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security-game/docs/screens/concepts/README.md
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Adopt the realism pass and refresh screenshots/docs
- add the v2 runtime picks: per-phase skyline panoramas, brick, sidewalk
  pavers, dry/wet asphalt, awning canvas, and their normal maps
- add the realism tooling and evidence: tools/scene_concepts.py, capture_realism.gd,
  concept frames, reports/sheets, and tests
- retune phase lighting/fog/exposure, add sun yaw, brighten the night glow,
  add the flashlight beam mesh, and rebuild the planter/tree assets
- regenerate all eleven staged screenshots from the current build; compare is
  11 good / 0 bad
- finish the visual-alignment closeout in DONE/TODO, update architecture,
  blender-assets, PLAN, and ignore rules (editable Blender sources untracked)
- keep the judge retry and document the verified default judge model

Verification: headless 227/227; Python tooling 86/86; check_screenshots 11/11.
2026-11-01 17:03:05 +01:00

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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 <name>-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.