Upload Seedance CG videos for G058_pitch_dreams_football

#224
outputs/G058_pitch_dreams_football/assets/cg_video/G058_cg_001/meta_seedance.json ADDED
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+ {
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+ "task_id_input": "G058_cg_001",
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+ "game_id": "G058_pitch_dreams_football",
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+ "model": "bytedance/seedance-2",
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+ "model": "bytedance/seedance-2",
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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: G058_pitch_dreams_football\nWorld and visual bible:\n- - W01 世界与时代背景:架空的现代社区足球时代;小城「青藤镇」的社区球队「绿茵俱乐部」正冲击城市冠军联赛,六轮赛季定成败。\n- - W02 场景所在地:青藤镇社区球场——俯视视角下的 5v5 球场、看台与俱乐部板凳席;俱乐部界面(抽卡室/转会办公室/训练场)环绕展开。\n- - W03 玩家身份与当前任务:玩家是绿茵俱乐部的代理主教练兼经理;当前任务:以 17 种攻防动作赢下六轮赛季,经营阵容冲上冠军联赛。\n- - W04 失败代价与结局表达:单场失利只损失奖励差额(无硬失败态);赛季结束按战绩出结算——夺冠升级(C04 尾帧「冲甲成功」)或留级再战(「来年再战」)。\n- - W05 叙事来源:16 名虚构球员各有位置与成长线;六支对手按城市街区命名构成赛季叙事;抽卡室=俱乐部青训选拔;转会办公室=市场窗口。全部原创。\n- - W06 视觉风格与色彩材质:明快程序化俯视画风;主色=草场绿(#5FA753 系)+界线白(#EAEFEA 系)+俱乐部青(#2E8C86 系);材质以平整草皮、清晰球衣色块为主,保证窄屏可读。\n- - W07 环境氛围与声音语言:小城球场的午后氛围——常驻看台环境声与哨声底噪;音效语言为「哨声+踢球闷响+进球欢呼+界面确认」,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)交代俱乐部与赛季 → 进球视频(C02)作为比赛高光 → 赛季决战阶段视频(C03)承上启下 → 结束视频(C04)按战绩收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:俯视(自上而下)固定全局镜头(沿袭 S01/G08),不跟随滚动;镜头边界=球场外框;进球定格推近 +8% 2 秒后回全景;暂停与结算时镜头静止。\n- - F04 环境常驻效果:看台观众剪影波浪、角旗摆动、草皮光影微动;不遮挡动作按钮与球场中圈信息。\n\n[CINEMATIC ROLE]\nType: Opening\nName: 赛季开幕\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\nSource visual requirement: Top-down view of a small-town community pitch, eleven player silhouettes line up as six rival club flags rise, first whistle blows, bright stylized top-down look, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C01 赛季开幕(Opening,10 秒,1280×720@24fps)\n- - 触发时机:首次由主菜单进入赛季时,每局一次\n- - 内容与角色场景:俯瞰青藤镇社区球场,绿茵俱乐部球员列队入场,六支对手队旗依次升起,赛季首轮开球哨响\n- - 资产对应:球场、球员色块队服、队旗与游戏内一致(程序化风格)\n- - 可跳过:Esc/Enter 跳过 → 直接进入首轮比赛;自然播完 → 同\n- - 状态一致:播放期间不推进比赛时钟;进入状态=赛季第 1 轮\n\n[SHOT PLAN]\n0-5s: establish the scene and begin the required action from this description: Top-down view of a small-town community pitch, eleven player silhouettes line up as six rival club flags rise, first whistle blows, bright stylized top-down look, 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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+ }
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+ "started_at": "2026-10-19T17:27:18.765312+00:00",
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+ "task_id": "39385946bea97750d14b21d9d590b860",
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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: G058_pitch_dreams_football\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的现代社区足球时代;小城「青藤镇」的社区球队「绿茵俱乐部」正冲击城市冠军联赛,六轮赛季定成败。\\\\n- - W02 场景所在地:青藤镇社区球场——俯视视角下的 5v5 球场、看台与俱乐部板凳席;俱乐部界面(抽卡室/转会办公室/训练场)环绕展开。\\\\n- - W03 玩家身份与当前任务:玩家是绿茵俱乐部的代理主教练兼经理;当前任务:以 17 种攻防动作赢下六轮赛季,经营阵容冲上冠军联赛。\\\\n- - W04 失败代价与结局表达:单场失利只损失奖励差额(无硬失败态);赛季结束按战绩出结算——夺冠升级(C04 尾帧「冲甲成功」)或留级再战(「来年再战」)。\\\\n- - W05 叙事来源:16 名虚构球员各有位置与成长线;六支对手按城市街区命名构成赛季叙事;抽卡室=俱乐部青训选拔;转会办公室=市场窗口。全部原创。\\\\n- - W06 视觉风格与色彩材质:明快程序化俯视画风;主色=草场绿(#5FA753 系)+界线白(#EAEFEA 系)+俱乐部青(#2E8C86 系);材质以平整草皮、清晰球衣色块为主,保证窄屏可读。\\\\n- - W07 环境氛围与声音语言:小城球场的午后氛围——常驻看台环境声与哨声底噪;音效语言为「哨声+踢球闷响+进球欢呼+界面确认」,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)交代俱乐部与赛季 → 进球视频(C02)作为比赛高光 → 赛季决战阶段视频(C03)承上启下 → 结束视频(C04)按战绩收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:俯视(自上而下)固定全局镜头(沿袭 S01/G08),不跟随滚动;镜头边界=球场外框;进球定格推近 +8% 2 秒后回全景;暂停与结算时镜头静止。\\\\n- - F04 环境常驻效果:看台观众剪影波浪、角旗摆动、草皮光影微动;不遮挡动作按钮与球场中圈信息。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Opening\\\\nName: 赛季开幕\\\\nPurpose: create the Opening cinematic and satisfy the referenced game contract C01.\\\\nSource visual requirement: Top-down view of a small-town community pitch, eleven player silhouettes line up as six rival club flags rise, first whistle blows, bright stylized top-down look, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C01 赛季开幕(Opening,10 秒,1280×720@24fps)\\\\n- - 触发时机:首次由主菜单进入赛季时,每局一次\\\\n- - 内容与角色场景:俯瞰青藤镇社区球场,绿茵俱乐部球员列队入场,六支对手队旗依次升起,赛季首轮开球哨响\\\\n- - 资产对应:球场、球员色块队服、队旗与游戏内一致(程序化风格)\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入首轮比赛;自然播完 → 同\\\\n- - 状态一致:播放期间不推进比赛时钟;进入状态=赛季第 1 轮\\\\n\\\\n[SHOT PLAN]\\\\n0-5s: establish the scene and begin the required action from this description: Top-down view of a small-town community pitch, eleven player silhouettes line up as six rival club flags rise, first whistle blows, bright stylized top-down look, cinematic, original design, no text\\\\n5-10s: complete the required action, use the declared camera movement, and land on the declared ending state.\\\\n\\\\n[CONTINUITY]\\\\nUse original game characters, props, and environment with stable identity and material design. Do not introduce unrelated characters, locations, brands, or visual eras.\\\\n\\\\n[ENDING]\\\\nEnd condition: natural playback end or skip input\\\\nNext game state: declared_playable_entry_state\\\\nThe final image must make the transition into the next game state readable.\\\\n\\\\n[NEGATIVE CONSTRAINTS]\\\\nNo subtitles, HUD, menus, buttons, logo, watermark, readable text, or branded text. Do not hide the required action in fog, darkness, overexposure, excessive particles, or an obstructed camera angle.\\\\n\\\\n[DELIVERY TARGET]\\\\nDuration target: 10 seconds; landscape 16:9; target 24 fps; target size 1280x720.\\\",\\\"resolution\\\":\\\"720p\\\",\\\"reference_image_urls\\\":[],\\\"reference_video_urls\\\":[]}\",\"model\":\"bytedance/seedance-2\"}",
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+ "upload_note": "Seedance 2.5 for G025 L-Stress; Seedance 2.0 for all other cases."
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+ "prompt": "[GLOBAL DIRECTIVE]\nGenerate an original game cinematic. Do not render subtitles, HUD, menus, buttons, logos, readable text, or watermarks. Keep characters, props, lighting, and environment consistent throughout.\n\n[GAME CONTEXT]\nGame: G058_pitch_dreams_football\nWorld and visual bible:\n- - W01 世界与时代背景:架空的现代社区足球时代;小城「青藤镇」的社区球队「绿茵俱乐部」正冲击城市冠军联赛,六轮赛季定成败。\n- - W02 场景所在地:青藤镇社区球场——俯视视角下的 5v5 球场、看台与俱乐部板凳席;俱乐部界面(抽卡室/转会办公室/训练场)环绕展开。\n- - W03 玩家身份与当前任务:玩家是绿茵俱乐部的代理主教练兼经理;当前任务:以 17 种攻防动作赢下六轮赛季,经营阵容冲上冠军联赛。\n- - W04 失败代价与结局表达:单场失利只损失奖励差额(无硬失败态);赛季结束按战绩出结算——夺冠升级(C04 尾帧「冲甲成功」)或留级再战(「来年再战」)。\n- - W05 叙事来源:16 名虚构球员各有位置与成长线;六支对手按城市街区命名构成赛季叙事;抽卡室=俱乐部青训选拔;转会办公室=市场窗口。全部原创。\n- - W06 视觉风格与色彩材质:明快程序化俯视画风;主色=草场绿(#5FA753 系)+界线白(#EAEFEA 系)+俱乐部青(#2E8C86 系);材质以平整草皮、清晰球衣色块为主,保证窄屏可读。\n- - W07 环境氛围与声音语言:小城球场的午后氛围——常驻看台环境声与哨声底噪;音效语言为「哨声+踢球闷响+进球欢呼+界面确认」,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)交代俱乐部与赛季 → 进球视频(C02)作为比赛高光 → 赛季决战阶段视频(C03)承上启下 → 结束视频(C04)按战绩收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:俯视(自上而下)固定全局镜头(沿袭 S01/G08),不跟随滚动;镜头边界=球场外框;进球定格推近 +8% 2 秒后回全景;暂停与结算时镜头静止。\n- - F04 环境常驻效果:看台观众剪影波浪、角旗摆动、草皮光影微动;不遮挡动作按钮与球场中圈信息。\n\n[CINEMATIC ROLE]\nType: Event\nName: 关键攻防·进球\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\nSource visual requirement: Top-down replay of a goal: the ball arcs into the net with a light trail, stands ripple in a wave, scoreboard ticks, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C02 关键攻防·进球(Event,6 秒,1280×720@24fps)\n- - 触发时机:本方赛季首个进球事件后的下一帧短暂插入(每局一次)\n- - 内容与角色场景:射门入网的慢镜定格俯视回放,球轨迹残影拉出弧线,看台浪涌起\n- - 资产对应:球场、球、球员与游戏内一致\n- - 可跳过:Esc 跳过 → 回到比赛继续;自然播完 → 同\n- - 状态一致:仅在真实进球后触发,比分与球权不变\n\n[SHOT PLAN]\n0-3s: establish the scene and begin the required action from this description: Top-down replay of a goal: the ball arcs into the net with a light trail, stands ripple in a wave, scoreboard ticks, 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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+ "return_last_frame": false,
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+ "generate_audio": false,
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+ "resolution": "720p",
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+ "duration": 6
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+ }
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+ "started_at": "2026-10-19T17:31:51.782210+00:00",
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+ "taskId": "0a7580d2b2168e6675d77a5dc3b85f61",
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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: G058_pitch_dreams_football\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的现代社区足球时代;小城「青藤镇」的社区球队「绿茵俱乐部」正冲击城市冠军联赛,六轮赛季定成败。\\\\n- - W02 场景所在地:青藤镇社区球场——俯视视角下的 5v5 球场、看台与俱乐部板凳席;俱乐部界面(抽卡室/转会办公室/训练场)环绕展开。\\\\n- - W03 玩家身份与当前任务:玩家是绿茵俱乐部的代理主教练兼经理;当前任务:以 17 种攻防动作赢下六轮赛季,经营阵容冲上冠军联赛。\\\\n- - W04 失败代价与结局表达:单场失利只损失奖励差额(无硬失败态);赛季结束按战绩出结算——夺冠升级(C04 尾帧「冲甲成功」)或留级再战(「来年再战」)。\\\\n- - W05 叙事来源:16 名虚构球员各有位置与成长线;六支对手按城市街区命名构成赛季叙事;抽卡室=俱乐部青训选拔;转会办公室=市场窗口。全部原创。\\\\n- - W06 视觉风格与色彩材质:明快程序化俯视画风;主色=草场绿(#5FA753 系)+界线白(#EAEFEA 系)+俱乐部青(#2E8C86 系);材质以平整草皮、清晰球衣色块为主,保证窄屏可读。\\\\n- - W07 环境氛围与声音语言:小城球场的午后氛围——常驻看台环境声与哨声底噪;音效语言为「哨声+踢球闷响+进球欢呼+界面确认」,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)交代俱乐部与赛季 → 进球视频(C02)作为比赛高光 → 赛季决战阶段视频(C03)承上启下 → 结束视频(C04)按战绩收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:俯视(自上而下)固定全局镜头(沿袭 S01/G08),不跟随滚动;镜头边界=球场外框;进球定格推近 +8% 2 秒后回全景;暂停与结算时镜头静止。\\\\n- - F04 环境常驻效果:看台观众剪影波浪、角旗摆动、草皮光影微动;不遮挡动作按钮与球场中圈信息。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Event\\\\nName: 关键攻防·进球\\\\nPurpose: create the Event cinematic and satisfy the referenced game contract C02.\\\\nSource visual requirement: Top-down replay of a goal: the ball arcs into the net with a light trail, stands ripple in a wave, scoreboard ticks, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C02 关键攻防·进球(Event,6 秒,1280×720@24fps)\\\\n- - 触发时机:本方赛季首个进球事件后的下一帧短暂插入(每局一次)\\\\n- - 内容与角色场景:射门入网的慢镜定格俯视回放,球轨迹残影拉出弧线,看台浪涌起\\\\n- - 资产对应:球场、球、球员与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 回到比赛继续;自然播完 → 同\\\\n- - 状态一致:仅在真实进球后触发,比分与球权不变\\\\n\\\\n[SHOT PLAN]\\\\n0-3s: establish the scene and begin the required action from this description: Top-down replay of a goal: the ball arcs into the net with a light trail, stands ripple in a wave, scoreboard ticks, 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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+ "finished_at": "2026-10-19T17:36:33.921868+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: G058_pitch_dreams_football\nWorld and visual bible:\n- - W01 世界与时代背景:架空的现代社区足球时代;小城「青藤镇」的社区球队「绿茵俱乐部」正冲击城市冠军联赛,六轮赛季定成败。\n- - W02 场景所在地:青藤镇社区球场——俯视视角下的 5v5 球场、看台与俱乐部板凳席;俱乐部界面(抽卡室/转会办公室/训练场)环绕展开。\n- - W03 玩家身份与当前任务:玩家是绿茵俱乐部的代理主教练兼经理;当前任务:以 17 种攻防动作赢下六轮赛季,经营阵容冲上冠军联赛。\n- - W04 失败代价与结局表达:单场失利只损失奖励差额(无硬失败态);赛季结束按战绩出结算——夺冠升级(C04 尾帧「冲甲成功」)或留级再战(「来年再战」)。\n- - W05 叙事来源:16 名虚构球员各有位置与成长线;六支对手按城市街区命名构成赛季叙事;抽卡室=俱乐部青训选拔;转会办公室=市场窗口。全部原创。\n- - W06 视觉风格与色彩材质:明快程序化俯视画风;主色=草场绿(#5FA753 系)+界线白(#EAEFEA 系)+俱乐部青(#2E8C86 系);材质以平整草皮、清晰球衣色块为主,保证窄屏可读。\n- - W07 环境氛围与声音语言:小城球场的午后氛围——常驻看台环境声与哨声底噪;音效语言为「哨声+踢球闷响+进球欢呼+界面确认」,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)交代俱乐部与赛季 → 进球视频(C02)作为比赛高光 → 赛季决战阶段视频(C03)承上启下 → 结束视频(C04)按战绩收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:俯视(自上而下)固定全局镜头(沿袭 S01/G08),不跟随滚动;镜头边界=球场外框;进球定格推近 +8% 2 秒后回全景;暂停与结算时镜头静止。\n- - F04 环境常驻效果:看台观众剪影波浪、角旗摆动、草皮光影微动;不遮挡动作按钮与球场中圈信息。\n\n[CINEMATIC ROLE]\nType: Transition\nName: 赛季决战阶段\nPurpose: create the Transition cinematic and satisfy the referenced game contract C03.\nSource visual requirement: A league table settles on the final round, the rival's flag and ours hang side by side, stadium lights snap on for a night fixture, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C03 赛季决战阶段(Transition,8 秒,1280×720@24fps)\n- - 触发时机:第六轮开赛时短暂插入,每局一次\n- - 内容与角色场景:战绩榜定格在最后一轮,冲甲对手队旗与绿茵队旗并列,球场灯光亮起夜赛氛围\n- - 资产对应:战绩榜、球场、队旗与游戏内一致\n- - 可跳过:Esc 跳过 → 直接进入第六轮比赛;自然播完 → 同\n- - 状态一致:仅在真实推进至第六轮后触发\n\n[SHOT PLAN]\n0-4s: establish the scene and begin the required action from this description: A league table settles on the final round, the rival's flag and ours hang side by side, stadium lights snap on for a night fixture, 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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+ "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": 8
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+ }
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+ },
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+ "started_at": "2026-10-19T17:36:34.591683+00:00",
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+ "task_id": "b51043dee34c5534eeff3bf5d3ab6ffe",
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+ "status_response": {
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+ "taskId": "b51043dee34c5534eeff3bf5d3ab6ffe",
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+ "model": "bytedance/seedance-2",
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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: G058_pitch_dreams_football\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的现代社区足球时代;小城「青藤镇」的社区球队「绿茵俱乐部」正冲击城市冠军联赛,六轮赛季定成败。\\\\n- - W02 场景所在地:青藤镇社区球场——俯视视角下的 5v5 球场、看台与俱乐部板凳席;俱乐部界面(抽卡室/转会办公室/训练场)环绕展开。\\\\n- - W03 玩家身份与当前任务:玩家是绿茵俱乐部的代理主教练兼经理;当前任务:以 17 种攻防动作赢下六轮赛季,经营阵容冲上冠军联赛。\\\\n- - W04 失败代价与结局表达:单场失利只损失奖励差额(无硬失败态);赛季结束按战绩出结算——夺冠升级(C04 尾帧「冲甲成功」)或留级再战(「来年再战」)。\\\\n- - W05 叙事来源:16 名虚构球员各有位置与成长线;六支对手按城市街区命名构成赛季叙事;抽卡室=俱乐部青训选拔;转会办公室=市场窗口。全部原创。\\\\n- - W06 视觉风格与色彩材质:明快程序化俯视画风;主色=草场绿(#5FA753 系)+界线白(#EAEFEA 系)+俱乐部青(#2E8C86 系);材质以平整草皮、清晰球衣色块为主,保证窄屏可读。\\\\n- - W07 环境氛围与声音语言:小城球场的午后氛围——常驻看台环境声与哨声底噪;音效语言为「哨声+踢球闷响+进球欢呼+界面确认」,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)交代俱乐部与赛季 → 进球视频(C02)作为比赛高光 → 赛季决战阶段视频(C03)承上启下 → 结束视频(C04)按战绩收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:俯视(自上而下)固定全局镜头(沿袭 S01/G08),不跟随滚动;镜头边界=球场外框;进球定格推近 +8% 2 秒后回全景;暂停与结算时镜头静止。\\\\n- - F04 环境常驻效果:看台观众剪影波浪、角旗摆动、草皮光影微动;不遮挡动作按钮与球场中圈信息。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Transition\\\\nName: 赛季决战阶段\\\\nPurpose: create the Transition cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: A league table settles on the final round, the rival's flag and ours hang side by side, stadium lights snap on for a night fixture, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 赛季决战阶段(Transition,8 秒,1280×720@24fps)\\\\n- - 触发时机:第六轮开赛时短暂插入,每局一次\\\\n- - 内容与角色场景:战绩榜定格在最后一轮,冲甲对手队旗与绿茵队旗并列,球场灯光亮起夜赛氛围\\\\n- - 资产对应:战绩榜、球场、队旗与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 直接进入第六轮比赛;自然播完 → 同\\\\n- - 状态一致:仅在真实推进至第六轮后触发\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: A league table settles on the final round, the rival's flag and ours hang side by side, stadium lights snap on for a night fixture, 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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+ "resultJson": "{\"resultUrls\":[\"https://tempfile.aiquickdraw.com/seedance/1792431723550-omb3f6u9a3.mp4\"]}",
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+ "completeTime": 1792431725533,
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+ "operationType": "bytedance/seedance-2",
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+ "https://tempfile.aiquickdraw.com/seedance/1792431723550-omb3f6u9a3.mp4"
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+ "successFlag": 1,
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+ "paramJson": "{\"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: G058_pitch_dreams_football\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的现代社区足球时代;小城「青藤镇」的社区球队「绿茵俱乐部」正冲击城市冠军联赛,六轮赛季定成败。\\\\n- - W02 场景所在地:青藤镇社区球场——俯视视角下的 5v5 球场、看台与俱乐部板凳席;俱乐部界面(抽卡室/转会办公室/训练场)环绕展开。\\\\n- - W03 玩家身份与当前任务:玩家是绿茵俱乐部的代理主教练兼经理;当前任务:以 17 种攻防动作赢下六轮赛季,经营阵容冲上冠军联赛。\\\\n- - W04 失败代价与结局表达:单场失利只损失奖励差额(无硬失败态);赛季结束按战绩出结算——夺冠升级(C04 尾帧「冲甲成功」)或留级再战(「来年再战」)。\\\\n- - W05 叙事来源:16 名虚构球员各有位置与成长线;六支对手按城市街区命名构成赛季叙事;抽卡室=俱乐部青训选拔;转会办公室=市场窗口。全部原创。\\\\n- - W06 视觉风格与色彩材质:明快程序化俯视画风;主色=草场绿(#5FA753 系)+界线白(#EAEFEA 系)+俱乐部青(#2E8C86 系);材质以平整草皮、清晰球衣色块为主,保证窄屏可读。\\\\n- - W07 环境氛围与声音语言:小城球场的午后氛围——常驻看台环境声与哨声底噪;音效语言为「哨声+踢球闷响+进球欢呼+界面确认」,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)交代俱乐部与赛季 → 进球视频(C02)作为比赛高光 → 赛季决战阶段视频(C03)承上启下 → 结束视频(C04)按战绩收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:俯视(自上而下)固定全局镜头(沿袭 S01/G08),不跟随滚动;镜头边界=球场外框;进球定格推近 +8% 2 秒后回全景;暂停与结算时镜头静止。\\\\n- - F04 环境常驻效果:看台观众剪影波浪、角旗摆动、草皮光影微动;不遮挡动作按钮与球场中圈信息。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Transition\\\\nName: 赛季决战阶段\\\\nPurpose: create the Transition cinematic and satisfy the referenced game contract C03.\\\\nSource visual requirement: A league table settles on the final round, the rival's flag and ours hang side by side, stadium lights snap on for a night fixture, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C03 赛季决战阶段(Transition,8 秒,1280×720@24fps)\\\\n- - 触发时机:第六轮开赛时短暂插入,每局一次\\\\n- - 内容与角色场景:战绩榜定格在最后一轮,冲甲对手队旗与绿茵队旗并列,球场灯光亮起夜赛氛围\\\\n- - 资产对应:战绩榜、球场、队旗与游戏内一致\\\\n- - 可跳过:Esc 跳过 → 直接进入第六轮比赛;自然播完 → 同\\\\n- - 状态一致:仅在真实推进至第六轮后触发\\\\n\\\\n[SHOT PLAN]\\\\n0-4s: establish the scene and begin the required action from this description: A league table settles on the final round, the rival's flag and ours hang side by side, stadium lights snap on for a night fixture, 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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+ "result_url": "https://tempfile.aiquickdraw.com/seedance/1792431723550-omb3f6u9a3.mp4",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G058_cg_003__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G058_cg_003__seedance20.mp4",
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+ "finished_at": "2026-10-19T17:42:15.612382+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: G058_pitch_dreams_football\nWorld and visual bible:\n- - W01 世界与时代背景:架空的现代社区足球时代;小城「青藤镇」的社区球队「绿茵俱乐部」正冲击城市冠军联赛,六轮赛季定成败。\n- - W02 场景所在地:青藤镇社区球场——俯视视角下的 5v5 球场、看台与俱乐部板凳席;俱乐部界面(抽卡室/转会办公室/训练场)环绕展开。\n- - W03 玩家身份与当前任务:玩家是绿茵俱乐部的代理主教练兼经理;当前任务:以 17 种攻防动作赢下六轮赛季,经营阵容冲上冠军联赛。\n- - W04 失败代价与结局表达:单场失利只损失奖励差额(无硬失败态);赛季结束按战绩出结算——夺冠升级(C04 尾帧「冲甲成功」)或留级再战(「来年再战」)。\n- - W05 叙事来源:16 名虚构球员各有位置与成长线;六支对手按城市街区命名构成赛季叙事;抽卡室=俱乐部青训选拔;转会办公室=市场窗口。全部原创。\n- - W06 视觉风格与色彩材质:明快程序化俯视画风;主色=草场绿(#5FA753 系)+界线白(#EAEFEA 系)+俱乐部青(#2E8C86 系);材质以平整草皮、清晰球衣色块为主,保证窄屏可读。\n- - W07 环境氛围与声音语言:小城球场的午后氛围——常驻看台环境声与哨声底噪;音效语言为「哨声+踢球闷响+进球欢呼+界面确认」,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)交代俱乐部与赛季 → 进球视频(C02)作为比赛高光 → 赛季决战阶段视频(C03)承上启下 → 结束视频(C04)按战绩收束;故事只做包装,不改变机制数值。\n- - F01 视角与镜头:俯视(自上而下)固定全局镜头(沿袭 S01/G08),不跟随滚动;镜头边界=球场外框;进球定格推近 +8% 2 秒后回全景;暂停与结算时镜头静止。\n- - F04 环境常驻效果:看台观众剪影波浪、角旗摆动、草皮光影微动;不遮挡动作按钮与球场中圈信息。\n\n[CINEMATIC ROLE]\nType: Ending\nName: 赛季结束\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\nSource visual requirement: The season table unfurls; ending frame variant: our flag rises onto the champion league board / the squad huddles waving to the stands, cinematic, original design, no text\n\n[CONTRACT FOR THIS CINEMATIC ONLY]\n- - C04 赛季结束(Ending,12 秒,1280×720@24fps,尾帧按夺冠变体)\n- - 触发时机:第六轮终场结算后、赛季结界面板之前,每局一次\n- - 内容与角色场景:赛季战绩榜展开;尾帧按分支——夺冠(绿茵队旗升上冠军联赛榜、「冲甲成功」字样)/留级(球员围圈致意看台、「来年再战」字样)\n- - 资产对应:战绩榜、队旗、球员与游戏内一致\n- - 可跳过:Esc/Enter 跳过 → 直接进入结界面板;自然播完 → 同\n- - 状态一致:尾帧与真实赛季战绩一致\n\n[SHOT PLAN]\n0-6s: establish the scene and begin the required action from this description: The season table unfurls; ending frame variant: our flag rises onto the champion league board / the squad huddles waving to the stands, cinematic, original design, no text\n6-12s: 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: 12 seconds; landscape 16:9; target 24 fps; target size 1280x720.",
12
+ "reference_image_urls": [],
13
+ "reference_video_urls": [],
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+ "reference_audio_urls": [],
15
+ "return_last_frame": false,
16
+ "generate_audio": false,
17
+ "resolution": "720p",
18
+ "aspect_ratio": "16:9",
19
+ "duration": 12
20
+ }
21
+ },
22
+ "started_at": "2026-10-19T17:42:16.259088+00:00",
23
+ "task_id": "3f8968bc9ea47ec06d7ee95766eb468a",
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+ "status_response": {
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+ "taskId": "3f8968bc9ea47ec06d7ee95766eb468a",
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+ "model": "bytedance/seedance-2",
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+ "state": "success",
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+ "param": "{\"input\":\"{\\\"duration\\\":12,\\\"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: G058_pitch_dreams_football\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的现代社区足球时代;小城「青藤镇」的社区球队「绿茵俱乐部」正冲击城市冠军联赛,六轮赛季定成败。\\\\n- - W02 场景所在地:青藤镇社区球场——俯视视角下的 5v5 球场、看台与俱乐部板凳席;俱乐部界面(抽卡室/转会办公室/训练场)环绕展开。\\\\n- - W03 玩家身份与当前任务:玩家是绿茵俱乐部的代理主教练兼经理;当前任务:以 17 种攻防动作赢下六轮赛季,经营阵容冲上冠军联赛。\\\\n- - W04 失败代价与结局表达:单场失利只损失奖励差额(无硬失败态);赛季结束按战绩出结算——夺冠升级(C04 尾帧「冲甲成功」)或留级再战(「来年再战」)。\\\\n- - W05 叙事来源:16 名虚构球员各有位置与成长线;六支对手按城市街区命名构成赛季叙事;抽卡室=俱乐部青训选拔;转会办公室=市场窗口。全部原创。\\\\n- - W06 视觉风格与色彩材质:明快程序化俯视画风;主色=草场绿(#5FA753 系)+界线白(#EAEFEA 系)+俱乐部青(#2E8C86 系);材质以平整草皮、清晰球衣色块为主,保证窄屏可读。\\\\n- - W07 环境氛围与声音语言:小城球场的午后氛围——常驻看台环境声与哨声底噪;音效语言为「哨声+踢球闷响+进球欢呼+界面确认」,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)交代俱乐部与赛季 → 进球视频(C02)作为比赛高光 → 赛季决战阶段视频(C03)承上启下 → 结束视频(C04)按战绩收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:俯视(自上而下)固定全局镜头(沿袭 S01/G08),不跟随滚动;镜头边界=球场外框;进球定格推近 +8% 2 秒后回全景;暂停与结算时镜头静止。\\\\n- - F04 环境常驻效果:看台观众剪影波浪、角旗摆动、草皮光影微动;不遮挡动作按钮与球场中圈信息。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 赛季结束\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\\\\nSource visual requirement: The season table unfurls; ending frame variant: our flag rises onto the champion league board / the squad huddles waving to the stands, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C04 赛季结束(Ending,12 秒,1280×720@24fps,尾帧按夺冠变体)\\\\n- - 触发时机:第六轮终场结算后、赛季结界面板之前,每局一次\\\\n- - 内容与角色场景:赛季战绩榜展开;尾帧按分支——夺冠(绿茵队旗升上冠军联赛榜、「冲甲成功」字样)/留级(球员围圈致意看台、「来年再战」字样)\\\\n- - 资产对应:战绩榜、队旗、球员与游戏内一致\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入结界面板;自然播完 → 同\\\\n- - 状态一致:尾帧与真实赛季战绩一致\\\\n\\\\n[SHOT PLAN]\\\\n0-6s: establish the scene and begin the required action from this description: The season table unfurls; ending frame variant: our flag rises onto the champion league board / the squad huddles waving to the stands, cinematic, original design, no text\\\\n6-12s: 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: 12 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/1792431943445-ufrs2tbfh9n.mp4\"]}",
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+ "failCode": null,
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+ "failMsg": null,
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+ "costTime": 208,
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+ "completeTime": 1792431945368,
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+ "createTime": 1792431737324,
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+ "creditsConsumed": 492.0,
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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/1792431943445-ufrs2tbfh9n.mp4"
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+ ]
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+ },
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+ "successFlag": 1,
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+ "paramJson": "{\"input\":\"{\\\"duration\\\":12,\\\"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: G058_pitch_dreams_football\\\\nWorld and visual bible:\\\\n- - W01 世界与时代背景:架空的现代社区足球时代;小城「青藤镇」的社区球队「绿茵俱乐部」正冲击城市冠军联赛,六轮赛季定成败。\\\\n- - W02 场景所在地:青藤镇社区球场——俯视视角下的 5v5 球场、看台与俱乐部板凳席;俱乐部界面(抽卡室/转会办公室/训练场)环绕展开。\\\\n- - W03 玩家身份与当前任务:玩家是绿茵俱乐部的代理主教练兼经理;当前任务:以 17 种攻防动作赢下六轮赛季,经营阵容冲上冠军联赛。\\\\n- - W04 失败代价与结局表达:单场失利只损失奖励差额(无硬失败态);赛季结束按战绩出结算——夺冠升级(C04 尾帧「冲甲成功」)或留级再战(「来年再战」)。\\\\n- - W05 叙事来源:16 名虚构球员各有位置与成长线;六支对手按城市街区命名构成赛季叙事;抽卡室=俱乐部青训选拔;转会办公室=市场窗口。全部原创。\\\\n- - W06 视觉风格与色彩材质:明快程序化俯视画风;主色=草场绿(#5FA753 系)+界线白(#EAEFEA 系)+俱乐部青(#2E8C86 系);材质以平整草皮、清晰球衣色块为主,保证窄屏可读。\\\\n- - W07 环境氛围与声音语言:小城球场的午后氛围——常驻看台环境声与哨声底噪;音效语言为「哨声+踢球闷响+进球欢呼+界面确认」,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)交代俱乐部与赛季 → 进球视频(C02)作为比赛高光 → 赛季决战阶段视频(C03)承上启下 → 结束视频(C04)按战绩收束;故事只做包装,不改变机制数值。\\\\n- - F01 视角与镜头:俯视(自上而下)固定全局镜头(沿袭 S01/G08),不跟随滚动;镜头边界=球场外框;进球定格推近 +8% 2 秒后回全景;暂停与结算时镜头静止。\\\\n- - F04 环境常驻效果:看台观众剪影波浪、角旗摆动、草皮光影微动;不遮挡动作按钮与球场中圈信息。\\\\n\\\\n[CINEMATIC ROLE]\\\\nType: Ending\\\\nName: 赛季结束\\\\nPurpose: create the Ending cinematic and satisfy the referenced game contract C04.\\\\nSource visual requirement: The season table unfurls; ending frame variant: our flag rises onto the champion league board / the squad huddles waving to the stands, cinematic, original design, no text\\\\n\\\\n[CONTRACT FOR THIS CINEMATIC ONLY]\\\\n- - C04 赛季结束(Ending,12 秒,1280×720@24fps,尾帧按夺冠变体)\\\\n- - 触发时机:第六轮终场结算后、赛季结界面板之前,每局一次\\\\n- - 内容与角色场景:赛季战绩榜展开;尾帧按分支——夺冠(绿茵队旗升上冠军联赛榜、「冲甲成功」字样)/留级(球员围圈致意看台、「来年再战」字样)\\\\n- - 资产对应:战绩榜、队旗、球员与游戏内一致\\\\n- - 可跳过:Esc/Enter 跳过 → 直接进入结界面板;自然播完 → 同\\\\n- - 状态一致:尾帧与真实赛季战绩一致\\\\n\\\\n[SHOT PLAN]\\\\n0-6s: establish the scene and begin the required action from this description: The season table unfurls; ending frame variant: our flag rises onto the champion league board / the squad huddles waving to the stands, cinematic, original design, no text\\\\n6-12s: 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: 12 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/1792431943445-ufrs2tbfh9n.mp4",
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+ "native_video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G058_cg_004__seedance20.native.mp4",
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+ "video_path": "test_data/outputs/cg_video_seedance_tiered_kie_20261019/G058_cg_004__seedance20.mp4",
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+ "native_video_bytes": 8249859,
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+ "video_bytes": 4074333,
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+ "finished_at": "2026-10-19T17:45:57.962131+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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