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Scene concepts: the realistic target look
These are AI-generated example frames 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.
Concepts are organised per venue in the two subfolders below. The older top-level single-frame
concepts were removed on 2026-11-03 in favour of the per-venue boards, which carry photo-anchored
generations with a .refgen.json provenance sidecar each (source photo, licence, model).
Real-world Hollywood block
The map-optimization references for the El Capitan Entertainment Centre block
(6840 Hollywood Blvd) are in
hollywood_boulevard/README.md. The real-site
facts and game mapping are documented in
../../hollywood-boulevard-map.md.
The Joke Shop — Sunset Strip
The current Joke Shop map is based on The Comedy Store at 8433 Sunset Blvd.
The real-site mapping and simplifications are in
../../joke-shop-map.md; the frames are in
joke_shop/README.md.
Cross-cutting targets
For comparison with locally generated realism runs (docs/screens/realism/, gitignored):
- Exposure. The concepts keep the ground mid-grey; the game's sidewalk reads lighter, so it overexposes against the reference.
- Night means dark. The night/dusk concepts are lit by practical lights only (marquee, signage, street lamps), with wet pavement reflections.
- Depth. The concepts show a layered skyline fading into haze; the v2 skyline strips supply this at the boulevard boundary.
- Geometry and foliage. The facades have plinths, cornices and deep window reveals, and the trees and shrubs are organic; the venue-realism passes close these gaps incrementally.

