Ignore docs/screens/realism/ entirely and remove its reports/captures from the index while leaving the generated folders on disk. Update the asset-tooling and concept notes to treat realism runs as local QA artifacts. Link scan clean.
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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 |
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.