排布。\\\\n- - W03 玩家身份与当前任务:玩家是守塔人学徒「汀」;当前任务:在夜幕降临前校准全部棱镜,让白汐塔重新亮起。\\\\n- - W04 失败代价与结局表达:本作无失败态;若放弃校准(返回标题),结算文案表达「塔灯仍暗」;完成校准则 C02 呈现海岸重新亮灯。\\\\n- - W05 叙事来源:镜面=塔内黄铜校准镜;遮挡板=防潮闸门;合成节点=塔心的水晶棱柱;接收器=航标灯座。全部物件与人物原创。\\\\n- - W06 视觉风格与色彩材质:风格化低多边形+手绘质感;主色=暮色蓝灰(#3E5C76 系)+黄铜金(#C9A227 系);光束为高饱和发光材质;材质以黄铜、湿岩、玻璃为主。\\\\n- - W07 环境氛围与声音语言:海雾弥漫的黄昏塔室——常驻海浪与雾号环境声;音效语言为「机械咔哒+玻璃谐音+航标确认音」,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)交代灯塔来信与任务 → 三组谜题难度递进承载过程 → 结算视频(C02)与结算面板收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正交俯视(90°),当前组整组布局同屏全部可见;滚轮两档缩放(1.0×/1.35×),缩放以谜题组中心为锚;无平移;镜头边界=当前组网格外接矩形外加 8% 余量;缩放不改变判定。\\\\n- - F04 环境常驻效果:塔室尘埃微粒、窗外海雾流动(低频循环,不遮挡光路格与 HUD)。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 海岸重新亮灯\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: Lighthouse beam sweeps alive layer by layer, light washes over dark waves, a distant ship answers with its horn, the apprentice waves from the gallery, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 海岸重新亮灯(Ending,10 秒,1280×720@24fps)\\\\n- - 触发时机:三组全部完成后、结算面板出现之前,每局一次\\\\n- - 内容与角色场景:白汐塔光束逐层亮起扫过海面,远处航船鸣笛回应,「汀」在塔顶向海挥手\\\\n- - 资产对应:灯塔、光束、海面与游戏内场景同源\\\\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:仅在真实达成 V01 后触发\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: Lighthouse beam sweeps alive layer by layer, light washes over dark waves, a distant ship answers with its horn, the apprentice waves from the gallery, 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.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
|
| 29 |
+
"resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792415752440-tk8j2urrzt.mp4\"]}",
|
| 30 |
+
"failCode": null,
|
| 31 |
+
"failMsg": null,
|
| 32 |
+
"costTime": 277,
|
| 33 |
+
"completeTime": 1792415753674,
|
| 34 |
+
"createTime": 1792415476413,
|
| 35 |
+
"creditsConsumed": 410.0,
|
| 36 |
+
"operationType": "bytedance/seedance-2",
|
| 37 |
+
"response": {
|
| 38 |
+
"resultUrls": [
|
| 39 |
+
"https://tempfile.aiquickdraw.com/seedance/1792415752440-tk8j2urrzt.mp4"
|
| 40 |
+
]
|
| 41 |
+
},
|
| 42 |
+
"successFlag": 1,
|
| 43 |
+
"paramJson": "{\"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: G017_lighthouse_prism\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的「雾潮湾」海岸线,蒸汽与光学并存的年代;百年灯塔「白汐塔」的棱镜阵列因海雾侵蚀而失准,夜间航线面临危险。\\\\n- - W02 场景所在地:白汐塔顶层的棱镜校准室——三组棱镜阵列(教学组/合成组/主镜链组)沿塔室环形排布。\\\\n- - W03 玩家身份与当前任务:玩家是守塔人学徒「汀」;当前任务:在夜幕降临前校准全部棱镜,让白汐塔重新亮起。\\\\n- - W04 失败代价与结局表达:本作无失败态;若放弃校准(返回标题),结算文案表达「塔灯仍暗」;完成校准则 C02 呈现海岸重新亮灯。\\\\n- - W05 叙事来源:镜面=塔内黄铜校准镜;遮挡板=防潮闸门;合成节点=塔心的水晶棱柱;接收器=航标灯座。全部物件与人物原创。\\\\n- - W06 视觉风格与色彩材质:风格化低多边形+手绘质感;主色=暮色蓝灰(#3E5C76 系)+黄铜金(#C9A227 系);光束为高饱和发光材质;材质以黄铜、湿岩、玻璃为主。\\\\n- - W07 环境氛围与声音语言:海雾弥漫的黄昏塔室——常驻海浪与雾号环境声;音效语言为「机械咔哒+玻璃谐音+航标确认音」,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)交代灯塔来信与任务 → 三组谜题难度递进承载过程 → 结算视频(C02)与结算面板收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:固定正交俯视(90°),当前组整组布局同屏全部可见;滚轮两档缩放(1.0×/1.35×),缩放以谜题组中心为锚;无平移;镜头边界=当前组网格外接矩形外加 8% 余量;缩放不改变判定。\\\\n- - F04 环境常驻效果:塔室尘埃微粒、窗外海雾流动(低频循环,不遮挡光路格与 HUD)。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 海岸重新亮灯\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: Lighthouse beam sweeps alive layer by layer, light washes over dark waves, a distant ship answers with its horn, the apprentice waves from the gallery, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 海岸重新亮灯(Ending,10 秒,1280×720@24fps)\\\\n- - 触发时机:三组全部完成后、结算面板出现之前,每局一次\\\\n- - 内容与角色场景:白汐塔光束逐层亮起扫过海面,远处航船鸣笛回应,「汀」在塔顶向海挥手\\\\n- - 资产对应:灯塔、光束、海面与游戏内场景同源\\\\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:仅在真实达成 V01 后触发\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: Lighthouse beam sweeps alive layer by layer, light washes over dark waves, a distant ship answers with its horn, the apprentice waves from the gallery, 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.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}"
|
| 44 |
+
},
|
| 45 |
+
"result_url": "https://tempfile.aiquickdraw.com/seedance/1792415752440-tk8j2urrzt.mp4",
|
| 46 |
+
"native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G017_cg_002__seedance20.native.mp4",
|
| 47 |
+
"video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G017_cg_002__seedance20.mp4",
|
| 48 |
+
"native_video_bytes": 4209090,
|
| 49 |
+
"video_bytes": 1982683,
|
| 50 |
+
"credits_consumed": 410.0,
|
| 51 |
+
"finished_at": "2026-10-19T13:16:12.931124+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/G017_lighthouse_prism/assets/cg_video/G017_cg_002/video_seedance.mp4
ADDED
|
@@ -0,0 +1,3 @@
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|
| 1 |
+
version https://git-lfs.github.com/spec/v1
|
| 2 |
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oid sha256:1a6c3afdb9d19b2914ec6ea80b4461bafe72d460f12852eedcc60329835c9431
|
| 3 |
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size 1982683
|