- 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.
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.