Upload Seedance CG videos for G019_clockwork_clones

#185
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+ {
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+ "task_id_input": "G019_cg_001",
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+ "game_id": "G019_clockwork_clones",
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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: G019_clockwork_clones\nWorld and visual bible:\n- - W01 世界与时代背景:发条与齿轮驱动的架空年代;老城钟楼下的「辰枢坊」是大钟的机枢工坊,今夜整点报时机枢停摆,天亮前必须修复。\n- - W02 场景所在地:辰枢坊内部三间实验房——基础间、时序间、驻守间,均以黄铜齿轮墙与悬摆装饰。\n- - W03 玩家身份与当前任务:玩家是钟表匠学徒「阿枢」;当前任务:使用师父留下的「时影装置」录制自身动作、生成时影分身,独自完成需要两人协作的机关修复。\n- - W04 失败代价与结局表达:超时=天亮前来不及上弦,大钟停摆一日(结算文案);完成则 C03 呈现大钟重新走时、全城钟声齐鸣。\n- - W05 叙事来源:时影装置=师父的未竟发明(分身因此为半透明时影);双压板/时序开关/驻守开关=机枢检修流程中需要双人配合的工序;升降台=齿轮配重升降检修台。全部原创。\n- - W06 视觉风格与色彩材质:风格化蒸汽钟表风;主色=黄铜金(#B08D4F 系)+深胡桃木(#5A4632 系)+时影青蓝(#57B8C9 半透明);材质以黄铜、胡桃木、磨砂玻璃为主。\n- - W07 环境氛围与声音语言:深夜工坊的滴答与齿轮低鸣——常驻发条环境声;音效语言为「发条上弦+齿轮咔哒+时影嗡鸣」,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)交代停摆与装置 → 首次协作视频(C02)作为能力获得节点 → 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:第三人称斜后方跟随(距离 4 米、高度 2.2 米),鼠标水平旋转视角(±180°),俯仰不可用;镜头跟随平滑插值 0.1 秒;镜头边界=房间墙体的相机碰撞体(不穿墙);R 房级重置后镜头回该房出生点冻结初始角。\n- - F04 环境常驻效果:悬摆缓慢摆动、齿轮墙缓慢旋转、时影装置待机微光;不遮挡机关判定区。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 钟表工坊开场\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: Clock tower workshop at night, a great clock's hands frozen, an apprentice takes a brass echo device from a drawer as gear walls turn slowly, warm brass palette, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 钟表工坊开场(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由开始界面进入房1 之前,每局一次\n- - 内容与角色场景:夜色钟楼下的辰枢坊,大钟指针停摆,学徒「阿枢」从抽屉取出时影装置,齿轮墙缓缓转动\n- - 资产对应:工坊、时影装置、齿轮墙与游戏内模型同源设计\n- - 可跳过:Esc/Enter 跳过 → 直接进入房1;自然播完 → 进入房1\n- - 状态一致:播放期间不推进任何游戏计时;进入状态=三房全未完成\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: Clock tower workshop at night, a great clock's hands frozen, an apprentice takes a brass echo device from a drawer as gear walls turn slowly, warm brass 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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+ "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": "2026-10-19T13:30:08.711705+00:00",
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+ "task_id": "b5d24d85b690c4b58c050b121af76a52",
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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: G019_clockwork_clones\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与齿轮驱动的架空年代;老城钟楼下的「辰枢坊」是大钟的机枢工坊,今夜整点报时机枢停摆,天亮前必须修复。\\\\n- - W02 场景所在地:辰枢坊内部三间实验房——基础间、时序间、驻守间,均以黄铜齿轮墙与悬摆装饰。\\\\n- - W03 玩家身份与当前任务:玩家是钟表匠学徒「阿枢」;当前任务:使用师父留下的「时影装置」录制自身动作、生成时影分身,独自完成需要两人协作的机关修复。\\\\n- - W04 失败代价与结局表达:超时=天亮前来不及上弦,大钟停摆一日(结算文案);完成则 C03 呈现大钟重新走时、全城钟声齐鸣。\\\\n- - W05 叙事来源:时影装置=师父的未竟发明(分身因此为半透明时影);双压板/时序开关/驻守开关=机枢检修流程中需要双人配合的工序;升降台=齿轮配重升降检修台。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化蒸汽钟表风;主色=黄铜金(#B08D4F 系)+深胡桃木(#5A4632 系)+时影青蓝(#57B8C9 半透明);材质以黄铜、胡桃木、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:深夜工坊的滴答与齿轮低鸣——常驻发条环境声;音效语言为「发条上弦+齿轮咔哒+时影嗡鸣」,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)交代停摆与装置 → 首次协作视频(C02)作为能力获得节点 → 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:第三人称斜后方跟随(距离 4 米、高度 2.2 米),鼠标水平旋转视角(±180°),俯仰不可用;镜头跟随平滑插值 0.1 秒;镜头边界=房间墙体的相机碰撞体(不穿墙);R 房级重置后镜头回该房出生点冻结初始角。\\\\n- - F04 环境常驻效果:悬摆缓慢摆动、齿轮墙缓慢旋转、时影装置待机微光;不遮挡机关判定区。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 钟表工坊开场\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: Clock tower workshop at night, a great clock's hands frozen, an apprentice takes a brass echo device from a drawer as gear walls turn slowly, warm brass palette, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 钟表工坊开场(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由开始界面进入房1 之前,每局一次\\\\n- - 内容与角色场景:夜色钟楼下的辰枢坊,大钟指针停摆,学徒「阿枢」从抽屉取出时影装置,齿轮墙缓缓转动\\\\n- - 资产对应:工坊、时影装置、齿轮墙与游戏内模型同源设计\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入房1;自然播完 → 进入房1\\\\n- - 状态一致:播放期间不推进任何游戏计时;进入状态=三房全未完成\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: Clock tower workshop at night, a great clock's hands frozen, an apprentice takes a brass echo device from a drawer as gear walls turn slowly, warm brass 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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+ "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: G019_clockwork_clones\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与齿轮驱动的架空年代;老城钟楼下的「辰枢坊」是大钟的机枢工坊,今夜整点报时机枢停摆,天亮前必须修复。\\\\n- - W02 场景所在地:辰枢坊内部三间实验房——基础间、时序间、驻守间,均以黄铜齿轮墙与悬摆装饰。\\\\n- - W03 玩家身份与当前任务:玩家是钟表匠学徒「阿枢」;当前任务:使用师父留下的「时影装置」录制自身动作、生成时影分身,独自完成需要两人协作的机关修复。\\\\n- - W04 失败代价与结局表达:超时=天亮前来不及上弦,大钟停摆一日(结算文案);完成则 C03 呈现大钟重新走时、全城钟声齐鸣。\\\\n- - W05 叙事来源:时影装置=师父的未竟发明(分身因此为半透明时影);双压板/时序开关/驻守开关=机枢检修流程中需要双人配合的工序;升降台=齿轮配重升降检修台。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化蒸汽钟表风;主色=黄铜金(#B08D4F 系)+深胡桃木(#5A4632 系)+时影青蓝(#57B8C9 半透明);材质以黄铜、胡桃木、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:深夜工坊的滴答与齿轮低鸣——常驻发条环境声;音效语言为「发条上弦+齿轮咔哒+时影嗡鸣」,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)交代停摆与装置 → 首次协作视频(C02)作为能力获得节点 → 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:第三人称斜后方跟随(距离 4 米、高度 2.2 米),鼠标水平旋转视角(±180°),俯仰不可用;镜头跟随平滑插值 0.1 秒;镜头边界=房间墙体的相机碰撞体(不穿墙);R 房级重置后镜头回该房出生点冻结初始角。\\\\n- - F04 环境常驻效果:悬摆缓慢摆动、齿轮墙缓慢旋转、时影装置待机微光;不遮挡机关判定区。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 钟表工坊开场\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: Clock tower workshop at night, a great clock's hands frozen, an apprentice takes a brass echo device from a drawer as gear walls turn slowly, warm brass palette, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 钟表工坊开场(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由开始界面进入房1 之前,每局一次\\\\n- - 内容与角色场景:夜色钟楼下的辰枢坊,大钟指针停摆,学徒「阿枢」从抽屉取出时影装置,齿轮墙缓缓转动\\\\n- - 资产对应:工坊、时影装置、齿轮墙与游戏内模型同源设计\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入房1;自然播完 → 进入房1\\\\n- - 状态一致:播放期间不推进任何游戏计时;进入状态=三房全未完成\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: Clock tower workshop at night, a great clock's hands frozen, an apprentice takes a brass echo device from a drawer as gear walls turn slowly, warm brass 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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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G019_cg_001__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G019_cg_001__seedance20.mp4",
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+ "finished_at": "2026-10-19T13:41:09.990588+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: G019_clockwork_clones\nWorld and visual bible:\n- - W01 世界与时代背景:发条与齿轮驱动的架空年代;老城钟楼下的「辰枢坊」是大钟的机枢工坊,今夜整点报时机枢停摆,天亮前必须修复。\n- - W02 场景所在地:辰枢坊内部三间实验房——基础间、时序间、驻守间,均以黄铜齿轮墙与悬摆装饰。\n- - W03 玩家身份与当前任务:玩家是钟表匠学徒「阿枢」;当前任务:使用师父留下的「时影装置」录制自身动作、生成时影分身,独自完成需要两人协作的机关修复。\n- - W04 失败代价与结局表达:超时=天亮前来不及上弦,大钟停摆一日(结算文案);完成则 C03 呈现大钟重新走时、全城钟声齐鸣。\n- - W05 叙事来源:时影装置=师父的未竟发明(分身因此为半透明时影);双压板/时序开关/驻守开关=机枢检修流程中需要双人配合的工序;升降台=齿轮配重升降检修台。全部原创。\n- - W06 视觉风格与色彩材质:风格化蒸汽钟表风;主色=黄铜金(#B08D4F 系)+深胡桃木(#5A4632 系)+时影青蓝(#57B8C9 半透明);材质以黄铜、胡桃木、磨砂玻璃为主。\n- - W07 环境氛围与声音语言:深夜工坊的滴答与齿轮低鸣——常驻发条环境声;音效语言为「发条上弦+齿轮咔哒+时影嗡鸣」,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)交代停摆与装置 → 首次协作视频(C02)作为能力获得节点 → 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:第三人称斜后方跟随(距离 4 米、高度 2.2 米),鼠标水平旋转视角(±180°),俯仰不可用;镜头跟随平滑插值 0.1 秒;镜头边界=房间墙体的相机碰撞体(不穿墙);R 房级重置后镜头回该房出生点冻结初始角。\n- - F04 环境常驻效果:悬摆缓慢摆动、齿轮墙缓慢旋转、时影装置待机微光;不遮挡机关判定区。\n\n[CINEMATIC ROLE]\nType: Event\nName: 时间分身首次协作\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: A translucent teal echo duplicate presses one pressure plate while the apprentice presses the other, a gate lifts and the device dial flashes a joined scale, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 时间分身首次协作(Event,6 秒,1280×720@24fps)\n- - 触发时机:首次双压板同承重开门事件后的下一帧短暂插入(每局一次)\n- - 内容与角色场景:时影分身与本体同时踩下双压板,门扉升起,装置表盘亮起「协作成立」刻度\n- - 资产对应:本体、分身、压板、门与游戏内一致\n- - 可跳过:Esc 跳过 → 回到房1 继续;自然播完 → 回到房1 继续\n- - 状态一致:仅在真实同步开门后触发,返回时机关状态不变\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: A translucent teal echo duplicate presses one pressure plate while the apprentice presses the other, a gate lifts and the device dial flashes a joined scale, 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_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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+ "started_at": "2026-10-19T13:41:10.952352+00:00",
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+ "status_response": {
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+ "taskId": "eb1d25e15814ea4bb3d7da5ca09c96ec",
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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: G019_clockwork_clones\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与齿轮驱动的架空年代;老城钟楼下的「辰枢坊」是大钟的机枢工坊,今夜整点报时机枢停摆,天亮前必须修复。\\\\n- - W02 场景所在地:辰枢坊内部三间实验房——基础间、时序间、驻守间,均以黄铜齿轮墙与悬摆装饰。\\\\n- - W03 玩家身份与当前任务:玩家是钟表匠学徒「阿枢」;当前任务:使用师父留下的「时影装置」录制自身动作、生成时影分身,独自完成需要两人协作的机关修复。\\\\n- - W04 失败代价与结局表达:超时=天亮前来不及上弦,大钟停摆一日(结算文案);完成则 C03 呈现大钟重新走时、全城钟声齐鸣。\\\\n- - W05 叙事来源:时影装置=师父的未竟发明(分身因此为半透明时影);双压板/时序开关/驻守开关=机枢检修流程中需要双人配合的工序;升降台=齿轮配重升降检修台。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化蒸汽钟表风;主色=黄铜金(#B08D4F 系)+深胡桃木(#5A4632 系)+时影青蓝(#57B8C9 半透明);材质以黄铜、胡桃木、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:深夜工坊的滴答与齿轮低鸣——常驻发条环境声;音效语言为「发条上弦+齿轮咔哒+时影嗡鸣」,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)交代停摆与装置 → 首次协作视频(C02)作为能力获得节点 → 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:第三人称斜后方跟随(距离 4 米、高度 2.2 米),鼠标水平旋转视角(±180°),俯仰不可用;镜头跟随平滑插值 0.1 秒;镜头边界=房间墙体的相机碰撞体(不穿墙);R 房级重置后镜头回该房出生点冻结初始角。\\\\n- - F04 环境常驻效果:悬摆缓慢摆动、齿轮墙缓慢旋转、时影装置待机微光;不遮挡机关判定区。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 时间分身首次协作\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: A translucent teal echo duplicate presses one pressure plate while the apprentice presses the other, a gate lifts and the device dial flashes a joined scale, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 时间分身首次协作(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:首次双压板同承重开门事件后的下一帧短暂插入(每局一次)\\\\n- - 内容与角色场景:时影分身与本体同时踩下双压板,门扉升起,装置表盘亮起「协作成立」刻度\\\\n- - 资产对应:本体、分身、压板、门与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 回到房1 继续;自然播完 → 回到房1 继续\\\\n- - 状态一致:仅在真实同步开门后触发,返回时机关状态不变\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: A translucent teal echo duplicate presses one pressure plate while the apprentice presses the other, a gate lifts and the device dial flashes a joined scale, 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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+ "resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792417627740-h87s5alr2st.mp4\"]}",
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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: G019_clockwork_clones\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与齿轮驱动的架空年代;老城钟楼下的「辰枢坊」是大钟的机枢工坊,今夜整点报时机枢停摆,天亮前必须修复。\\\\n- - W02 场景所在地:辰枢坊内部三间实验房——基础间、时序间、驻守间,均以黄铜齿轮墙与悬摆装饰。\\\\n- - W03 玩家身份与当前任务:玩家是钟表匠学徒「阿枢」;当前任务:使用师父留下的「时影装置」录制自身动作、生成时影分身,独自完成需要两人协作的机关修复。\\\\n- - W04 失败代价与结局表达:超时=天亮前来不及上弦,大钟停摆一日(结算文案);完成则 C03 呈现大钟重新走时、全城钟声齐鸣。\\\\n- - W05 叙事来源:时影装置=师父的未竟发明(分身因此为半透明时影);双压板/时序开关/驻守开关=机枢检修流程中需要双人配合的工序;升降台=齿轮配重升降检修台。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化蒸汽钟表风;主色=黄铜金(#B08D4F 系)+深胡桃木(#5A4632 系)+时影青蓝(#57B8C9 半透明);材质以黄铜、胡桃木、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:深夜工坊的滴答与齿轮低鸣——常驻发条环境声;音效语言为「发条上弦+齿轮咔哒+时影嗡鸣」,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)交代停摆与装置 → 首次协作视频(C02)作为能力获得节点 → 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:第三人称斜后方跟随(距离 4 米、高度 2.2 米),鼠标水平旋转视角(±180°),俯仰不可用;镜头跟随平滑插值 0.1 秒;镜头边界=房间墙体的相机碰撞体(不穿墙);R 房级重置后镜头回该房出生点冻结初始角。\\\\n- - F04 环境常驻效果:悬摆缓慢摆动、齿轮墙缓慢旋转、时影装置待机微光;不遮挡机关判定区。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 时间分身首次协作\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: A translucent teal echo duplicate presses one pressure plate while the apprentice presses the other, a gate lifts and the device dial flashes a joined scale, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 时间分身首次协作(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:首次双压板同承重开门事件后的下一帧短暂插入(每局一次)\\\\n- - 内容与角色场景:时影分身与本体同时踩下双压板,门扉升起,装置表盘亮起「协作成立」刻度\\\\n- - 资产对应:本体、分身、压板、门与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 回到房1 继续;自然播完 → 回到房1 继续\\\\n- - 状态一致:仅在真实同步开门后触发,返回时机关状态不变\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: A translucent teal echo duplicate presses one pressure plate while the apprentice presses the other, a gate lifts and the device dial flashes a joined scale, 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/1792417627740-h87s5alr2st.mp4",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G019_cg_002__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G019_cg_002__seedance20.mp4",
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+ "finished_at": "2026-10-19T13:47:21.387125+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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+ "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: G019_clockwork_clones\nWorld and visual bible:\n- - W01 世界与时代背景:发条与齿轮驱动的架空年代;老城钟楼下的「辰枢坊」是大钟的机枢工坊,今夜整点报时机枢停摆,天亮前必须修复。\n- - W02 场景所在地:辰枢坊内部三间实验房——基础间、时序间、驻守间,均以黄铜齿轮墙与悬摆装饰。\n- - W03 玩家身份与当前任务:玩家是钟表匠学徒「阿枢」;当前任务:使用师父留下的「时影装置」录制自身动作、生成时影分身,独自完成需要两人协作的机关修复。\n- - W04 失败代价与结局表达:超时=天亮前来不及上弦,大钟停摆一日(结算文案);完成则 C03 呈现大钟重新走时、全城钟声齐鸣。\n- - W05 叙事来源:时影装置=师父的未竟发明(分身因此为半透明时影);双压板/时序开关/驻守开关=机枢检修流程中需要双人配合的工序;升降台=齿轮配重升降检修台。全部原创。\n- - W06 视觉风格与色彩材质:风格化蒸汽钟表风;主色=黄铜金(#B08D4F 系)+深胡桃木(#5A4632 系)+时影青蓝(#57B8C9 半透明);材质以黄铜、胡桃木、磨砂玻璃为主。\n- - W07 环境氛围与声音语言:深夜工坊的滴答与齿轮低鸣——常驻发条环境声;音效语言为「发条上弦+齿轮咔哒+时影嗡鸣」,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)交代停摆与装置 → 首次协作视频(C02)作为能力获得节点 → 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:第三人称斜后方跟随(距离 4 米、高度 2.2 米),鼠标水平旋转视角(±180°),俯仰不可用;镜头跟随平滑插值 0.1 秒;镜头边界=房间墙体的相机碰撞体(不穿墙);R 房级重置后镜头回该房出生点冻结初始角。\n- - F04 环境常驻效果:悬摆缓慢摆动、齿轮墙缓慢旋转、时影装置待机微光;不遮挡机关判定区。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 大钟重新走时\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: The frozen clock tower hands start moving, bells ring across a sleeping town, the apprentice pushes the workshop door open into dawn light, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 大钟重新走时(Ending,10 秒,1280×720@24fps)\n- - 触发时机:房3 出口达成后、结算面板之前,每局一次\n- - 内容与角色场景:辰枢坊大钟指针重新转动,全城钟声齐鸣,「阿枢」推开工坊门迎接晨光\n- - 资产对应:大钟、工坊与游戏内场景同源\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: The frozen clock tower hands start moving, bells ring across a sleeping town, the apprentice pushes the workshop door open into dawn light, 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_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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+ "started_at": "2026-10-20T02:55:08.992074+00:00",
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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: G019_clockwork_clones\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:发条与齿轮驱动的架空年代;老城钟楼下的「辰枢坊」是大钟的机枢工坊,今夜整点报时机枢停摆,天亮前必须修复。\\\\n- - W02 场景所在地:辰枢坊内部三间实验房——基础间、时序间、驻守间,均以黄铜齿轮墙与悬摆装饰。\\\\n- - W03 玩家身份与当前任务:玩家是钟表匠学徒「阿枢」;当前任务:使用师父留下的「时影装置」录制自身动作、生成时影分身,独自完成需要两人协作的机关修复。\\\\n- - W04 失败代价与结局表达:超时=天亮前来不及上弦,大钟停摆一日(结算文案);完成则 C03 呈现大钟重新走时、全城钟声齐鸣。\\\\n- - W05 叙事来源:时影装置=师父的未竟发明(分身因此为半透明时影);双压板/时序开关/驻守开关=机枢检修流程中需要双人配合的工序;升降台=齿轮配重升降检修台。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化蒸汽钟表风;主色=黄铜金(#B08D4F 系)+深胡桃木(#5A4632 系)+时影青蓝(#57B8C9 半透明);材质以黄铜、胡桃木、磨砂玻璃为主。\\\\n- - W07 环境氛围与声音语言:深夜工坊的滴答与齿轮低鸣——常驻发条环境声;音效语言为「发条上弦+齿轮咔哒+时影嗡鸣」,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)交代停摆与装置 → 首次协作视频(C02)作为能力获得节点 → 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:第三人称斜后方跟随(距离 4 米、高度 2.2 米),鼠标水平旋转视角(±180°),俯仰不可用;镜头跟随平滑插值 0.1 秒;镜头边界=房间墙体的相机碰撞体(不穿墙);R 房级重置后镜头回该房出生点冻结初始角。\\\\n- - F04 环境常驻效果:悬摆缓慢摆动、齿轮墙缓慢旋转、时影装置待机微光;不遮挡机关判定区。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 大钟重新走时\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: The frozen clock tower hands start moving, bells ring across a sleeping town, the apprentice pushes the workshop door open into dawn light, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 大钟重新走时(Ending,10 秒,1280×720@24fps)\\\\n- - 触发时机:房3 出口达成后、结算面板之前,每局一次\\\\n- - 内容与角色场景:辰枢坊大钟指针重新转动,全城钟声齐鸣,「阿枢」推开工坊门迎接晨光\\\\n- - 资产对应:大钟、工坊与游戏内场景同源\\\\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: The frozen clock tower hands start moving, bells ring across a sleeping town, the apprentice pushes the workshop door open into dawn light, 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\"}",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G019_cg_003__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G019_cg_003__seedance20.mp4",
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+ "finished_at": "2026-10-20T02:59:09.374808+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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