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security-game/docs/screens/concepts
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Map 1: rebuild Hollywood as the El Capitan landmark
Replace the generic boulevard facade with a stylized 6840 Hollywood Blvd block: six Ionic columns, eight stone steps, Masonic frieze/medallions, event banners, side doors, El Capitan Theatre and retail neighbours, Ovation Hollywood arcade, Walk of Fame and four-lane street markings.

Add the Day and Night Hollywood venue-menu rows. Night uses a phase-time offset so a full-length shift stays in LATE while the clock starts at zero; late routine traffic keeps the street populated and the offset round-trips through checkpoint restore.

Retune local-light falloff to linear attenuation, add a cool north sky fill, and use the smooth limestone facade texture. Refresh the staged gallery and map references; add geometry-budget, menu, night-offset and late-traffic tests.
2026-11-02 12:34:48 +01:00
..

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.

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.

Concept list

Hollywood Entrance

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

hollywood entrance golden hour strong back light and rim light on people, marquee bulbs reading even in daylight

Hollywood Entrance Rain Night

hollywood entrance rain night dark scene lit by practical lights only (marquee, sodium lamps), wet glossy ground with reflections, fog

Boulevard Skyline

boulevard skyline day deep layered skyline with real towers and haze, palms lining the road, red curb paint, believable asphalt

Boulevard Skyline Dusk

boulevard skyline dusk purple/orange gradient sky, neon signs, lit windows, car light trails

Joke Shop Alley Evening

joke shop alley evening narrow brick alley, one warm wall lantern as key light, deep shadows, people in dark jackets

Joke Shop Door Closeup

joke shop door closeup close material detail: brick, mortar, aged wood door, brass

Studio Stage Door Night

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

sidewalk material closeup paver joints, stains, granite curb, aggregate asphalt and a tree grate at grazing light

Entrance Steps Podium

entrance steps podium granite steps, handrails, glass doors, the check-in podium

Crowd Barrier Line

crowd barrier line steel barriers, a red carpet, a crowd with depth-of-field haze

Responder Arrival Wide

responder arrival wide fire engine, turnout gear, red/blue light spill on wet pavement

NPC Portrait Day

npc portrait day 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

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/).

Cross-cutting targets, for comparison with locally generated realism runs:

  • 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.

Additional previews

npc_portrait_day-v2.png