{
  "project": "Hell Miner cinematic opening",
  "revision": "MotionDirection_v05",
  "preparedDate": "2026-10-18",
  "status": "Revised candidate stills; director review pending; no new video generation",
  "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": 12,
    "selectedNew": 9,
    "reused": 5,
    "superseded": 3,
    "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": "Source-model minimums are not edit durations. Do not render every waypoint separately or assume trimming preserves both endpoints. Group compatible motion and validate speed/acting before any paid render.",
    "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": "One cart aligned with the rails",
      "note": "Adjusted wheel/rail seating and track tangent. Camera follows the single empty cart; a motion test still must check contact.",
      "file": "Keyframes/Q02_Cart_On_Continuous_Rails.png",
      "generationRecord": "Q02",
      "reused": false,
      "status": "candidate for director review",
      "order": 2
    },
    {
      "id": "load",
      "title": "Crane load → rim ricochet",
      "note": "Artificial chute removed. A small gem is knocked off the cart's outer rim. Natural quarry-side shelf and shadowed adult-size work entrance sit one level lower; no distant miniature hero.",
      "file": "Keyframes/Q03_Crane_Load_Rim_Ricochet.png",
      "generationRecord": "Q03",
      "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": "candidate for director review",
      "order": 4
    },
    {
      "id": "flight",
      "title": "Real progress through open air",
      "note": "Cart and crane now recede above-left. Jewel falls toward the lower natural bedrock shelf with rightward momentum; the great quarry continues far below.",
      "file": "Keyframes/Q05_Gem_Fall_Ledge_Destination.png",
      "generationRecord": "Q05",
      "reused": false,
      "status": "candidate for director review",
      "order": 5
    },
    {
      "id": "skitter",
      "title": "Rock shelf → work-floor skitter",
      "note": "One brisk contact and rolling path toward the entrance. Jewel and ore grains are close; only a full-size boot/cuff appears above-right. No tiny full-body hero or long bounce hold. Rear heel faces the camera; toe points deeper into the tunnel.",
      "file": "Keyframes/Q06_Jewel_Skitter_HeelTowardCamera.png",
      "generationRecord": "Q06_v2",
      "reused": false,
      "status": "candidate for director review",
      "order": 6
    },
    {
      "id": "ready",
      "title": "Clear forward grip; loaded feet",
      "note": "Both hands are forward of the chest on a compact pick, not wrapped behind the head. Rear boot is planted before the drive; natural floor replaces chute remnants.",
      "file": "Keyframes/Q07_Ready_Grip_HeelsLoaded.png",
      "generationRecord": "Q07_v3",
      "reused": false,
      "status": "candidate for director review",
      "order": 7
    },
    {
      "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": "candidate for director review",
      "order": 8
    },
    {
      "id": "face",
      "title": "Eye-led reveal: true reverse",
      "note": "Tighter face/eyes framing with the same blue quarry behind him, lantern left and pipe right. This is an explicit reverse-angle cut, not a background-preserving morph.",
      "file": "Keyframes/Q09_Eyes_Resolve_TrueReverse.png",
      "generationRecord": "Q09",
      "reused": false,
      "status": "candidate for director review",
      "order": 9
    },
    {
      "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": "candidate for director review",
      "order": 10
    },
    {
      "id": "exit",
      "order": 11,
      "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": 12,
      "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": 13,
      "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": 14,
      "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 gallery",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "3 seconds is a prior inspected source-model minimum, not a render instruction. Recheck selected model before any paid test.",
      "editBudgetStart": 0,
      "editBudgetSeconds": 0.85,
      "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": "Candidate endpoint continuity; generated in-between movement remains unverified.",
      "risk": "Reject an inner miniature tunnel, a rail fork created under the cart or derailed wheels.",
      "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": "Catch the loading cart",
      "group": "Surface → loading gallery",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "3 seconds is a prior inspected source-model minimum, not a render instruction. Recheck selected model before any paid test.",
      "editBudgetStart": 0.85,
      "editBudgetSeconds": 0.8,
      "camera": "Catch the same cart around the rail bend; rise and drift alongside its left rear corner at the crane.",
      "action": "Cart brakes under one grab load; a loose jewel is kicked against its outer near-right rim.",
      "handoff": "Candidate endpoint continuity; generated in-between movement remains unverified.",
      "risk": "Track/gallery geometry may need a timber-post cut. Do not invent a chute or second cart.",
      "prompt": "The camera follows the same narrow cart into the quarry loading gallery, rises and moves beside its left rear corner. The cart stops squarely beneath the grab. One load drops, ore jolts, and one small blue jewel ricochets against the near-right iron rim into open air. Reveal the natural shelf and shadowed work entrance one gallery level below; no worker is visible in this wide view."
    },
    {
      "id": "C",
      "first": "load",
      "last": "gem",
      "title": "Rush close at the ricochet",
      "group": "Jewel tracking journey",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "3 seconds is a prior inspected source-model minimum, not a render instruction. Recheck selected model before any paid test.",
      "editBudgetStart": 1.65,
      "editBudgetSeconds": 0.55,
      "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": "Candidate endpoint continuity; generated in-between movement remains unverified.",
      "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": "flight",
      "title": "Follow an actual downward journey",
      "group": "Jewel tracking journey",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "3 seconds is a prior inspected source-model minimum, not a render instruction. Recheck selected model before any paid test.",
      "editBudgetStart": 2.2,
      "editBudgetSeconds": 0.85,
      "camera": "Drop after the jewel with a modest rightward arc toward the natural shelf; tilt down to reveal destination below.",
      "action": "The cart recedes upward-left as the gem falls several metres; rightward momentum carries it toward the shelf, not vertically past it.",
      "handoff": "Candidate endpoint continuity; generated in-between movement remains unverified.",
      "risk": "Reject a jewel hovering at cart height, a teleport across the pit, or a levitating/giant gem. Source time must allow readable falling distance.",
      "prompt": "The lens follows the small blue jewel down and outward from the cart. It carries rightward momentum from its rim ricochet. The cart and grab recede well above-left as the rock shelf rises into view below-right. Keep the gem sharp near the lens and preserve strong background parallax. Finish about a metre above the natural shelf on a trajectory that meets its upper surface; the vast quarry continues far below."
    },
    {
      "id": "E",
      "first": "flight",
      "last": "skitter",
      "title": "One contact, then toward the entrance",
      "group": "Jewel tracking journey",
      "type": "Continuous action candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "3 seconds is a prior inspected source-model minimum, not a render instruction. Recheck selected model before any paid test.",
      "editBudgetStart": 3.05,
      "editBudgetSeconds": 0.65,
      "camera": "Descend to shelf height and level low with the gem, tracking rightward toward the timber mouth.",
      "action": "Single small stone contact, brief facet tumble and skitter among loose dark chips and dimmer mineral flecks.",
      "handoff": "Candidate endpoint continuity; generated in-between movement remains unverified.",
      "risk": "Shelf must slope into entrance, not uphill; keep gem-to-grain/boot scale. No manufactured delivery ramp.",
      "prompt": "The jewel lands on the upper surface of the natural bedrock shelf and makes one sharp small contact. Track low beside it as it tips over one facet and skitters down the gentle rock slope toward the warm timber entrance, nudging a dark chip. Keep the quarry drop to the left and continuous bare stone into the tunnel. Finish with the jewel close in foreground and only the full-size miner boot/cuff visible farther inside. Do not linger on repeated bouncing."
    },
    {
      "id": "F",
      "first": "skitter",
      "last": "ready",
      "title": "Reveal the working miner",
      "group": "Work face → reverse",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "3 seconds is a prior inspected source-model minimum, not a render instruction. Recheck selected model before any paid test.",
      "editBudgetStart": 3.7,
      "editBudgetSeconds": 0.75,
      "camera": "Follow the final roll inside, rise and arc gently to the rear three-quarter room master.",
      "action": "Gem rolls beside rear heel while the miner finishes loading his next compact blow; olive backpack becomes clearly visible.",
      "handoff": "Candidate endpoint continuity; generated in-between movement remains unverified.",
      "risk": "Do not show an empty room then spawn the hero. Keep timber cross-section consistent; camera movement explains size change.",
      "prompt": "The camera follows the gem's final short roll onto the bare work floor beside the miner's rear heel. Rise and arc gently behind him into the full-body rear three-quarter view. His olive backpack, rolled red sleeves and loaded feet are now clearly revealed. Both hands hold the compact pick forward of his chest, wrists in line with forearms. His headlamp identifies the cracked gold seam in the terminal end wall. No material is being delivered behind him."
    },
    {
      "id": "G",
      "first": "ready",
      "last": "strike",
      "title": "Compact lift, step and decisive contact",
      "group": "Work face → reverse",
      "type": "Continuous action candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "3 seconds is a prior inspected source-model minimum, not a render instruction. Recheck selected model before any paid test.",
      "editBudgetStart": 4.45,
      "editBudgetSeconds": 1.1,
      "camera": "Hold the established rear three-quarter camera; small follow only, no disguising orbit.",
      "action": "Short preparatory lift, forward step and rear-heel drive; hands keep ordinary grips; steel contacts crack before debris releases.",
      "handoff": "Candidate endpoint continuity; generated in-between movement remains unverified.",
      "risk": "Highest anatomy/contact risk. End still is after contact, not proof of intermediate contact. Reject hands passing through head, tool flexing, frozen soles or changing room size.",
      "prompt": "From the forward-held ready grip, the miner makes a compact lift with both hands staying in front of his shoulders. He steps the forward boot toward the seam and drives from the ball of his rear foot, rolling its heel up. Hips and shoulders carry the intact rigid pick into the illuminated end-wall crack. Only after steel contact do heavy fragments release and fall, exposing the dark descending opening. The small blue jewel stays on its original floor patch. Finish on the approved stepped follow-through."
    },
    {
      "id": "H",
      "first": "strike",
      "last": "face",
      "title": "Impact-covered eye reveal",
      "group": "Work face → reverse",
      "type": "Editorial cut — not one AI interpolation",
      "sourceDurationSeconds": null,
      "sourceDurationNote": "3 seconds is a prior inspected source-model minimum, not a render instruction. Recheck selected model before any paid test.",
      "editBudgetStart": 5.55,
      "editBudgetSeconds": 0,
      "camera": "Cut under impact debris to a tight eye-level reverse camera at the new opening, looking back.",
      "action": "Hero keeps facing passage; old quarry mouth remains behind his eyes. Brief confident closed-mouth resolve.",
      "handoff": "Editorial cut — not one AI interpolation",
      "risk": "Do not interpolate the rear view into a frontal face while keeping corridor behind him. This is an intentional edit.",
      "prompt": "EDIT, NOT ONE RENDER: Carry the impact and falling-rock echo across a debris-covered reverse-angle cut. The new camera is near the broken end-wall gap, looking back at his eyes and face. His heading has not changed. The old open blue quarry is behind him, lantern left and pipe right. Use the eye-led close-up as the first frame of the retreat shot; no additional standalone face hold is required."
    },
    {
      "id": "I",
      "first": "face",
      "last": "threshold",
      "title": "Retreat from eyes through the gap",
      "group": "Work face → reverse",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "3 seconds is a prior inspected source-model minimum, not a render instruction. Recheck selected model before any paid test.",
      "editBudgetStart": 5.55,
      "editBudgetSeconds": 0.7,
      "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": "Candidate endpoint continuity; generated in-between movement remains unverified.",
      "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": "J",
      "first": "threshold",
      "last": "exit",
      "title": "Turn forward under passing rock",
      "group": "Descent → Devil",
      "type": "Concealed turn/edit — not one AI interpolation",
      "sourceDurationSeconds": null,
      "sourceDurationNote": "3 seconds is a prior inspected source-model minimum, not a render instruction. Recheck selected model before any paid test.",
      "editBudgetStart": 6.25,
      "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": "K",
      "first": "exit",
      "last": "dive",
      "title": "Launch into the bird dive",
      "group": "Descent → Devil",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "3 seconds is a prior inspected source-model minimum, not a render instruction. Recheck selected model before any paid test.",
      "editBudgetStart": 6.4,
      "editBudgetSeconds": 0.8,
      "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": "Candidate endpoint continuity; generated in-between movement remains unverified.",
      "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": "L",
      "first": "dive",
      "last": "devil",
      "title": "Bank and level outside the terrace",
      "group": "Descent → Devil",
      "type": "Continuous camera candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "3 seconds is a prior inspected source-model minimum, not a render instruction. Recheck selected model before any paid test.",
      "editBudgetStart": 7.2,
      "editBudgetSeconds": 0.95,
      "camera": "Curve right through open air, gradually level, approach the visible front side outside the parapet.",
      "action": "Canonical Devil grows naturally through approach; cape/fire move subtly; no design swap.",
      "handoff": "Candidate endpoint continuity; generated in-between movement remains unverified.",
      "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."
    },
    {
      "id": "M",
      "first": "devil",
      "last": "reaction",
      "title": "Hear the echo; silent recognition",
      "group": "Descent → Devil",
      "type": "Continuous acting candidate",
      "sourceDurationSeconds": 3,
      "sourceDurationNote": "3 seconds is a prior inspected source-model minimum, not a render instruction. Recheck selected model before any paid test.",
      "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": "Candidate endpoint continuity; generated in-between movement remains unverified.",
      "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": [
    "Artificial chute removed from exterior and room views.",
    "Jewel ricochets from cart rim, falls through open air onto a natural bedrock shelf, then skitters into work entrance.",
    "Macro proximity gives jewel prominence without physical enlargement.",
    "No distant miniature hero in loading/fall views; first clear reveal includes canonical backpack and full-size proportions.",
    "Simple forward-held ready grip replaces behind-head wrist/arm wrap; planted before feet differ from driven follow-through.",
    "Tight eye-led true reverse before retreat; approved deeper route retained.",
    "Devil eye shift motivated by high-left passage echo."
  ],
  "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": [
    "Shelf/rim trajectory is staged in stills, not a measured 3D simulation; validate with a small motion pilot only after approval.",
    "14 frames are motion waypoints, not 14 separate paid clips or still holds.",
    "9-second opening edit budget is provisional, not lyric-synchronized.",
    "No Runway video generated; no credits spent; reference audio and game unchanged."
  ]
}

