Generate multi-model anchored concepts, drop old Comedy Store refs, and trim the concept gallery
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# Scene concepts: the realistic target look
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These are AI-generated example frames (`python3 tools/scene_concepts.py generate --group scene`, `openai/gpt-5-image-mini`, 1280×720) for the realism pass. They are art direction, not assets. `tools/scene_concepts.py realism` pairs them with the in-game shots from `src/test/capture_realism.gd` (see `SHOTS` in the tool). New generations never overwrite a file here; they are saved as `<name>-vN.png`.
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These are AI-generated example frames for the realism pass. They are art direction, not assets.
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`tools/scene_concepts.py realism` pairs them with the in-game shots from `src/test/capture_realism.gd`
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(see `SHOTS` in the tool). New generations never overwrite a file here; they are saved as
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`<name>-vN.png`.
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Concepts are organised per venue in the two subfolders below. The older top-level single-frame
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concepts were removed on 2026-11-03 in favour of the per-venue boards, which carry photo-anchored
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generations with a `.refgen.json` provenance sidecar each (source photo, licence, model).
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## Real-world Hollywood block
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@@ -10,37 +17,10 @@ The map-optimization references for the El Capitan Entertainment Centre block
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facts and game mapping are documented in
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[`../../hollywood-boulevard-map.md`](../../hollywood-boulevard-map.md).
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## Concept list
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### Hollywood Entrance
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warm low sun, long soft shadows, brick with visible mortar and wear, stone plinth, potted topiary, haze that fades the far street to beige
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### Hollywood Entrance Golden Hour
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strong back light and rim light on people, marquee bulbs reading even in daylight
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### Hollywood Entrance Rain Night
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dark scene lit by practical lights only (marquee, sodium lamps), wet glossy ground with reflections, fog
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### Boulevard Skyline
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deep layered skyline with real towers and haze, palms lining the road, red curb paint, believable asphalt
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### Boulevard Skyline Dusk
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purple/orange gradient sky, neon signs, lit windows, car light trails
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### The Joke Shop — Sunset Strip
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## The Joke Shop — Sunset Strip
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The current Joke Shop map is based on The Comedy Store at 8433 Sunset Blvd.
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The real-site mapping, simplifications and reference photographs are in
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The real-site mapping and simplifications are in
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[`../../joke-shop-map.md`](../../joke-shop-map.md); the frames are in
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[`joke_shop/README.md`](joke_shop/README.md).
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@@ -48,56 +28,15 @@ The real-site mapping, simplifications and reference photographs are in
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### Legacy Joke Shop Alley (pre-map optimization)
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## Cross-cutting targets
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narrow brick alley, one warm wall lantern as key light, deep shadows, people in dark jackets
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For comparison with locally generated realism runs (`docs/screens/realism/`, gitignored):
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close material detail: brick, mortar, aged wood door, brass
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These two frames describe the old alley layout and are retained for comparison;
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they are no longer the target for the Joke Shop map.
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### Studio Stage Door Night
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granite facade, a bright bulb canopy as the main light, a glossy black car, stanchions and a barrier
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### Sidewalk Material Closeup
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paver joints, stains, granite curb, aggregate asphalt and a tree grate at grazing light
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### Entrance Steps Podium
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granite steps, handrails, glass doors, the check-in podium
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### Crowd Barrier Line
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steel barriers, a red carpet, a crowd with depth-of-field haze
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### Responder Arrival Wide
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fire engine, turnout gear, red/blue light spill on wet pavement
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### NPC Portrait Day
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close portrait of a pedestrian: skin with visible pores and stubble, fabric weave, shallow depth of field. The bar for an avatar close-up, not for the crowd shots
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The `npc_portrait` capture in `capture_realism.gd` is staged, not posed by the crowd: it freezes one NPC on an open patch of sidewalk, parks the rest of the crowd out of frame, turns the subject into the camera and stands the guard on the sunlit side. It is the only shot where a face fills the frame, so it is the one to eyeball after an avatar change (generate a local run under `docs/screens/realism/`).
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Cross-cutting targets, for comparison with locally generated realism runs:
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- **Exposure.** The concepts keep the ground mid-grey. The game's sidewalk is close to white, so it is overexposed.
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- **Night means dark.** The night/dusk concepts are lit by practical lights. The game's "Evening" phase is a bright pink-orange frame.
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- **Depth.** The concepts show a layered skyline fading into haze. The new v2 skyline strips supply this; the old box skyline did not.
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- **Geometry and foliage.** The facades have plinths, cornices and deep window reveals, and the trees and shrubs are organic. The game uses flat walls and blob trees.
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## Additional previews
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- **Exposure.** The concepts keep the ground mid-grey; the game's sidewalk reads lighter, so it
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overexposes against the reference.
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- **Night means dark.** The night/dusk concepts are lit by practical lights only (marquee,
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signage, street lamps), with wet pavement reflections.
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- **Depth.** The concepts show a layered skyline fading into haze; the v2 skyline strips supply
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this at the boulevard boundary.
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- **Geometry and foliage.** The facades have plinths, cornices and deep window reveals, and the
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trees and shrubs are organic; the venue-realism passes close these gaps incrementally.
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