{
  "mode": "built-in image_gen",
  "date": "2026-10-14",
  "referenceBasis": "Week 02 Player.png + Week 05 cream/sage tabletop metaphors",
  "assets": [
    {
      "key": "sprite",
      "path": "assets/week-06-starter/Player_AnimationSheet.png",
      "refs": [
        "/Users/creativeengineer/Desktop/CreativeSelf-CV/teaching/game-engine-1/assets/week-02-sprites/Player.png"
      ],
      "alpha": true,
      "prompt": "Create a game-ready 2D pixel-art sprite sheet derived from the reference character. Preserve this exact character identity: brown tousled hair, large brown eyes, long drooping green cap, green tunic, cream collar and trousers, brown belt with square golden buckle, brown wrist cuffs and boots. No backpack, no weapons. Same three-quarter right-facing view in EVERY frame, identical head scale, same camera, same pixel-art rendering and crisp pixel edges as reference.\nOUTPUT: a SQUARE transparent RGBA PNG, 2 columns by 2 rows, four equal square cells, NO text, NO visible grid, NO floor, NO shadows, NO decorative elements, no checkerboard painted into the image. Each cell contains ONE full-body character. Keep every sprite fully inside its cell with 12% padding on every side. Place character center horizontally at 50% of each cell. In ALL cells, soles of the lowest boot align on the exact same horizontal baseline at 88% of cell height. Cap top around 12% of cell height. Every frame has identical scale.\nTop left: Idle_A, relaxed upright idle neutral pose, hands near belt, both feet resting.\nTop right: Idle_B, subtle breathing alternate idle pose, shoulders one pixel higher, eyes open, same planted feet and same height.\nBottom left: Move_A, right-facing walk contact pose, LEFT leg leading forward right and right leg behind left, opposite arm swing.\nBottom right: Move_B, complementary right-facing walk contact pose, RIGHT leg leading forward right and left leg behind left, opposite arm swing. Match full-body silhouette heights and baseline. This is an actual sprite texture to be sliced into 2 by 2 cells in Unity. Faithful character consistency is more important than embellishment."
    },
    {
      "key": "hero",
      "path": "assets/week-06-period1-animation-hero-v2.png",
      "refs": [
        "/Users/creativeengineer/Desktop/CreativeSelf-CV/teaching/game-engine-1/assets/week-05-period1-trigger-hero-v3.webp",
        "/Users/creativeengineer/Desktop/CreativeSelf-CV/teaching/game-engine-1/assets/week-05-metaphor-event-owner-v2.webp",
        "/Users/creativeengineer/Desktop/CreativeSelf-CV/teaching/game-engine-1/assets/week-02-sprites/Player.png"
      ],
      "alpha": false,
      "prompt": "Create a wide 3:2 educational course hero image in the exact warm cream tabletop miniature visual world of reference images 1 and 2. Use only the established green-cap adventurer from all references, with brown hair, green tunic, cream trousers and brown boots. The third reference establishes his actual game sprite. Preserve character identity; render him as the soft clay miniature consistent with references 1 and 2.\nTheme: how separate still character pictures become a looping animation. A beautiful physical flipbook / animation viewer on a cream and moss-green tabletop with brass small details, organized left-to-right. On left, three upright cream picture cards show this SAME adventurer in clearly different walking poses (side-view facing right), connected by small amber sequence arrows. At right a brass-framed little viewing stage holds the same adventurer walking in place. A subtle loop-shaped amber arrow near the stage explains repetition. All cards same size, soles aligned. No code, no words, no fake Unity UI, no unrelated characters, no gems or trigger gates. Only one simple idea: still pictures replayed in sequence. Soft natural studio lighting, generous negative space, finely crafted matte clay and cream paper, calm sage palette, editorial instructional clarity."
    },
    {
      "key": "pivot",
      "path": "assets/week-06-metaphor-pivot-v2.png",
      "refs": [
        "/Users/creativeengineer/Desktop/CreativeSelf-CV/teaching/game-engine-1/assets/week-05-metaphor-event-owner-v2.webp",
        "/Users/creativeengineer/Desktop/CreativeSelf-CV/teaching/game-engine-1/assets/week-02-sprites/Player.png"
      ],
      "alpha": false,
      "prompt": "Create a clear wide 3:2 instructional illustration in the warm cream, sage-green, brass-accent handcrafted tabletop model style of reference 1. Use ONLY the same brown-haired green-cap, green-tunic, cream-trouser, brown-boot adventurer as reference 2, depicted as flat illustrated sprite cards. Explain identical sprite cell bounds and a shared bottom-center anchor. Show THREE equal-sized square transparent-looking acrylic cards standing side by side on a single cream tabletop rail, front-facing orthographic (minimal perspective). Each card contains the SAME right-facing full-body adventurer in one of three slightly different idle/walk poses, at EXACTLY the same scale. The lowest boot soles line up on a thin horizontal green guideline, slightly above each card's bottom edge. At the exact bottom center of EACH square card put a clearly visible small brass registration pin. Each pin is aligned to the same horizontal baseline. Pale sage rectangular outlines show the equal card boundaries. Minimal faint arrows above indicate frame 1 → frame 2 → frame 3 but NO text or numbers. Crucial distinction: gold pins at BOTTOM OF RECTANGLES, boots slightly ABOVE the pins, because a sprite's bottom-center pivot refers to its cell bounds rather than automatically to its feet. Calm light cream background, generous whitespace. No fake application UI, no grid text, no decorative clutter, no different costumes."
    },
    {
      "key": "body",
      "path": "assets/week-06-metaphor-player-visual-v2.png",
      "refs": [
        "/Users/creativeengineer/Desktop/CreativeSelf-CV/teaching/game-engine-1/assets/week-05-metaphor-event-owner-v2.webp",
        "/Users/creativeengineer/Desktop/CreativeSelf-CV/teaching/game-engine-1/assets/week-02-sprites/Player.png"
      ],
      "alpha": false,
      "prompt": "Make a wide 3:2 explanatory classroom illustration in the exact cream/sage/brass tabletop miniature style of reference 1, starring the identical green-cap brown-haired adventurer from reference 2. Teach a physical body with interchangeable visual pictures. On a cream tabletop, a single simple brass rectangular collision cage mounted on a sage-green wheeled base. A detachable FLAT sprite picture card of the reference character slots into a holder INSIDE this cage. The cage/base is sturdy and remains the same; to the right two spare transparent picture cards of the same character in different walking poses at the identical scale wait on a small rack. One gentle curved amber arrow points from the spare cards into the cage's card slot, conveying picture replacement without altering body shape. The cage is fixed size and the character fills it naturally; the cards are 2D sprite pictures, NOT separate 3D people. The only text allowed: small neat physical plaque reading 'Player' on the wheeled base, small tag reading 'Visual' on the card holder. No other text. Gentle soft studio light, matte miniature modeling, ample margins. Make parent physical object versus changeable child visual intuitive. No gems, no electronics, no fake editor screenshot."
    }
  ],
  "revisions": [
    {
      "intent": "Distinct blink and walking poses",
      "prompt": "Edit the attached 2 by 2 transparent pixel-art adventurer sprite sheet. Preserve the exact character identity, green hat and tunic, cream trousers, brown hair and boots, right-facing three-quarter direction and pixel-art style. Maintain genuine transparent background, no labels, no grid, no checkerboard, no shadows.\nThe sheet MUST have four equally sized square cells, two columns and two rows. The top two sprites currently look identical and the bottom two sprites currently show nearly identical walk poses: FIX THIS for an instructional two-frame animation.\nTOP LEFT Idle_A: the relaxed neutral stance, eyes open, hands down, both feet together on ground.\nTOP RIGHT Idle_B: EXACT same body, feet, size and position as top-left, but EYES CLOSED in a friendly blink (a distinct, obvious closed-eyelid line). Only eyes change, no body bob.\nBOTTOM LEFT Move_A: right-facing STRIDE pose: legs spread VERY WIDE horizontally, rightward leading boot extended right, trailing boot extended left, arms counter-swing. Both boot bottoms on shared baseline.\nBOTTOM RIGHT Move_B: right-facing PASSING pose: supporting leg nearly vertical under torso, other leg lifted bent at knee passing it, feet much CLOSER TOGETHER than bottom-left. Forward arm now down next to body. Keep head facing same direction. This should look VISIBLY DIFFERENT from the wide stride frame, NOT another wide stride.\nCRUCIAL sprite-sheet alignment: In each square cell, head-to-feet character occupies exactly 76 percent of cell height; same head size across all four. Character center at 50% of cell width, cap top at 12% of cell height, lowest boot sole at 88% of cell height. Same padding and baseline for all four cells. Do not repeat the original sheet's uneven vertical spacing between rows. The final canvas must be SQUARE, clean 2x2 cells.",
      "accepted": false
    },
    {
      "intent": "Sprite alignment",
      "prompt": "Precisely align this existing 1254 by 1254 transparent sprite sheet for Unity, preserving all four existing drawings and their poses, colors, clothes, eyes, pixel style and scale. Do not redraw or invent new poses. This is a layout correction only. Preserve canvas 1254x1254 and the 2x2 grid of 627x627 cells, genuine transparent alpha, no labels, no guide lines.\nCurrent artwork in the top row has soles at local y=614, while bottom row soles are at local y=563, and right column drawings are shifted left relative to left column. Correct by translating each entire drawing rigidly within its own cell:\nTOP LEFT sprite: shift LEFT 20 pixels and UP 63 pixels.\nTOP RIGHT sprite: shift RIGHT 32 pixels and UP 63 pixels.\nBOTTOM LEFT sprite: shift LEFT 20 pixels and UP 12 pixels.\nBOTTOM RIGHT sprite: shift RIGHT 32 pixels and UP 13 pixels.\nAfter correction, each sprite's lowest opaque boot sole should be at local y=551 inside its 627x627 cell, and the character torso must occupy same horizontal center in every cell. In absolute canvas coordinates, top-row boots at y=551; bottom-row boots at y=1178. All four cap tops should also align to local y=10 approximately since height is unchanged. Preserve all padding outside the character, preserve 4 cells with equal size, never crop the output canvas. Output the corrected transparent sprite texture only.",
      "accepted": true,
      "finalPath": "assets/week-06-starter/Player_AnimationSheet.png",
      "note": "Pose pairs are aligned internally; Idle/Move padding differs. Lesson supplies Custom Normalized Pivot values: Idle (0.5,0.019); Move (0.5,0.097)."
    },
    {
      "intent": "Additional baseline alignment",
      "prompt": "Make ONE layout correction to this transparent 1254x1254 sprite texture: move BOTH characters in the BOTTOM ROW DOWN by 50 pixels. Do not move either top-row character. Do not change any drawing, pose, eyes, character scale, horizontal position, color, or pixel-art style. Preserve the entire 1254x1254 square canvas and alpha.\nThe output is a Unity sprite sheet sliced into four cells, each 627x627. The bottom row currently sits too high INSIDE its cells. The soles in the upper row are at canvas y=613; bottom row soles must be at canvas y=1240, which is EXACTLY 627 pixels lower than the top soles. Therefore bottom-row feet should sit very close to the bottom canvas edge, leaving only about 14 transparent pixels below them, just as the upper row's soles have only 14 pixels to the cell boundary at y=627. INCREASE the transparent vertical gap BETWEEN the upper and lower rows by 50px and REDUCE the bottom margin by 50px. Do not re-center or auto-crop the entire image afterward. All four poses remain unchanged. Output transparent PNG only.",
      "accepted": false,
      "note": "Rejected after inspection: bottom-row boots clipped."
    }
  ],
  "publishedAssets": [
    {
      "key": "sprite",
      "file": "assets/week-06-starter/Player_AnimationSheet.png"
    },
    {
      "key": "hero",
      "file": "assets/week-06-period1-animation-hero-v2.jpg"
    },
    {
      "key": "pivot",
      "file": "assets/week-06-metaphor-pivot-v2.jpg"
    },
    {
      "key": "body",
      "file": "assets/week-06-metaphor-player-visual-v2.jpg"
    }
  ],
  "validation": {
    "spriteDimensions": [
      1254,
      1254
    ],
    "grid": [
      2,
      2
    ],
    "cell": [
      627,
      627
    ],
    "alpha": true,
    "ppu": 627,
    "unity": "Unity 6000.6.1f1 isolated batch probe: two Sprite object-reference keys at 0 and 1/6 give clip.length 0.3333333. Repeating first sprite at 2/6 increases length to 0.5, so lesson uses two keys only."
  }
}
