{
  "mode": "built-in image_gen; original outputs copied without pixel edits",
  "created": "2026-10-15",
  "purpose": "6주차 1교시에서 Jump·Fall·Dash Sprite와 Clip을 준비하고 2교시의 다섯 Animator 상태로 연결",
  "reference": "assets/week-06-starter/Player_Idle.png",
  "outputs": [
    {
      "file": "assets/week-06-starter/Player_Jump.png",
      "source": "exec-311ffdb6-65a5-4d9d-bb77-06edee399513.png",
      "prompt": "Create a transparent 1024x1024 pixel-art sprite of the reference game character in a friendly platform-game jump pose. This is a new pose for an existing classroom game asset. Preserve the supplied green-cap adventurer's face, outfit, green cap and tunic, cream trousers, brown boots and large-head proportions. Full body facing right, one knee lifted, other leg bent behind, arms naturally raised as the character ascends. One character only, centered in the canvas with generous empty margins. Preserve true alpha transparency. No lettering, ground, shadows, background, props or effects.",
      "actualCanvas": {
        "width": 1254,
        "height": 1254,
        "mode": "RGBA",
        "alphaRange": [
          0,
          255
        ]
      },
      "sha256": "827db55e32f6b8d396f4372e3b655a50f50caadba5e31a16e07fe741464bbed1"
    },
    {
      "file": "assets/week-06-starter/Player_Fall.png",
      "source": "exec-bf367582-8bdf-4229-ba2d-e8b26e8b08ac.png",
      "prompt": "Use case: stylized-concept. Asset type: transparent Unity 2D platformer FALL sprite. Use the supplied green-cap character ONLY as exact character identity and pixel-art style reference. Generate a SINGLE full-body FALLING pose facing RIGHT in the same three-quarter side view. Preserve brown hair, big brown eyes, long drooping green cap, green tunic, cream collar and trousers, brown belt with square gold buckle, brown cuffs and boots. No accessories. Airborne downward pose with both feet hanging below the body, knees softly bent, both hands raised outward near shoulder level, cap tip swept slightly upward. Clearly descending, not standing or jumping upward. Identical chibi proportions, head size and pixel treatment. Single complete character near center of 1024x1024 square canvas, at least 12 percent empty margins on all sides, no clipping. True transparent alpha background, no floor, no shadows, no glow, no text, no grids, no labels, no effects. This sprite will be held on screen while the Unity Rigidbody falls.",
      "actualCanvas": {
        "width": 1254,
        "height": 1254,
        "mode": "RGBA",
        "alphaRange": [
          0,
          255
        ]
      },
      "sha256": "3451c2b6ab4bc9f59e5198e8a66611495a8cfeca46e1d7a390f5511e10f82129"
    },
    {
      "file": "assets/week-06-starter/Player_Dash_4.png",
      "source": "exec-138c98bb-9f39-437a-8de5-42af0294ec90.png",
      "additionalReference": "assets/week-06-starter/Player_Walk_8.png",
      "prompt": "Use case: stylized-concept. Asset type: Unity 2D short DASH animation strip, four frames, true transparent PNG. Input 1 is exact character identity and pixel art style reference; input 2 is a walk-strip reference for frame spacing only, do not copy its eight-column layout. Create the SAME green-cap adventurer facing RIGHT in all four frames: brown tousled hair, large brown eyes, drooping green cap, green tunic, cream collar and trousers, brown cuffs and boots, gold square belt buckle. EXACTLY FOUR complete full-body drawings in ONE HORIZONTAL ROW with FOUR EQUAL CELLS. Canvas 2048x768 with cells 512x768 if possible. No second row. Each body fits inside its own cell with at least 60px transparent side margins. Body centers at x=256,768,1280,1792; foot baseline around y=590. Whole character typical height about 400px, keep consistent head size and hip registration in every cell. Four sequential short dash phases: 1 compact forward lean with knees flexed, arms preparing; 2 fast forward burst with torso leaning right and rear leg extending back; 3 sustained forward dash lean with clear alternate arm/leg pose; 4 controlled braking recovery toward standing, knees bent. Frames 2 and 3 must look clearly faster and lower than ordinary walking. Draw poses in place; do not move the whole character through the cell. No smear trails, ghost copies, smoke, speed lines, or effects. No background, no painted checkerboard, no ground, no shadows, no text, no grid, no labels. Genuine alpha transparency. Usable game sprites with crisp pixel art edges; preserve the character identity and proportions, not a redesigned character.",
      "actualCanvas": {
        "width": 2048,
        "height": 768,
        "mode": "RGBA",
        "alphaRange": [
          0,
          254
        ]
      },
      "sha256": "09cca71918108bccdc1ba8d9f4d3de37d096279eeb7e933336f68e0fef0b9eee"
    }
  ],
  "notes": [
    "Requested canvas sizes are prompts; final output dimensions are verified separately.",
    "First Jump generation was rejected at output moderation; a later benign jump request produced the saved sprite.",
    "PPU and Pivot are initial import settings; compare body registration in Unity after importing."
  ]
}
