Upload Seedance CG videos for G018_portal_freight

#184
outputs/G018_portal_freight/assets/cg_video/G018_cg_001/meta_seedance.json ADDED
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+ {
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+ "task_id_input": "G018_cg_001",
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+ "game_id": "G018_portal_freight",
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+ "model": "bytedance/seedance-2",
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+ "prompt_schema": "cg_video_prompt.v1",
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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: G018_portal_freight\nWorld and visual bible:\n- - W01 世界与时代背景:近未来的深空物流时代,环轨货运枢纽「枢纽七号」负责中转殖民地补给;今夜自动分拣臂故障停机,滞留货物必须在天亮班次前人工归位。\n- - W02 场景所在地:枢纽七号的 B 区货运甲板——三间串联货运室(基础舱/联动舱/跨沟舱),门外是舷窗中的星空与港口灯。\n- - W03 玩家身份与当前任务:玩家是夜班货运调度员;当前任务:使用便携式成对传送门,把 7 件滞留货物全部送回对应泊位。\n- - W04 失败代价与结局表达:本作无失败态;放弃任务(返回开始界面)表达为「班次延误」的结算文案;完成则 C03 呈现货舱灯次第点亮的出港景象。\n- - W05 叙事来源:标准箱 S=殖民城市口粮周转箱;重箱 H=工业机床件(压板联动因它而设);长箱 L=跨班次联运长件(占双格);传送门=枢纽配备的「配对裂隙装置」,蓝橙成对。全部原创。\n- - W06 视觉风格与色彩材质:风格化科幻工业风;主色=冷白合金(#B8C4CC 系)+门橙蓝辉光(#E8722A/#2A7FE8);材质以哑光合金、警示条纹、发光门面为主;目标位用箱型色+字母标签。\n- - W07 环境氛围与声音语言:低重力感的寂静甲板——常驻气密舱低鸣与通风声;音效语言为「液压+传送嗡鸣+落地闷响(按重量分档)」,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)交代故障与任务 → 首次成功运输视频(C02)作为正反馈节点 → 结算视频(C03)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;鼠标控制偏航/俯仰(俯仰 ±80°);无镜头自动回正;抱重箱时镜头下沉 5°(模拟重量,见 F05);摄像机边界=货运室墙体碰撞体(不可穿出);R 室级重置后镜头回该室出生点朝向冻结初始角。\n- - F04 环境常驻效果:舷窗星光缓慢流动、通风口气流丝、目标位常亮标签;不遮挡门墙面与压板。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 空间货站开场\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: Orbital freight station at night through a viewport, robotic sorter arms spark and stall, a dispatcher picks up a paired rift device as seven berth lights blink, cool whites with orange-blue glow, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 空间货站开场(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由开始界面进入室1 之前,每局一次\n- - 内容与角色场景:枢纽七号货运甲板夜景,自动分拣臂火花停摆,调度员拿起成对传送门装置,7 件滞留货物泊位灯闪烁\n- - 资产对应:货运甲板、传送门、三类货箱与游戏内模型同源设计\n- - 可跳过:Esc/Enter 跳过 → 直接进入室1;自然播完 → 进入室1\n- - 状态一致:播放期间不推进任何游戏计时;进入状态=0/7 delivered\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: Orbital freight station at night through a viewport, robotic sorter arms spark and stall, a dispatcher picks up a paired rift device as seven berth lights blink, cool whites with orange-blue glow, 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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+ "aspect_ratio": "16:9",
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+ "duration": 10
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+ }
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+ "started_at": "2026-10-19T13:16:13.534633+00:00",
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+ "task_id": "c632f8bc396821723d8f7a117d3d9d55",
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+ "model": "bytedance/seedance-2",
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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: G018_portal_freight\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的深空物流时代,环轨货运枢纽「枢纽七号」负责中转殖民地补给;今夜自动分拣臂故障停机,滞留货物必须在天亮班次前人工归位。\\\\n- - W02 场景所在地:枢纽七号的 B 区货运甲板——三间串联货运室(基础舱/联动舱/跨沟舱),门外是舷窗中的星空与港口灯。\\\\n- - W03 玩家身份与当前任务:玩家是夜班货运调度员;当前任务:使用便携式成对传送门,把 7 件滞留货物全部送回对应泊位。\\\\n- - W04 失败代价与结局表达:本作无失败态;放弃任务(返回开始界面)表达为「班次延误」的结算文案;完成则 C03 呈现货舱灯次第点亮的出港景象。\\\\n- - W05 叙事来源:标准箱 S=殖民城市口粮周转箱;重箱 H=工业机床件(压板联动因它而设);长箱 L=跨班次联运长件(占双格);传送门=枢纽配备的「配对裂隙装置」,蓝橙成对。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化科幻工业风;主色=冷白合金(#B8C4CC 系)+门橙蓝辉光(#E8722A/#2A7FE8);材质以哑光合金、警示条纹、发光门面为主;目标位用箱型色+字母标签。\\\\n- - W07 环境氛围与声音语言:低重力感的寂静甲板——常驻气密舱低鸣与通风声;音效语言为「液压+传送嗡鸣+落地闷响(按重量分档)」,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)交代故障与任务 → 首次成功运输视频(C02)作为正反馈节点 → 结算视频(C03)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;鼠标控制偏航/俯仰(俯仰 ±80°);无镜头自动回正;抱重箱时镜头下沉 5°(模拟重量,见 F05);摄像机边界=货运室墙体碰撞体(不可穿出);R 室级重置后镜头回该室出生点朝向冻结初始角。\\\\n- - F04 环境常驻效果:舷窗星光缓慢流动、通风口气流丝、目标位常亮标签;不遮挡门墙面与压板。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 空间货站开场\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: Orbital freight station at night through a viewport, robotic sorter arms spark and stall, a dispatcher picks up a paired rift device as seven berth lights blink, cool whites with orange-blue glow, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 空间货站开场(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由开始界面进入室1 之前,每局一次\\\\n- - 内容与角色场景:枢纽七号货运甲板夜景,自动分拣臂火花停摆,调度员拿起成对传送门装置,7 件滞留货物泊位灯闪烁\\\\n- - 资产对应:货运甲板、传送门、三类货箱与游戏内模型同源设计\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入室1;自然播完 → 进入室1\\\\n- - 状态一致:播放期间不推进任何游戏计时;进入状态=0/7 delivered\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: Orbital freight station at night through a viewport, robotic sorter arms spark and stall, a dispatcher picks up a paired rift device as seven berth lights blink, cool whites with orange-blue glow, 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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+ }
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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: G018_portal_freight\nWorld and visual bible:\n- - W01 世界与时代背景:近未来的深空物流时代,环轨货运枢纽「枢纽七号」负责中转殖民地补给;今夜自动分拣臂故障停机,滞留货物必须在天亮班次前人工归位。\n- - W02 场景所在地:枢纽七号的 B 区货运甲板——三间串联货运室(基础舱/联动舱/跨沟舱),门外是舷窗中的星空与港口灯。\n- - W03 玩家身份与当前任务:玩家是夜班货运调度员;当前任务:使用便携式成对传送门,把 7 件滞留货物全部送回对应泊位。\n- - W04 失败代价与结局表达:本作无失败态;放弃任务(返回开始界面)表达为「班次延误」的结算文案;完成则 C03 呈现货舱灯次第点亮的出港景象。\n- - W05 叙事来源:标准箱 S=殖民城市口粮周转箱;重箱 H=工业机床件(压板联动因它而设);长箱 L=跨班次联运长件(占双格);传送门=枢纽配备的「配对裂隙装置」,蓝橙成对。全部原创。\n- - W06 视觉风格与色彩材质:风格化科幻工业风;主色=冷白合金(#B8C4CC 系)+门橙蓝辉光(#E8722A/#2A7FE8);材质以哑光合金、警示条纹、发光门面为主;目标位用箱型色+字母标签。\n- - W07 环境氛围与声音语言:低重力感的寂静甲板——常驻气密舱低鸣与通风声;音效语言为「液压+传送嗡鸣+落地闷响(按重量分档)」,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)交代故障与任务 → 首次成功运输视频(C02)作为正反馈节点 → 结算视频(C03)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;鼠标控制偏航/俯仰(俯仰 ±80°);无镜头自动回正;抱重箱时镜头下沉 5°(模拟重量,见 F05);摄像机边界=货运室墙体碰撞体(不可穿出);R 室级重置后镜头回该室出生点朝向冻结初始角。\n- - F04 环境常驻效果:舷窗星光缓慢流动、通风口气流丝、目标位常亮标签;不遮挡门墙面与压板。\n\n[CINEMATIC ROLE]\nType: Event\nName: 首次成功运输\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: A cargo crate slides out of a glowing rift into its berth, berth light turns green, station PA chime, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 首次成功运输(Event,6 秒,1280×720@24fps)\n- - 触发时机:首个 `delivered` 事件发生后的下一帧短暂插入(每局一次)\n- - 内容与角色场景:一件货箱穿门而出滑入泊位,泊位灯由红转绿,甲板广播「第 1 件归位」\n- - 资产对应:货箱、传送门、泊位与游戏内一致\n- - 可跳过:Esc 跳过 → 回到当前室继续;自然播完 → 回到当前室继续\n- - 状态一致:仅在真实 delivered 后触发,返回时箱位与进度不变\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: A cargo crate slides out of a glowing rift into its berth, berth light turns green, station PA chime, cinematic, original design, no text\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: 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: 6 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": 6
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+ }
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+ },
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+ "started_at": "2026-10-19T13:21:03.712038+00:00",
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+ "task_id": "e183e75ec5c7ba0057bec9c3f528d128",
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+ "status_response": {
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+ "taskId": "e183e75ec5c7ba0057bec9c3f528d128",
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+ "model": "bytedance/seedance-2",
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+ "state": "success",
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+ "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: G018_portal_freight\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的深空物流时代,环轨货运枢纽「枢纽七号」负责中转殖民地补给;今夜自动分拣臂故障停机,滞留货物必须在天亮班次前人工归位。\\\\n- - W02 场景所在地:枢纽七号的 B 区货运甲板——三间串联货运室(基础舱/联动舱/跨沟舱),门外是舷窗中的星空与港口灯。\\\\n- - W03 玩家身份与当前任务:玩家是夜班货运调度员;当前任务:使用便携式成对传送门,把 7 件滞留货物全部送回对应泊位。\\\\n- - W04 失败代价与结局表达:本作无失败态;放弃任务(返回开始界面)表达为「班次延误」的结算文案;完成则 C03 呈现货舱灯次第点亮的出港景象。\\\\n- - W05 叙事来源:标准箱 S=殖民城市口粮周转箱;重箱 H=工业机床件(压板联动因它而设);长箱 L=跨班次联运长件(占双格);传送门=枢纽配备的「配对裂隙装置」,蓝橙成对。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化科幻工业风;主色=冷白合金(#B8C4CC 系)+门橙蓝辉光(#E8722A/#2A7FE8);材质以哑光合金、警示条纹、发光门面为主;目标位用箱型色+字母标签。\\\\n- - W07 环境氛围与声音语言:低重力感的寂静甲板——常驻气密舱低鸣与通风声;音效语言为「液压+传送嗡鸣+落地闷响(按重量分档)」,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)交代故障与任务 → 首次成功运输视频(C02)作为正反馈节点 → 结算视频(C03)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;鼠标控制偏航/俯仰(俯仰 ±80°);无镜头自动回正;抱重箱时镜头下沉 5°(模拟重量,见 F05);摄像机边界=货运室墙体碰撞体(不可穿出);R 室级重置后镜头回该室出生点朝向冻结初始角。\\\\n- - F04 环境常驻效果:舷窗星光缓慢流动、通风口气流丝、目标位常亮标签;不遮挡门墙面与压板。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 首次成功运输\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: A cargo crate slides out of a glowing rift into its berth, berth light turns green, station PA chime, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 首次成功运输(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:首个 `delivered` 事件发生后的下一帧短暂插入(每局一次)\\\\n- - 内容与角色场景:一件货箱穿门而出滑入泊位,泊位灯由红转绿,甲板广播「第 1 件归位」\\\\n- - 资产对应:货箱、传送门、泊位与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 回到当前室继续;自然播完 → 回到当前室继续\\\\n- - 状态一致:仅在真实 delivered 后触发,返回时箱位与进度不变\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: A cargo crate slides out of a glowing rift into its berth, berth light turns green, station PA chime, cinematic, original design, no text\\\\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: 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: 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/1792416273697-n3wgjvush5.mp4\"]}",
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+ "completeTime": 1792416274692,
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+ "createTime": 1792416065553,
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+ "resultUrls": [
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+ "https://tempfile.aiquickdraw.com/seedance/1792416273697-n3wgjvush5.mp4"
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+ },
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+ "successFlag": 1,
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+ "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: G018_portal_freight\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:近未来的深空物流时代,环轨货运枢纽「枢纽七号」负责中转殖民地补给;今夜自动分拣臂故障停机,滞留货物必须在天亮班次前人工归位。\\\\n- - W02 场景所在地:枢纽七号的 B 区货运甲板——三间串联货运室(基础舱/联动舱/跨沟舱),门外是舷窗中的星空与港口灯。\\\\n- - W03 玩家身份与当前任务:玩家是夜班货运调度员;当前任务:使用便携式成对传送门,把 7 件滞留货物全部送回对应泊位。\\\\n- - W04 失败代价与结局表达:本作无失败态;放弃任务(返回开始界面)表达为「班次延误」的结算文案;完成则 C03 呈现货舱灯次第点亮的出港景象。\\\\n- - W05 叙事来源:标准箱 S=殖民城市口粮周转箱;重箱 H=工业机床件(压板联动因它而设);长箱 L=跨班次联运长件(占双格);传送门=枢纽配备的「配对裂隙装置」,蓝橙成对。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化科幻工业风;主色=冷白合金(#B8C4CC 系)+门橙蓝辉光(#E8722A/#2A7FE8);材质以哑光合金、警示条纹、发光门面为主;目标位用箱型色+字母标签。\\\\n- - W07 环境氛围与声音语言:低重力感的寂静甲板——常驻气密舱低鸣与通风声;音效语言为「液压+传送嗡鸣+落地闷响(按重量分档)」,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)交代故障与任务 → 首次成功运输视频(C02)作为正反馈节点 → 结算视频(C03)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;鼠标控制偏航/俯仰(俯仰 ±80°);无镜头自动回正;抱重箱时镜头下沉 5°(模拟重量,见 F05);摄像机边界=货运室墙体碰撞体(不可穿出);R 室级重置后镜头回该室出生点朝向冻结初始角。\\\\n- - F04 环境常驻效果:舷窗星光缓慢流动、通风口气流丝、目标位常亮标签;不遮挡门墙面与压板。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 首次成功运输\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: A cargo crate slides out of a glowing rift into its berth, berth light turns green, station PA chime, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 首次成功运输(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:首个 `delivered` 事件发生后的下一帧短暂插入(每局一次)\\\\n- - 内容与角色场景:一件货箱穿门而出滑入泊位,泊位灯由红转绿,甲板广播「第 1 件归位」\\\\n- - 资产对应:货箱、传送门、泊位与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 回到当前室继续;自然播完 → 回到当前室继续\\\\n- - 状态一致:仅在真实 delivered 后触发,返回时箱位与进度不变\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: A cargo crate slides out of a glowing rift into its berth, berth light turns green, station PA chime, cinematic, original design, no text\\\\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: 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: 6 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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+ "result_url": "https://tempfile.aiquickdraw.com/seedance/1792416273697-n3wgjvush5.mp4",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G018_cg_002__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G018_cg_002__seedance20.mp4",
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+ "native_video_bytes": 2708967,
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+ "video_bytes": 1292486,
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+ "finished_at": "2026-10-19T13:24:44.261067+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."
54
+ }
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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: G018_portal_freight\nWorld and visual bible:\n- - W01 世界与时代背景:近未来的深空物流时代,环轨货运枢纽「枢纽七号」负责中转殖民地补给;今夜自动分拣臂故障停机,滞留货物必须在天亮班次前人工归位。\n- - W02 场景所在地:枢纽七号的 B 区货运甲板——三间串联货运室(基础舱/联动舱/跨沟舱),门外是舷窗中的星空与港口灯。\n- - W03 玩家身份与当前任务:玩家是夜班货运调度员;当前任务:使用便携式成对传送门,把 7 件滞留货物全部送回对应泊位。\n- - W04 失败代价与结局表达:本作无失败态;放弃任务(返回开始界面)表达为「班次延误」的结算文案;完成则 C03 呈现货舱灯次第点亮的出港景象。\n- - W05 叙事来源:标准箱 S=殖民城市口粮周转箱;重箱 H=工业机床件(压板联动因它而设);长箱 L=跨班次联运长件(占双格);传送门=枢纽配备的「配对裂隙装置」,蓝橙成对。全部原创。\n- - W06 视觉风格与色彩材质:风格化科幻工业风;主色=冷白合金(#B8C4CC 系)+门橙蓝辉光(#E8722A/#2A7FE8);材质以哑光合金、警示条纹、发光门面为主;目标位用箱型色+字母标签。\n- - W07 环境氛围与声音语言:低重力感的寂静甲板——常驻气密舱低鸣与通风声;音效语言为「液压+传送嗡鸣+落地闷响(按重量分档)」,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)交代故障与任务 → 首次成功运输视频(C02)作为正反馈节点 → 结算视频(C03)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;鼠标控制偏航/俯仰(俯仰 ±80°);无镜头自动回正;抱重箱时镜头下沉 5°(模拟重量,见 F05);摄像机边界=货运室墙体碰撞体(不可穿出);R 室级重置后镜头回该室出生点朝向冻结初始角。\n- - F04 环境常驻效果:舷窗星光缓慢流动、通风口气流丝、目标位常亮标签;不遮挡门墙面与压板。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 全部货物出港\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: Seven berth lights all green, cargo hold gate opens, a supply ship departs against stars, the dispatcher watches it go, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 全部货物出港(Ending,10 秒,1280×720@24fps)\n- - 触发时机:室3 全部 delivered 后、结算面板之前,每局一次\n- - 内容与角色场景:七件货物泊位灯全绿,货舱闸门开启,调度员目视补给船离港\n- - 资产对应:甲板、货箱、泊位与游戏内一致\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\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: Seven berth lights all green, cargo hold gate opens, a supply ship departs against stars, the dispatcher watches it go, 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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+ "reference_video_urls": [],
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+ "return_last_frame": 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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+ "started_at": "2026-10-19T13:24:46.672515+00:00",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G018_cg_003__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G018_cg_003__seedance20.mp4",
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+ "finished_at": "2026-10-19T13:30:07.482566+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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