{
  "project": "Hell Miner cinematic opening",
  "revision": "MotionDirection_v06",
  "preparedDate": "2026-10-18",
  "status": "Deepest-work-face and boot-to-pick camera revision; director review pending; no video generated",
  "scope": "Opening only. Approved deeper cavern/Devil destination art retained. Game and music unchanged.",
  "audio": {
    "file": "Reference_Audio.mp3",
    "durationSeconds": 58.95,
    "sha256": "02474C79C4C14604E538078EDC9FE4621005BCA1B964BEC2EA78590D40ECE661",
    "modified": false
  },
  "imageGeneration": {
    "attempts": 11,
    "selectedNew": 7,
    "reused": 9,
    "superseded": 4,
    "tool": "built-in image_gen"
  },
  "timing": {
    "openingTargetSeconds": 9,
    "editBudgetTotalSeconds": 9,
    "status": "The numeric 9-second budget is an editorial blocking sketch, NOT verified lyric sync and NOT generation duration. Cuts have no standalone still hold.",
    "sourceVsEdit": "9-second provisional editorial sketch, NOT lyric sync, actual source durations or a batch render queue. Deep fall contains an explicit occlusion-covered time ellipsis. Group motion; validate orbit/contact before paid scaling.",
    "audioCueSheetVerified": false
  },
  "images": [
    {
      "id": "surface",
      "order": 1,
      "title": "Cabin → a coherent mine portal",
      "note": "Removed outdoor bin/bucket clutter. The visible rail gauge and first support ribs establish a modest, continuous entrance scale.",
      "file": "Keyframes/P01_Surface_CleanPortal.png",
      "generationRecord": "P01",
      "reused": false,
      "status": "retained candidate"
    },
    {
      "id": "shaft",
      "title": "A bend the tunnel actually follows",
      "note": "Rails, rock opening and support ribs now all turn right; one cart follows one gauge.",
      "file": "Keyframes/T02_Readable_Tunnel_Bend.png",
      "generationRecord": "T02",
      "reused": false,
      "status": "candidate for director review",
      "order": 2
    },
    {
      "id": "load",
      "title": "An intact cart; a supported stopping bay",
      "note": "Complete sidewall/rim, side brake, visible buffer beyond cart, posts anchored to deck. Gem is kicked out by ore/rim contact. Nearby work entrance removed.",
      "file": "Keyframes/T03_Supported_Loading_Stop.png",
      "generationRecord": "T03",
      "reused": false,
      "status": "candidate for director review",
      "order": 3
    },
    {
      "id": "gem",
      "title": "Close enough to hear the jewel",
      "note": "Macro tracking after rim contact: iron rivets and wood grain establish size. The jewel is physically small; camera proximity makes it prominent.",
      "file": "Keyframes/Q04_Jewel_Rim_Macro.png",
      "generationRecord": "Q04",
      "reused": false,
      "status": "retained candidate",
      "order": 4
    },
    {
      "id": "deep",
      "title": "Many galleries below; the quarry's lowest work face",
      "note": "No duplicate loaded cart or grab. Jewel orientation and chip spacing change as camera looks down toward lowest active entrance. Near rock provides explicit depth/time compression boundary.",
      "file": "Keyframes/T05_Deep_Fall_Rotated_Gem.png",
      "generationRecord": "T05",
      "reused": false,
      "status": "candidate for director review",
      "order": 5
    },
    {
      "id": "thresholdin",
      "title": "Cross the actual threshold",
      "note": "Downward camera sees gem deflect inward across doorway floor. No apparently empty full room; miner remains above this low framing farther inside.",
      "file": "Keyframes/T06_Low_Threshold_NoEmptyRoom.png",
      "generationRecord": "T06_v2",
      "reused": false,
      "status": "candidate for director review",
      "order": 6
    },
    {
      "id": "heel",
      "title": "Fully inside, beside the rear heel",
      "note": "Completed inward roll. Two adult boots face the solid end-wall seam; gem lies on its side, not in repeated flight pose. Camera can now rise up calf/backpack.",
      "file": "Keyframes/T07_Inside_Heel_ClosedWall.png",
      "generationRecord": "T07_v2",
      "reused": false,
      "status": "candidate for director review",
      "order": 7
    },
    {
      "id": "windup",
      "title": "Up the boot into a real backswing",
      "note": "Compact two-handed overhead pullback, ordinary visible arm connections, tool inside frame, feet loaded before drive. Same end-wall crack; no opening yet.",
      "file": "Keyframes/T08_Compact_Backswing_PlantedFeet.png",
      "generationRecord": "T08_v2",
      "reused": false,
      "status": "candidate for director review",
      "order": 8
    },
    {
      "id": "strike",
      "title": "Step and break the end wall",
      "note": "Approved strike pose and wall collapse retained; artificial chute remnants removed. Blue gem remains on the same floor patch. Camera and room cross-section stay fixed.",
      "file": "Keyframes/Q08_EndWall_Strike_NaturalFloor.png",
      "generationRecord": "Q08",
      "reused": false,
      "status": "retained candidate",
      "order": 9
    },
    {
      "id": "arc",
      "title": "Around his flank: both ends of the room",
      "note": "Camera-side waypoint after impact: old blue quarry mouth left, new dark passage right. Hero has not turned. No invented stairs/rails at mouth.",
      "file": "Keyframes/T10_Side_Arc_ClearOpening.png",
      "generationRecord": "T10_v2",
      "reused": false,
      "status": "candidate for director review",
      "order": 10
    },
    {
      "id": "face",
      "title": "Eye-led reveal: true reverse",
      "note": "Approved eye-led true reverse destination: old blue quarry behind him, lantern left and pipe right. New flank waypoint defines the candidate arc; an intentional debris-covered cut is fallback if the orbit fails.",
      "file": "Keyframes/Q09_Eyes_Resolve_TrueReverse.png",
      "generationRecord": "Q09",
      "reused": false,
      "status": "retained candidate",
      "order": 11
    },
    {
      "id": "threshold",
      "title": "Retreat through the real gap",
      "note": "Same broken end-wall threshold and old quarry mouth behind him. Removed the reverse-view chute remnants; floor is natural stone.",
      "file": "Keyframes/Q10_Threshold_No_Chute.png",
      "generationRecord": "Q10",
      "reused": false,
      "status": "retained candidate",
      "order": 12
    },
    {
      "id": "exit",
      "order": 13,
      "title": "Turn toward the descending passage",
      "note": "Retained destination view. A concealed near-rock turn/edit changes the camera from looking back to looking forward; no false continuous orientation claim.",
      "file": "Keyframes/R09_Passage_DownwardCavernView.png",
      "generationRecord": null,
      "reused": true,
      "status": "retained candidate"
    },
    {
      "id": "dive",
      "order": 14,
      "title": "Pitch down into the immense cavern",
      "note": "Retained approved downward bird-dive waypoint. Top surfaces, lava below and restrained bank make depth readable.",
      "file": "Keyframes/R10_BirdDive_LookDown.png",
      "generationRecord": null,
      "reused": true,
      "status": "retained candidate"
    },
    {
      "id": "devil",
      "order": 15,
      "title": "Bank and level toward the Devil",
      "note": "Retained approach to the canonical curled-horn Devil. Camera travels outside the terrace architecture through open air.",
      "file": "Keyframes/F09_Devil_Terrace_Medium.png",
      "generationRecord": null,
      "reused": true,
      "status": "retained candidate"
    },
    {
      "id": "reaction",
      "order": 16,
      "title": "Silent recognition",
      "note": "Retained closed-mouth reaction destination. Actual video must avoid speech-like lip motion.",
      "file": "Keyframes/F10_Devil_Fury_Terrace_Final.png",
      "generationRecord": null,
      "reused": true,
      "status": "retained candidate"
    }
  ],
  "links": [
    {
      "id": "A",
      "first": "surface",
      "last": "shaft",
      "title": "Rush into the shaft",
      "group": "Surface → loading",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "Prior UI minimum only; recheck current selected model before a paid pilot. Not a render queue.",
      "editBudgetStart": 0,
      "editBudgetSeconds": 0.7,
      "camera": "Follow actual rail alignment through the mine portal; accelerate behind the one cart, not inside it.",
      "action": "Cart stays several metres ahead with both wheel treads following the same gauge.",
      "handoff": "Unverified motion candidate; endpoint stills do not prove in-between continuity.",
      "risk": "Track and timber bend must agree; no miniature nested portal.",
      "prompt": "The camera accelerates low into the actual timber mine portal, follows the same rail pair and settles into a rushing chase behind the one empty cart. Near sleepers and ribs sweep past with strong parallax. Both wheels stay on the rails through the bend. Finish at the following view; keep portal and tunnel cross-section coherent."
    },
    {
      "id": "B",
      "first": "shaft",
      "last": "load",
      "title": "Round the visible bend; brake in the loading bay",
      "group": "Surface → loading",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "Prior UI minimum only; recheck current selected model before a paid pilot. Not a render queue.",
      "editBudgetStart": 0.7,
      "editBudgetSeconds": 0.6,
      "camera": "Follow right-curving tunnel out to the same loading bay; draw beside cart.",
      "action": "Cart settles under brake before buffer, one crane dump knocks the jewel against its outer rim.",
      "handoff": "Unverified motion candidate; endpoint stills do not prove in-between continuity.",
      "risk": "Do not duplicate cart, run wheels past rails, or remove cart boards.",
      "prompt": "Follow the one cart around the visibly right-curving tunnel and into the supported loading gallery. Draw alongside its left rear corner as its side brake slows it before the timber buffer. One grab dumps ore into the intact cart; a chip knocks the blue jewel against the near-right iron rim and sends it outward. Keep cart stationary on both rails, all near posts anchored. The deepest work face is far below and not visible here."
    },
    {
      "id": "C",
      "first": "load",
      "last": "gem",
      "title": "Rush close to the rim tick",
      "group": "Jewel → deepest work face",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "Prior UI minimum only; recheck current selected model before a paid pilot. Not a render queue.",
      "editBudgetStart": 1.3,
      "editBudgetSeconds": 0.45,
      "camera": "Close swiftly along the outer rim to the jewel, crossing no cart body.",
      "action": "Jewel and two chips leave the rim. One tiny contact tick; no pause in flight.",
      "handoff": "Unverified motion candidate; endpoint stills do not prove in-between continuity.",
      "risk": "Macro scale must come from camera proximity, not physical growth; keep gem identical.",
      "prompt": "As the jewel clears the iron rim, the camera moves quickly alongside it into a close tracking view. Wood grain and rivets sweep away left; the open blue quarry falls into shallow focus behind. The same small jewel rotates once with a bright lantern reflection and two rough chips. A crisp metal tick bridges the transition. It stays physically small; finish close to its cyan facets."
    },
    {
      "id": "D",
      "first": "gem",
      "last": "deep",
      "title": "Rotating fall; planned depth ellipsis",
      "group": "Jewel → deepest work face",
      "type": "Occlusion-covered time-compression edit",
      "sourceDurationSeconds": null,
      "sourceDurationNote": "Prior UI minimum only; recheck current selected model before a paid pilot. Not a render queue.",
      "editBudgetStart": 1.75,
      "editBudgetSeconds": 1.05,
      "camera": "Follow the rotating gem steeply down beside rock; pass a near spur across lens to conceal a jump farther down.",
      "action": "Jewel tumbles independently, chips disperse. After occlusion, many galleries are above and lowest active entrance below.",
      "handoff": "Occlusion-covered time-compression edit",
      "risk": "This is NOT hundreds of metres of real-time gravity in one second. Two source sections edited under actual occlusion; no frozen jewel/rocks or repeated loading station.",
      "prompt": "EDIT + MOTION, NOT ONE GUARANTEED INTERPOLATION: Follow the blue jewel as it tumbles away from the cart, changing facet orientation. Let a near dark rock spur cross the lens briefly. Under that occlusion, compress the descent to a viewpoint many galleries farther down. Resume with the same small jewel still rotating, chips now dispersed and upper galleries receding above. The lens looks steeply down toward the lowest active tunnel. Keep no loaded cart/grab in this lower background. Preserve direction of travel and falling sound across the edit."
    },
    {
      "id": "E",
      "first": "deep",
      "last": "thresholdin",
      "title": "Deflect inward and cross the doorway",
      "group": "Jewel → deepest work face",
      "type": "Continuous action candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "Prior UI minimum only; recheck current selected model before a paid pilot. Not a render queue.",
      "editBudgetStart": 2.8,
      "editBudgetSeconds": 0.55,
      "camera": "Descend to entrance floor, then tip down to follow the contact and actual threshold crossing.",
      "action": "A natural angled rock lip turns residual downward/outward motion into a short inward skitter; no machine pushes it.",
      "handoff": "Unverified motion candidate; endpoint stills do not prove in-between continuity.",
      "risk": "Reject unexplained uphill flight, wall crossing, physical enlargement or a gem still outside after transition.",
      "prompt": "Continue downward with the rotating jewel toward the lowest active entrance. It glances off the natural angled stone at the doorway lip, makes one crisp contact, and skitters inward across the real timber threshold. Tilt the lens down with it, showing nearby floor rather than a falsely empty full tunnel. Quarry blue recedes behind-left; warm floor leads forward. No nearby boot yet: the gem still has floor to travel."
    },
    {
      "id": "F",
      "first": "thresholdin",
      "last": "heel",
      "title": "Complete the inward journey",
      "group": "Jewel → deepest work face",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "Prior UI minimum only; recheck current selected model before a paid pilot. Not a render queue.",
      "editBudgetStart": 3.35,
      "editBudgetSeconds": 0.6,
      "camera": "Track several metres into room at gem height, then brake gently behind rear heel.",
      "action": "Gem tips over its last facets and comes to rest on side at same rear-heel patch; boots enter view progressively through camera travel.",
      "handoff": "Unverified motion candidate; endpoint stills do not prove in-between continuity.",
      "risk": "No foot popping into same unchanged frame or scene teleport; floor parallax and travel distance must be visible.",
      "prompt": "Stay low and follow the jewel over continuous bare stone several metres into the tunnel. Its facets rotate as it skitters; loose chips lag behind. The miner's two boots grow into frame gradually as camera and jewel approach, both pointing toward the still-solid gold-vein end wall. Finish at the rear heel as the small jewel settles on one side at its floor patch. The journey is now fully inside, not at the exterior shelf."
    },
    {
      "id": "G",
      "first": "heel",
      "last": "windup",
      "title": "Rise along calf, backpack and drawn-back pick",
      "group": "Hero reveal → discovery",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "Prior UI minimum only; recheck current selected model before a paid pilot. Not a render queue.",
      "editBudgetStart": 3.95,
      "editBudgetSeconds": 0.6,
      "camera": "Rise along the rear boot/calf, back past olive backpack, tilt toward hands and pick; widen slightly to preserve tool ceiling clearance.",
      "action": "Miner pulls the compact pick up and back into the two-handed overhead backswing while knees load.",
      "handoff": "Unverified motion candidate; endpoint stills do not prove in-between continuity.",
      "risk": "Do not turn him or make feet freeze through the coming strike; no neck-wrap arms or tool clipping ceiling.",
      "prompt": "The lens rises along the rear heel and calf, revealing the muddy trousers and olive backpack before reaching the miner's lamp helmet and hands. He draws the compact pickaxe UP AND BACK with both hands into a natural overhead backswing, wrists aligned, elbows bent outward, blade clear of ceiling. Keep headlamp aimed at the cracked end-wall seam. The blue gem stays below on its floor patch; finish on the loaded backswing, not a forward-held ready pose."
    },
    {
      "id": "H",
      "first": "windup",
      "last": "strike",
      "title": "Follow the pick into decisive contact",
      "group": "Hero reveal → discovery",
      "type": "Continuous action candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "Prior UI minimum only; recheck current selected model before a paid pilot. Not a render queue.",
      "editBudgetStart": 4.55,
      "editBudgetSeconds": 0.85,
      "camera": "Pan/tilt with the blade as it accelerates from backswing to seam; modest camera follow, not a hidden reverse.",
      "action": "Forward step, rear-heel drive, hips and shoulders carry rigid pick; contact precedes fracture/debris.",
      "handoff": "Unverified motion candidate; endpoint stills do not prove in-between continuity.",
      "risk": "Highest tool/anatomy risk. Reject grip swapping, extra fingers, steel flexing or premature exploding wall.",
      "prompt": "Follow the compact pick from the overhead backswing as the miner drives it forward. His forward boot steps toward the seam; rear heel rolls up from the planted foot, hips and shoulders carry the rigid tool. Both hands keep their grips. Steel contacts the illuminated crack BEFORE the facing fractures. Heavy chunks release and fall, exposing the descending dark passage. Finish on the approved stepped follow-through; gem remains behind rear heel."
    },
    {
      "id": "I",
      "first": "strike",
      "last": "arc",
      "title": "Continue around the left flank",
      "group": "Hero reveal → discovery",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "Prior UI minimum only; recheck current selected model before a paid pilot. Not a render queue.",
      "editBudgetStart": 5.4,
      "editBudgetSeconds": 0.25,
      "camera": "After contact, travel around his left flank toward side waypoint; do not cross blade arc before impact.",
      "action": "Miner holds follow-through, eyes on opening; debris falls.",
      "handoff": "Unverified motion candidate; endpoint stills do not prove in-between continuity.",
      "risk": "Camera path must stay in room free space; no wall/body clipping. Side frame supplies geometry, not proof.",
      "prompt": "After the pick impact, carry the camera around the miner's left flank through clear room space, staying outside the tool's swept arc. Reveal old quarry mouth behind him on screen-left and new jagged descending opening on screen-right. He keeps facing the new passage, body still in follow-through. Dust and fragments fall downward. Finish at the side camera waypoint without turning the hero."
    },
    {
      "id": "J",
      "first": "arc",
      "last": "face",
      "title": "Around forward shoulder toward eyes",
      "group": "Hero reveal → discovery",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "Prior UI minimum only; recheck current selected model before a paid pilot. Not a render queue.",
      "editBudgetStart": 5.65,
      "editBudgetSeconds": 0.25,
      "camera": "Move ahead of forward shoulder into new opening's free volume, rotate look direction back to face; close briefly to eyes.",
      "action": "Same hero remains facing new gap, proud closed-mouth resolve.",
      "handoff": "Unverified motion candidate; endpoint stills do not prove in-between continuity.",
      "risk": "High-risk orbit. If generated path fails, use a deliberate debris-covered match cut; never advertise impossible seamless motion.",
      "prompt": "Continue from the side view around the miner's forward shoulder into the space made available by the broken end-wall gap. Turn the lens back toward his face as it reaches the opening, then approach eye level for the resolved close-up. His heading does not change; the old blue quarry mouth moves into background behind him, lantern left and pipe right in the final reverse. Keep clear of hands, blade and solid wall. If the orbit cannot be maintained, edit under real falling-debris occlusion rather than morphing geometry."
    },
    {
      "id": "K",
      "first": "face",
      "last": "threshold",
      "title": "Pull back through the same new gap",
      "group": "Hero reveal → discovery",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "Prior UI minimum only; recheck current selected model before a paid pilot. Not a render queue.",
      "editBudgetStart": 5.9,
      "editBudgetSeconds": 0.55,
      "camera": "One continuous pullback from tight eye-level close-up through the broken end-wall opening; lower gently to threshold view.",
      "action": "Miner breath settles, lips sealed, same pick lowers across thighs; body stays in room.",
      "handoff": "Unverified motion candidate; endpoint stills do not prove in-between continuity.",
      "risk": "No new door behind head or invented corridor; broken foreground rock enters only when lens crosses gap.",
      "prompt": "Pull backward from the miner's eyes, revealing his helmet, backpack and full figure while keeping the old blue quarry behind him. He keeps a faint closed-mouth resolve and settles the same compact pick low across his thighs. Lower the lens gently as it crosses the actual new end-wall gap. Fresh broken stone enters the foreground only after this crossing. Finish inside the new passage looking back through the threshold."
    },
    {
      "id": "L",
      "first": "threshold",
      "last": "exit",
      "title": "Turn away under passing rock",
      "group": "Descent → Devil",
      "type": "Concealed turn/edit — not one AI interpolation",
      "sourceDurationSeconds": null,
      "sourceDurationNote": "Prior UI minimum only; recheck current selected model before a paid pilot. Not a render queue.",
      "editBudgetStart": 6.45,
      "editBudgetSeconds": 0.15,
      "camera": "Near-rock occlusion hides 180-degree yaw/edit before forward passage view.",
      "action": "Hero leaves view because camera turns away, not by dissolving.",
      "handoff": "Concealed turn/edit — not one AI interpolation",
      "risk": "Explicit edit; do not demand impossible seamless orientation from two mismatched drawings.",
      "prompt": "EDIT, NOT ONE RENDER: A near dark rock face crosses the lens during the continuing retreat. Cut under this occlusion to the forward-facing passage-exit view, preserving travel momentum and the mining echo. The lens now faces into the depths, away from the miner."
    },
    {
      "id": "M",
      "first": "exit",
      "last": "dive",
      "title": "Pitch into the bird dive",
      "group": "Descent → Devil",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "Prior UI minimum only; recheck current selected model before a paid pilot. Not a render queue.",
      "editBudgetStart": 6.6,
      "editBudgetSeconds": 0.65,
      "camera": "Surge into open cavern air, pitch steeply down, bank only gently clockwise.",
      "action": "Bridge/terrace top surfaces separate through parallax. Lava far below, human-scale Devil remains on the right terrace.",
      "handoff": "Unverified motion candidate; endpoint stills do not prove in-between continuity.",
      "risk": "Reject a flat zoom, a full barrel roll, surface visibility or architecture clipping.",
      "prompt": "The camera surges out of the high passage and pitches steeply downward into a bird-like dive. The near cave lip passes above and behind the lens. Lava channels, bridge tops and fortress rooftops sweep into the downward view below. Use a restrained clockwise bank, not a full spin. The small red-caped figure stays on the right terrace. Finish on the downward-looking last frame."
    },
    {
      "id": "N",
      "first": "dive",
      "last": "devil",
      "title": "Camera flies over and around the terrace",
      "group": "Descent → Devil",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "Prior UI minimum only; recheck current selected model before a paid pilot. Not a render queue.",
      "editBudgetStart": 7.25,
      "editBudgetSeconds": 0.9,
      "camera": "Curve right through open air, gradually level, approach the visible front side outside the parapet.",
      "action": "Camera curves outside architecture; Devil remains on his ledge, not flying.",
      "handoff": "Unverified motion candidate; endpoint stills do not prove in-between continuity.",
      "risk": "The retained architecture is not a measured set. If the bank fails, use an intentional buttress occlusion cut, not a wall-crossing morph.",
      "prompt": "The camera banks gently right from the dive toward the terrace, gradually levels and approaches the horned figure through open cavern air outside the parapet. Near buttresses pass to the side, lava remains far below. The same curled-horn, black-and-gold armored figure grows into the medium view, cape shifting slightly. Finish on his left-facing three-quarter view without flying through stone or changing his scale. The figure remains planted on his terrace; it is the camera that flies, not the Devil."
    },
    {
      "id": "O",
      "first": "devil",
      "last": "reaction",
      "title": "Hear the distant impact",
      "group": "Descent → Devil",
      "type": "Continuous acting candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "Prior UI minimum only; recheck current selected model before a paid pilot. Not a render queue.",
      "editBudgetStart": 8.15,
      "editBudgetSeconds": 0.85,
      "camera": "Push along established left-facing eyeline. Sound is localized to high-left cavern passage, not an undefined sky.",
      "action": "Eyes shift high-left toward the incoming echo, slight head follow, jaw sets, lips stay closed.",
      "handoff": "Unverified motion candidate; endpoint stills do not prove in-between continuity.",
      "risk": "Directional sound cue must motivate gaze; reject lip cycling or design changes.",
      "prompt": "The camera pushes toward the same horned man's face. The mining impact reaches his terrace from the high-left cavern passage, with a soft secondary echo around the chamber. His gold eyes shift toward that high-left source; a small head turn follows and his jaw sets into controlled fury. Lips remain sealed throughout. Preserve curled horns, armor and left-facing orientation; finish on the last-frame close-up."
    }
  ],
  "changes": [
    "Cart mechanics/support and tunnel bend clarified.",
    "Work face moved many galleries below; near upper entrance removed.",
    "Independent gem rotation, dispersed chips, no duplicated loading station.",
    "Actual threshold crossing and completed inside roll precede boot-to-pick reveal.",
    "Overhead pulled-back backswing and side camera waypoint now supplied.",
    "Approved strike, face, retreat and deep Hell route retained."
  ],
  "qa": {
    "status": "Candidate, not perfect anatomy or approved film. Spatial and timing risks remain explicit.",
    "remainingRisks": [
      "Generated footage may still miss contact, distort limbs, alter cart/chute geometry or animate speech. Endpoints alone do not ensure success.",
      "Some ordinary timber/rock textures vary between independently drawn views; continuity is art-directed, not a reconstructed 3D room.",
      "One tiny floor jewel cannot be expected to remain obvious at every camera distance; its position is recorded and visible in start/strike drawings.",
      "P06 is the after-contact collapse destination, not a pinned exact contact frame.",
      "The 9-second edit budget must be checked against actual lyrics before paid video."
    ]
  },
  "runway": {
    "generateNow": false,
    "creditsSpent": 0
  },
  "previousRevision": "v03/index.html",
  "reviewLimits": [
    "No video generated or credits spent; game and music unchanged.",
    "Deep falling distance is narratively compressed under an explicit occlusion, not real-time simulation.",
    "Side waypoint makes intended camera geography visible but does not guarantee an AI orbit.",
    "If orbit fails, deliberate debris match-cut is the fallback; do not accept a geometry morph.",
    "Provisional 9-second edit budget still needs lyric conform."
  ]
}

