Upload Seedance CG videos for G046_storm_isle_survival

#212
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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: G046_storm_isle_survival\nWorld and visual bible:\n- - W01 世界与时代背景:现代近海航运时代;货轮「灰鸥号」在风暴季失事,幸存者漂流到无人小岛「灰鸥岛」,必须在风暴季的窗口期内发出求救信号。\n- - W02 场景所在地:灰鸥岛——南部海滩(落点)、中部林地(原木/浆果)、北部岩区(石块/燧石),全岛受周期性风暴带影响。\n- - W03 玩家身份与当前任务:玩家是灰鸥号幸存船员;当前任务:采集、制作、搭建有顶庇护所,并在庇护所内点燃信号篝火坚持 10 秒,引来救援船。\n- - W04 失败代价与结局表达:超时=风暴季窗口关闭、救援无望(判负文案);HP 归零=短暂昏迷后于安全点苏醒(非终局);成功则 C03 呈现救援船破浪而来的场面。\n- - W05 叙事来源:六类方块=岛上可利用的自然资源;石斧=船舱工具箱遗失后的手工替代品;信号篝火=船员求生的最后手段;庇护所=抵御风暴带的必要工事。全部原创。\n- - W06 视觉风格与色彩材质:风格化卡通体素;主色=海雾蓝绿(#5E8C7A 系)+风暴雨灰(#6B7280 系)+篝火暖橙(#E8935A 系);材质以哑光木纹、粗岩、叶片为主,昼夜光照差异明显。\n- - W07 环境氛围与声音语言:风暴带海岛——昼段海鸟与浪声、夜段风声渐强;音效语言为「方块碎裂+放置闷响+风暴呼啸+篝火噼啪」,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)交代海难与落岛 → 风暴视频(C02)在首场夜段风暴前强化威胁 → 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;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=体素世界外墙;死亡与读档后镜头回安全点/存档点冻结朝向。\n- - F04 环境常驻效果:昼段海面反光与云影流动;夜段风线粒子与远处闪电(低频率,仅表现);篝火火光与烟柱常驻;庇护所内暖光。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 登陆漂流\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: Storm-night sea, a life ring washes onto a dark island beach, a shipwrecked crew member crawls ashore looking back at a sinking freighter, teal-dark palette with warm deck lights, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 登陆漂流(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由标题进入空降海滩之前,每局一次\n- - 内容与角色场景:风暴夜的海面,救生圈漂到灰鸥岛沙滩,幸存船员爬上岸回望远处沉没的货轮「灰鸥号」\n- - 资产对应:海滩、救生圈、玩家造型与游戏内模型同源设计\n- - 可跳过:Esc/Enter 跳过 → 直接进入游玩;自然播完 → 进入游玩\n- - 状态一致:播放期间不推进倒计时;进入状态=海滩落点、HP 100\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: Storm-night sea, a life ring washes onto a dark island beach, a shipwrecked crew member crawls ashore looking back at a sinking freighter, teal-dark palette with warm deck lights, 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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+ "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: G046_storm_isle_survival\nWorld and visual bible:\n- - W01 世界与时代背景:现代近海航运时代;货轮「灰鸥号」在风暴季失事,幸存者漂流到无人小岛「灰鸥岛」,必须在风暴季的窗口期内发出求救信号。\n- - W02 场景所在地:灰鸥岛——南部海滩(落点)、中部林地(原木/浆果)、北部岩区(石块/燧石),全岛受周期性风暴带影响。\n- - W03 玩家身份与当前任务:玩家是灰鸥号幸存船员;当前任务:采集、制作、搭建有顶庇护所,并在庇护所内点燃信号篝火坚持 10 秒,引来救援船。\n- - W04 失败代价与结局表达:超时=风暴季窗口关闭、救援无望(判负文案);HP 归零=短暂昏迷后于安全点苏醒(非终局);成功则 C03 呈现救援船破浪而来的场面。\n- - W05 叙事来源:六类方块=岛上可利用的自然资源;石斧=船舱工具箱遗失后的手工替代品;信号篝火=船员求生的最后手段;庇护所=抵御风暴带的必要工事。全部原创。\n- - W06 视觉风格与色彩材质:风格化卡通体素;主色=海雾蓝绿(#5E8C7A 系)+风暴雨灰(#6B7280 系)+篝火暖橙(#E8935A 系);材质以哑光木纹、粗岩、叶片为主,昼夜光照差异明显。\n- - W07 环境氛围与声音语言:风暴带海岛——昼段海鸟与浪声、夜段风声渐强;音效语言为「方块碎裂+放置闷响+风暴呼啸+篝火噼啪」,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)交代海难与落岛 → 风暴视频(C02)在首场夜段风暴前强化威胁 → 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;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=体素世界外墙;死亡与读档后镜头回安全点/存档点冻结朝向。\n- - F04 环境常驻效果:昼段海面反光与云影流动;夜段风线粒子与远处闪电(低频率,仅表现);篝火火光与烟柱常驻;庇护所内暖光。\n\n[CINEMATIC ROLE]\nType: Event\nName: 首场风暴\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: Sky slams dark, wind lines rake the sea, lightning outlines a half-built shelter, the survivor hugs a plank, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 首场风暴(Event,8 秒,1280×720@24fps)\n- - 触发时机:首次进入夜段(150 秒节点)时短暂插入,每局一次\n- - 内容与角色场景:天色骤暗,风线横扫海面,闪电照亮未完工的庇护所轮廓,幸存者抱紧木板\n- - 资产对应:岛屿、庇护所方块与游戏内一致\n- - 可跳过:Esc 跳过 → 直接进入夜段;自然播完 → 进入夜段\n- - 状态一致:播放期间倒计时冻结,播完/跳过后夜段从 0 秒起算\n\n[SHOT PLAN]\n0-4s: establish the scene and begin the required action from this description: Sky slams dark, wind lines rake the sea, lightning outlines a half-built shelter, the survivor hugs a plank, cinematic, original design, no text\n4-8s: 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: 8 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
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+ "duration": 8
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+ "started_at": "2026-10-19T14:17:15.922089+00:00",
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+ "task_id": "3bdfd9490b610f7b4e822c86b0241e2c",
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+ "state": "success",
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+ "param": "{\"input\":\"{\\\"duration\\\":8,\\\"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: G046_storm_isle_survival\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:现代近海航运时代;货轮「灰鸥号」在风暴季失事,幸存者漂流到无人小岛「灰鸥岛」,必须在风暴季的窗口期内发出求救信号。\\\\n- - W02 场景所在地:灰鸥岛——南部海滩(落点)、中部林地(原木/浆果)、北部岩区(石块/燧石),全岛受周期性风暴带影响。\\\\n- - W03 玩家身份与当前任务:玩家是灰鸥号幸存船员;当前任务:采集、制作、搭建有顶庇护所,并在庇护所内点燃信号篝火坚持 10 秒,引来救援船。\\\\n- - W04 失败代价与结局表达:超时=风暴季窗口关闭、救援无望(判负文案);HP 归零=短暂昏迷后于安全点苏醒(非终局);成功则 C03 呈现救援船破浪而来的场面。\\\\n- - W05 叙事来源:六类方块=岛上可利用的自然资源;石斧=船舱工具箱遗失后的手工替代品;信号篝火=船员求生的最后手段;庇护所=抵御风暴带的必要工事。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化卡通体素;主色=海雾蓝绿(#5E8C7A 系)+风暴雨灰(#6B7280 系)+篝火暖橙(#E8935A 系);材质以哑光木纹、粗岩、叶片为主,昼夜光照差异明显。\\\\n- - W07 环境氛围与声音语言:风暴带海岛——昼段海鸟与浪声、夜段风声渐强;音效语言为「方块碎裂+放置闷响+风暴呼啸+篝火噼啪」,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)交代海难与落岛 → 风暴视频(C02)在首场夜段风暴前强化威胁 → 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;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=体素世界外墙;死亡与读档后镜头回安全点/存档点冻结朝向。\\\\n- - F04 环境常驻效果:昼段海面反光与云影流动;夜段风线粒子与远处闪电(低频率,仅表现);篝火火光与烟柱常驻;庇护所内暖光。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 首场风暴\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: Sky slams dark, wind lines rake the sea, lightning outlines a half-built shelter, the survivor hugs a plank, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 首场风暴(Event,8 秒,1280×720@24fps)\\\\n- - 触发时机:首次进入夜段(150 秒节点)时短暂插入,每局一次\\\\n- - 内容与角色场景:天色骤暗,风线横扫海面,闪电照亮未完工的庇护所轮廓,幸存者抱紧木板\\\\n- - 资产对应:岛屿、庇护所方块与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 直接进入夜段;自然播完 → 进入夜段\\\\n- - 状态一致:播放期间倒计时冻结,播完/跳过后夜段从 0 秒起算\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: Sky slams dark, wind lines rake the sea, lightning outlines a half-built shelter, the survivor hugs a plank, cinematic, original design, no text\\\\n4-8s: 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: 8 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/G046_cg_002__seedance20.native.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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+ "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: G046_storm_isle_survival\nWorld and visual bible:\n- - W01 世界与时代背景:现代近海航运时代;货轮「灰鸥号」在风暴季失事,幸存者漂流到无人小岛「灰鸥岛」,必须在风暴季的窗口期内发出求救信号。\n- - W02 场景所在地:灰鸥岛——南部海滩(落点)、中部林地(原木/浆果)、北部岩区(石块/燧石),全岛受周期性风暴带影响。\n- - W03 玩家身份与当前任务:玩家是灰鸥号幸存船员;当前任务:采集、制作、搭建有顶庇护所,并在庇护所内点燃信号篝火坚持 10 秒,引来救援船。\n- - W04 失败代价与结局表达:超时=风暴季窗口关闭、救援无望(判负文案);HP 归零=短暂昏迷后于安全点苏醒(非终局);成功则 C03 呈现救援船破浪而来的场面。\n- - W05 叙事来源:六类方块=岛上可利用的自然资源;石斧=船舱工具箱遗失后的手工替代品;信号篝火=船员求生的最后手段;庇护所=抵御风暴带的必要工事。全部原创。\n- - W06 视觉风格与色彩材质:风格化卡通体素;主色=海雾蓝绿(#5E8C7A 系)+风暴雨灰(#6B7280 系)+篝火暖橙(#E8935A 系);材质以哑光木纹、粗岩、叶片为主,昼夜光照差异明显。\n- - W07 环境氛围与声音语言:风暴带海岛——昼段海鸟与浪声、夜段风声渐强;音效语言为「方块碎裂+放置闷响+风暴呼啸+篝火噼啪」,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)交代海难与落岛 → 风暴视频(C02)在首场夜段风暴前强化威胁 → 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;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=体素世界外墙;死亡与读档后镜头回安全点/存档点冻结朝向。\n- - F04 环境常驻效果:昼段海面反光与云影流动;夜段风线粒子与远处闪电(低频率,仅表现);篝火火光与烟柱常驻;庇护所内暖光。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 求救成功\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\nSource visual requirement: A flare climbs over the island, a rescue ship cuts through the last swell, its searchlight settles on the shelter and bonfire, the survivor waves, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 求救成功(Ending,10 秒,1280×720@24fps)\n- - 触发时机:求救判定达成后、结算面板之前,每局一次\n- - 内容与角色场景:信号弹升空,救援船破浪靠近,探照灯落在庇护所与篝火上,幸存者挥手\n- - 资产对应:庇护所、篝火、救援船与游戏内一致\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: A flare climbs over the island, a rescue ship cuts through the last swell, its searchlight settles on the shelter and bonfire, the survivor waves, 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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+ "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": "2026-10-19T14:23:46.676815+00:00",
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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: G046_storm_isle_survival\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:现代近海航运时代;货轮「灰鸥号」在风暴季失事,幸存者漂流到无人小岛「灰鸥岛」,必须在风暴季的窗口期内发出求救信号。\\\\n- - W02 场景所在地:灰鸥岛——南部海滩(落点)、中部林地(原木/浆果)、北部岩区(石块/燧石),全岛受周期性风暴带影响。\\\\n- - W03 玩家身份与当前任务:玩家是灰鸥号幸存船员;当前任务:采集、制作、搭建有顶庇护所,并在庇护所内点燃信号篝火坚持 10 秒,引来救援船。\\\\n- - W04 失败代价与结局表达:超时=风暴季窗口关闭、救援无望(判负文案);HP 归零=短暂昏迷后于安全点苏醒(非终局);成功则 C03 呈现救援船破浪而来的场面。\\\\n- - W05 叙事来源:六类方块=岛上可利用的自然资源;石斧=船舱工具箱遗失后的手工替代品;信号篝火=船员求生的最后手段;庇护所=抵御风暴带的必要工事。全部原创。\\\\n- - W06 视觉风格与色彩材质:风格化卡通体素;主色=海雾蓝绿(#5E8C7A 系)+风暴雨灰(#6B7280 系)+篝火暖橙(#E8935A 系);材质以哑光木纹、粗岩、叶片为主,昼夜光照差异明显。\\\\n- - W07 环境氛围与声音语言:风暴带海岛——昼段海鸟与浪声、夜段风声渐强;音效语言为「方块碎裂+放置闷响+风暴呼啸+篝火噼啪」,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)交代海难与落岛 → 风暴视频(C02)在首场夜段风暴前强化威胁 → 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;鼠标偏航 ±180°、俯仰 ±85°;无镜头自动回正;摄像机边界=体素世界外墙;死亡与读档后镜头回安全点/存档点冻结朝向。\\\\n- - F04 环境常驻效果:昼段海面反光与云影流动;夜段风线粒子与远处闪电(低频率,仅表现);篝火火光与烟柱常驻;庇护所内暖光。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 求救成功\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: A flare climbs over the island, a rescue ship cuts through the last swell, its searchlight settles on the shelter and bonfire, the survivor waves, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 求救成功(Ending,10 秒,1280×720@24fps)\\\\n- - 触发时机:求救判定达成后、结算面板之前,每局一次\\\\n- - 内容与角色场景:信号弹升空,救援船破浪靠近,探照灯落在庇护所与篝火上,幸存者挥手\\\\n- - 资产对应:庇护所、篝火、救援船与游戏内一致\\\\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: A flare climbs over the island, a rescue ship cuts through the last swell, its searchlight settles on the shelter and bonfire, the survivor waves, 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/G046_cg_003__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G046_cg_003__seedance20.mp4",
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+ "native_video_bytes": 3655217,
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+ "finished_at": "2026-10-19T14:28:30.712271+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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