# Scene concepts: the realistic target look 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 `-vN.png`. | Concept | Visual targets it sets | | --- | --- | | `hollywood_entrance_morning` | warm low sun, long soft shadows, brick with visible mortar and wear, stone plinth, potted topiary, haze that fades the far street to beige | | `hollywood_entrance_golden_hour` | strong back light and rim light on people, marquee bulbs reading even in daylight | | `hollywood_entrance_rain_night` | dark scene lit by practical lights only (marquee, sodium lamps), wet glossy ground with reflections, fog | | `boulevard_skyline_day` | deep layered skyline with real towers and haze, palms lining the road, red curb paint, believable asphalt | | `boulevard_skyline_dusk` | purple/orange gradient sky, neon signs, lit windows, car light trails | | `joke_shop_alley_evening` | narrow brick alley, one warm wall lantern as key light, deep shadows, people in dark jackets | | `joke_shop_door_closeup` | close material detail: brick, mortar, aged wood door, brass | | `studio_stage_door_night` | granite facade, a bright bulb canopy as the main light, a glossy black car, stanchions and a barrier | | `sidewalk_material_closeup` | paver joints, stains, granite curb, aggregate asphalt and a tree grate at grazing light | | `entrance_steps_podium` | granite steps, handrails, glass doors, the check-in podium | | `crowd_barrier_line` | steel barriers, a red carpet, a crowd with depth-of-field haze | | `responder_arrival_wide` | fire engine, turnout gear, red/blue light spill on wet pavement | Cross-cutting targets, for comparison with the 2026-11-01 captures in `docs/screens/realism/2026-11-01-v2/sheet.jpg`: - **Exposure.** The concepts keep the ground mid-grey. The game's sidewalk is close to white, so it is overexposed. - **Night means dark.** The night/dusk concepts are lit by practical lights. The game's "Evening" phase is a bright pink-orange frame. - **Depth.** The concepts show a layered skyline fading into haze. The new v2 skyline strips supply this; the old box skyline did not. - **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.