[
 {
  "file": "art/key-inside.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. The fairy-tale look inside the town wall: storybook-cute, like a warm animated feature painted by hand. Soft blended brushwork with strokes barely visible. Round, chunky, bread-loaf shapes; every corner bevelled; roofs sag and walls bulge a little; props a little oversized; nothing sharp, thin, leaning or broken. Built things carry painted rosemaling: curling flower scrolls in rose, butter yellow and blue. A light, bright palette with soft blue-violet shadows. Folk and animals have a head one third of their height. An enclosed, cosy composition framed on both sides, the far view closed by round trees, low hills or the honey-coloured town wall. Scene: the village square of Solengen at eleven in the morning under a clear blue sky: clean white-gold daylight, no orange glow, no sunset colours. A round stone well in the middle of a small square of big rounded tan cobbles with grass growing between them and a green lawn round it; low cottages with thick green turf roofs with daisies, a bakery with a carved pretzel sign and one sky-blue door painted with rosemaling flower scrolls (the only painted ornament in the picture), flower tubs of rose and butter-yellow flowers, bunting, lanterns on posts, a bench with a basket left on it, round apple trees. A small princess of about eight with curly brown hair, a small gold crown, a red cape and a leather backpack stands by the well seen from behind at three-quarter, talking to a friendly fox baker in an apron; a rabbit postman crosses the square. Half the picture is yellow-green: turf roofs, grass and trees; then honey sandstone, cream plaster and warm timber; small accents of rose and sky blue. Soft blue-violet shadows. Simplify: big clear painted shapes, cobbles in a few tones, fur as soft masses.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 892553571,
  "size": "1536x864",
  "provider": "venice",
  "role": "key art: inside the wall (Solengen square); zone frame for Solengen",
  "verdict": "Kept (third try). Round, bevelled, enclosed; turf green carries the frame; one painted ornament (the door) as rule 8 asks; blue-violet shade. Fault: the model keeps a peach cast on the cobbles where the brief asked for clean late-morning light; a target for mood and shape, not for detail."
 },
 {
  "file": "art/key-outside.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. The world outside the town wall. Surface: painted like gouache poster art for an animated film, big simple shapes first; each object is built from three flat tones (light, half-tone, shade) with hard cut edges and long visible square-brush strokes that follow the form; almost no small detail, the sharpest edges and the only fine detail at the one focal point; far things are single flat shapes. Thin linework in a darker shade of the colour it sits on, only on the silhouettes of near things, never black. Space: three depth layers parted by pale haze (a deep-teal foreground frame, a lit middle ground, a far layer close to the sky's colour) and one small figure against one very large shape. Shapes: tall, tapered, leaning, asymmetric silhouettes, their corners still rounded. Bases are muted and cool, with one small glowing accent colour. Built things carry carved ornament, unpainted: knotwork, a sun wheel or a rune cut into wood or stone, never on rocks or trees. An open composition with a far horizon and a painted sky of long level strokes. Brave and a little wild, still friendly. Scene: just outside the wall, looking north up a wide valley on a cool clear morning. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, stands on an umber cart road beside a tipped cart with a tarped load and a small ember-orange lantern, the one glowing accent. Ahead the road winds toward a broken stone watchtower leaning on a knoll and one enormous wind-bent old pine ten times her height; beyond, a lake and blue mountains as flat hazy shapes. Wild olive-green meadow in broad strokes with one drift of buttercups, a way-marker cairn, two ravens. Two thirds of the picture is cool: olive, slate teal, blue-grey; the sunlit shapes are pale straw, not orange.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 826477769,
  "size": "1536x864",
  "provider": "venice",
  "role": "key art: outside the wall",
  "verdict": "Kept. Cool, three depth layers, tiny figure against a huge pine, one ember accent. Faults: 3.4 % of the frame is under luma 0.08 (the foreground frame); more small detail than the game can draw."
 },
 {
  "file": "art/key-seam.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. One picture that shows two ways of painting, parted exactly at a town gate seen from inside the wall looking out. This side of the gate, filling the left, right and bottom of the picture, the fairy-tale look: a thick honey-sandstone arch of big round bevelled blocks, two chunky lanterns, two flower tubs of rose and butter-yellow flowers, a guard's bench with his mug and a folded blanket, a bear guard in a honey coat dozing on it, a banner with a painted rosemaling flower above the arch, big rounded cobbles, yellow-green grass at the edges; soft blended paint, round shapes, warm high colours, cosy and near. A small princess of about eight with curly brown hair, a small gold crown, a red cape and a leather backpack stands small in the arch seen from behind, about to step out. Through the arch, like a painting hung on a wall, the land outside in the other look: painted like gouache poster art in big flat shapes with hard cut edges and long visible brushstrokes, thin dark-teal linework, cool muted colours (olive, slate teal, blue-grey, pale straw light), tall leaning tapered shapes: an umber road running far away, a tipped cart thirty metres out, one huge wind-bent pine, a leaning broken tower, flat blue mountains in haze, a sky of long level strokes. Nothing outside is round or cute; nothing inside is angular or cool. The outside takes up the middle third of the picture.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 644493012,
  "size": "1536x864",
  "provider": "venice",
  "role": "key art: the seam through a gate, from inside",
  "verdict": "Kept. The five contrasts read at once (warm/cool, round/tapered, blended/brushed, near/far, enclosed/open). Faults: the guard spear is sharp; the ruin outside leans toward gloomy."
 },
 {
  "file": "art/zone-mollebakken.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. The fairy-tale look inside the town wall: storybook-cute, like a warm animated feature painted by hand. Soft blended brushwork with strokes barely visible. Round, chunky, bread-loaf shapes; every corner bevelled; roofs sag and walls bulge a little; props a little oversized; nothing sharp, thin, leaning or broken. Built things carry painted rosemaling: curling flower scrolls in rose, butter yellow and blue. A light, bright palette with soft blue-violet shadows. Folk and animals have a head one third of their height. An enclosed, cosy composition framed on both sides, the far view closed by round trees, low hills or the honey-coloured town wall. Zone: Møllebakken, the mill hill inside the wall, on a breezy golden afternoon. A cobbled street climbing a hill between tall upright half-timbered houses with steep red tile roofs and blue window frames, market stalls with striped awnings, a round fountain, washing on a line, a windmill with turning sails at the top of the hill, a goat lady selling cheese, a cat on a barrel. A small princess of about eight with curly brown hair, a small gold crown, a red cape and a leather backpack walks up the street seen from behind. Half the picture is tile red and cream plaster; then dark warm timber, window blue, butter yellow. Shape motif: the tall gable and the turning wheel. Still round and chunky, only taller and tidier than the turf cottages of the square.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 601802338,
  "size": "1536x864",
  "provider": "venice",
  "role": "zone frame: Møllebakken",
  "verdict": "Kept. Tall gables, tile red, window blue, the mill at the top. Fault: rosemaling on every surface, far over the ornament budget (rule 8)."
 },
 {
  "file": "art/zone-skumleskogen.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. The fairy-tale look inside the town wall: storybook-cute, like a warm animated feature painted by hand. Soft blended brushwork with strokes barely visible. Round, chunky, bread-loaf shapes; every corner bevelled; roofs sag and walls bulge a little; props a little oversized; nothing sharp, thin, leaning or broken. Built things carry painted rosemaling: curling flower scrolls in rose, butter yellow and blue. A light, bright palette with soft blue-violet shadows. Folk and animals have a head one third of their height. An enclosed, cosy composition framed on both sides, the far view closed by round trees, low hills or the honey-coloured town wall. Zone: Skumleskogen, the spooky-funny wood inside the wall, in lilac twilight under its canopy. Curly trees with plum-purple trunks whose branches end in spirals, lilac mist on the ground, round teal-glowing mushrooms, fallen apples, a tipped flower cart. Four skumlinger: round fuzzy imps the colour of deep violet plums with big glowing yellow eyes, tiny horns and goofy grins, one peeking from behind a tree, one running off with an armful of apples, one laughing on the cart. A small princess of about eight with curly brown hair, a small gold crown, a red cape and a leather backpack stands on the path with a wooden sword, seen from behind; far off between the trunks the warm lit windows of the village. Half the picture is plum and lilac; then deep violet, mushroom teal, the yellow of the eyes. Shape motif: the spiral. Funny, not frightening; no black.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 659290734,
  "size": "1536x864",
  "provider": "venice",
  "role": "zone frame: Skumleskogen",
  "verdict": "Kept. Spirals, plum and lilac, violet skumlinger with yellow eyes: funny, no black. Fault: the village behind is drawn as a castle town."
 },
 {
  "file": "art/zone-kysten.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. The fairy-tale look inside the town wall: storybook-cute, like a warm animated feature painted by hand. Soft blended brushwork with strokes barely visible. Round, chunky, bread-loaf shapes; every corner bevelled; roofs sag and walls bulge a little; props a little oversized; nothing sharp, thin, leaning or broken. Built things carry painted rosemaling: curling flower scrolls in rose, butter yellow and blue. A light, bright palette with soft blue-violet shadows. Folk and animals have a head one third of their height. An enclosed, cosy composition framed on both sides, the far view closed by round trees, low hills or the honey-coloured town wall. Zone: the coast inside the wall, at bright noon. A small cove of pale warm sand with soft ripples, clear aqua shallows over a clean blue sea, a beach camp with a striped tent, bunting, a campfire ring, a little rowing boat pulled up, shells, a sandcastle, a crab, a bear in a yellow raincoat fishing from a rock; the honey-coloured wall runs out into the sea at the right with a round tower and a water gate. A small princess of about eight with curly brown hair, a small gold crown, a red cape and a leather backpack runs on the sand seen from behind. Half the picture is sand cream and aqua; then sky blue, coral red and white stripes, driftwood grey. Shape motif: the scallop and the wave arc.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 691741360,
  "size": "1536x864",
  "provider": "venice",
  "role": "zone frame: Kysten (the coast inside the wall)",
  "verdict": "Kept. Sand cream and aqua, coral stripes, the wall running into the sea. Fault: busy foreground."
 },
 {
  "file": "art/zone-sorvika.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. The world outside the town wall. Surface: painted like gouache poster art for an animated film, big simple shapes first; each object is built from three flat tones (light, half-tone, shade) with hard cut edges and long visible square-brush strokes that follow the form; almost no small detail, the sharpest edges and the only fine detail at the one focal point; far things are single flat shapes. Thin linework in a darker shade of the colour it sits on, only on the silhouettes of near things, never black. Space: three depth layers parted by pale haze (a deep-teal foreground frame, a lit middle ground, a far layer close to the sky's colour) and one small figure against one very large shape. Shapes: tall, tapered, leaning, asymmetric silhouettes, their corners still rounded. Bases are muted and cool, with one small glowing accent colour. Built things carry carved ornament, unpainted: knotwork, a sun wheel or a rune cut into wood or stone, never on rocks or trees. An open composition with a far horizon and a painted sky of long level strokes. Brave and a little wild, still friendly. Zone: Sørvika, the dunes and the spit south of the town, at windy bright midday under a very big sky that fills half the picture, with fast streaked clouds. Pale sand dunes with wind-combed marram grass all leaning one way, two wind-bent pines, a long sand spit curving out into teal sea to a weathered stone gate arch at its tip, pink sea-thrift cushions, silver driftwood, white foam lines, gulls; the honey-coloured town wall small in the far left. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, on the dune crest, her cape blowing. Two thirds of the picture is pale sand and pale sky; then sea teal, marram grey-green, thrift pink; gold sparkle on the water is the one glowing accent. Shape motif: the wind-leaning crescent. The gentlest land outside: bright and open.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 111896299,
  "size": "1536x864",
  "provider": "venice",
  "role": "zone frame: Sørvika",
  "verdict": "Kept on the first try. Half the frame is sky, everything leans one way, thrift pink, gold sparkle."
 },
 {
  "file": "art/zone-sormarka.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. The world outside the town wall. Surface: painted like gouache poster art for an animated film, big simple shapes first; each object is built from three flat tones (light, half-tone, shade) with hard cut edges and long visible square-brush strokes that follow the form; almost no small detail, the sharpest edges and the only fine detail at the one focal point; far things are single flat shapes. Thin linework in a darker shade of the colour it sits on, only on the silhouettes of near things, never black. Space: three depth layers parted by pale haze (a deep-teal foreground frame, a lit middle ground, a far layer close to the sky's colour) and one small figure against one very large shape. Shapes: tall, tapered, leaning, asymmetric silhouettes, their corners still rounded. Bases are muted and cool, with one small glowing accent colour. Built things carry carved ornament, unpainted: knotwork, a sun wheel or a rune cut into wood or stone, never on rocks or trees. An open composition with a far horizon and a painted sky of long level strokes. Brave and a little wild, still friendly. Zone: Sørmarka, farmland in late-afternoon harvest light. A long low red barn on a stone foot with a ramp to its hay door, a small storehouse on pillars, a cream farmhouse, hay drying on long racks in rows across a stubble field, striped fields of barley, rail fences, a windmill on a low hill, big round oak crowns, a slow river; long shadows; on a far hill a ring of standing stones catching gold light, the one glowing accent. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, on the farm road with a hen. Two thirds of the picture is barley ochre and straw; then barn red, oak green, earth umber, cream. Shape motif: long low horizontals and parallel rows.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 982381800,
  "size": "1536x864",
  "provider": "venice",
  "role": "zone frame: Sørmarka",
  "verdict": "Kept. Long low barn, rows of hay racks, ochre. Faults: a full sunset where late afternoon was asked; a near-black foreground stone."
 },
 {
  "file": "art/zone-fjellfoten.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. The world outside the town wall. Surface: painted like gouache poster art for an animated film, big simple shapes first; each object is built from three flat tones (light, half-tone, shade) with hard cut edges and long visible square-brush strokes that follow the form; almost no small detail, the sharpest edges and the only fine detail at the one focal point; far things are single flat shapes. Thin linework in a darker shade of the colour it sits on, only on the silhouettes of near things, never black. Space: three depth layers parted by pale haze (a deep-teal foreground frame, a lit middle ground, a far layer close to the sky's colour) and one small figure against one very large shape. Shapes: tall, tapered, leaning, asymmetric silhouettes, their corners still rounded. Bases are muted and cool, with one small glowing accent colour. Built things carry carved ornament, unpainted: knotwork, a sun wheel or a rune cut into wood or stone, never on rocks or trees. An open composition with a far horizon and a painted sky of long level strokes. Brave and a little wild, still friendly. Zone: Fjellfoten, the old forest Gammelskogen, under a closed canopy at midday, no sunset colours. Enormous ancient spruce trunks as plain tall shapes and one giant tree with roots like arches, a deep moss floor, ferns, rust-red fallen needles, boulders shaped like hunched sleeping trolls with moss on their backs and kind sleeping faces, pale mist filling the depth between the trunks so the far trunks are pale blue-green shapes, three broad shafts of pale green-gold light falling on the path and the moss, a small log hut with a turf roof and one warm window far in. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, on the sunlit path between the roots. A mid-value picture: the moss in the light is a bright spring green, the shade is a mid teal, and nothing is darker than a deep teal; no black, no heavy dark foreground. Two thirds of the picture is moss green and teal; then rust red and pale green-gold light; small cyan-glowing mushrooms are the one glowing accent. Shape motif: massive trunks and hunched, round-backed shapes. Hushed and old, and a child would still walk in.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 805413999,
  "size": "1536x864",
  "provider": "venice",
  "role": "zone frame: Fjellfoten (Gammelskogen)",
  "verdict": "Kept (third try). Mid-value greens, mist, sleeping troll boulders. Fault: knotwork carved on a living tree, which rule 8 forbids."
 },
 {
  "file": "art/zone-nordalen.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. The world outside the town wall. Surface: painted like gouache poster art for an animated film, big simple shapes first; each object is built from three flat tones (light, half-tone, shade) with hard cut edges and long visible square-brush strokes that follow the form; almost no small detail, the sharpest edges and the only fine detail at the one focal point; far things are single flat shapes. Thin linework in a darker shade of the colour it sits on, only on the silhouettes of near things, never black. Space: three depth layers parted by pale haze (a deep-teal foreground frame, a lit middle ground, a far layer close to the sky's colour) and one small figure against one very large shape. Shapes: tall, tapered, leaning, asymmetric silhouettes, their corners still rounded. Bases are muted and cool, with one small glowing accent colour. Built things carry carved ornament, unpainted: knotwork, a sun wheel or a rune cut into wood or stone, never on rocks or trees. An open composition with a far horizon and a painted sky of long level strokes. Brave and a little wild, still friendly. Zone: Nordalen, the summer valley of the north, on a cool clear morning, no sunset colours. A wide mirror-still lake fills half the picture; slender white birches; on a stony shore three small boathouses of dark tarred wood with turf roofs on stone feet, nets drying on poles, a rowing boat pulled up, a thin column of smoke from a smokehouse with an ember-orange glow in its hatch, the one glowing accent; far off on a headland a white lighthouse with a red band; blue mountains behind as flat hazy shapes. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, on the shore path. Two thirds of the picture is lake blue and cool birch green; then birch white, deep tar brown, a little buttercup yellow. Shape motif: tall slender verticals and their mirror image in the water.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 398861270,
  "size": "1536x864",
  "provider": "venice",
  "role": "zone frame: Nordalen (Vassenden)",
  "verdict": "Kept. Lake blue over half the frame, birch uprights and their reflections, one ember glow."
 },
 {
  "file": "art/zone-fjellet.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. The world outside the town wall. Surface: painted like gouache poster art for an animated film, big simple shapes first; each object is built from three flat tones (light, half-tone, shade) with hard cut edges and long visible square-brush strokes that follow the form; almost no small detail, the sharpest edges and the only fine detail at the one focal point; far things are single flat shapes. Thin linework in a darker shade of the colour it sits on, only on the silhouettes of near things, never black. Space: three depth layers parted by pale haze (a deep-teal foreground frame, a lit middle ground, a far layer close to the sky's colour) and one small figure against one very large shape. Shapes: tall, tapered, leaning, asymmetric silhouettes, their corners still rounded. Bases are muted and cool, with one small glowing accent colour. Built things carry carved ornament, unpainted: knotwork, a sun wheel or a rune cut into wood or stone, never on rocks or trees. An open composition with a far horizon and a painted sky of long level strokes. Brave and a little wild, still friendly. Zone: Fjellet, the high mountains, in cold clear afternoon air. Jagged blue-grey peaks with snow and lavender shadows, wind blowing streamers of snow off the tops, a narrow path to a rope bridge over a gorge, a thin waterfall, dwarf birch and heather turned wine-red, three reindeer on a shoulder, a stone cairn with a small flag and a lit ember-orange lantern, the one glowing accent. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, on the path before the bridge. Two thirds of the picture is rock blue-grey and snow white; then lavender shadow, wine-red heather, yellow-green lichen. Shape motif: the triangle and the diagonal.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 539227621,
  "size": "1536x864",
  "provider": "venice",
  "role": "zone frame: Fjellet",
  "verdict": "Kept on the first try. Triangles and diagonals, lavender snow shade, wine-red heather, one lantern."
 },
 {
  "file": "art/zone-alvheim.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. The world outside the town wall. Surface: painted like gouache poster art for an animated film, big simple shapes first; each object is built from three flat tones (light, half-tone, shade) with hard cut edges and long visible square-brush strokes that follow the form; almost no small detail, the sharpest edges and the only fine detail at the one focal point; far things are single flat shapes. Thin linework in a darker shade of the colour it sits on, only on the silhouettes of near things, never black. Space: three depth layers parted by pale haze (a deep-teal foreground frame, a lit middle ground, a far layer close to the sky's colour) and one small figure against one very large shape. Shapes: tall, tapered, leaning, asymmetric silhouettes, their corners still rounded. Bases are muted and cool, with one small glowing accent colour. Built things carry carved ornament, unpainted: knotwork, a sun wheel or a rune cut into wood or stone, never on rocks or trees. An open composition with a far horizon and a painted sky of long level strokes. Brave and a little wild, still friendly. Zone: Alvheim, a small elf village on a mountain shelf, in blue dusk under a rising moon with a faint green and violet northern light in the sky. Only five huge pale silver-barked trees, each carrying one round tree house with a spiral stair, lanterns hung from the boughs on long threads; in the middle an open court of pale flagstones with a low carved moonstone well whose water glows blue-violet and a leaning crescent-shaped moonstone horn over it; deep teal moss in broad shapes, a few small glowing flowers; much open ground and open sky, a snowy peak behind as one flat shape; two tall graceful elves in long cloaks with leaf collars, kind faces. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, at the edge of the court. Two thirds of the picture is silver, deep teal and dusk blue; violet and cyan glow are the accents. Shape motif: the crescent and the pointed leaf. Quiet and spare, not a city.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 3406050,
  "size": "1536x864",
  "provider": "venice",
  "role": "zone frame: Alvheim",
  "verdict": "Kept (second try; the first was a city). Five trees, a court, the crescent. Fault: 6.8 % of the frame under luma 0.08; lift the foreground."
 },
 {
  "file": "art/lineup-folk.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A character proportion sheet on a plain flat light-grey background, two rows, the same five kinds of folk in each row standing side by side facing forward, full body, arms a little out from the body, evenly lit: a farmer, a grandmother, a child, a fisherman, a gate guard. Top row, the look inside the town wall: storybook-cute, soft blended paint with no outlines, round chunky bodies. Each grown-up is exactly three heads tall (the head is one third of the height); the child is two heads tall. Short limbs, mitten hands, big round eyes set low in the face, small nose, a smile. Light warm colours: cream, rose, butter yellow, sky blue, warm brown. Folk clothes with painted flower trims. Bottom row, the look outside the wall: the same five folk drawn bolder. Each grown-up is exactly four and a half heads tall, the child three and a half; the heads are still large and the eyes are just as big and bright as in the top row, with strong expressive eyebrows and friendly animated-film faces. Longer limbs, tapered asymmetric silhouettes with rounded corners, painted in three flat tones with hard-edged shadow shapes and visible square brushstrokes, thin dark-coloured linework on the silhouette. Each has one clear colour of their own (slate teal, olive, wine red, sea blue, cold grey) and one small glowing ember-orange or gold accent. Worn layered practical clothes with woven bands. Both rows stand on the same scale so the bottom row is taller. No labels, no weapons pointed at the viewer.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 330946510,
  "size": "1536x864",
  "provider": "venice",
  "role": "character line-up: the same five folk inside (top) and outside (bottom)",
  "verdict": "Kept. Top row 3 heads, bottom row about 4.5 with the eyes kept large. Fault: the two rows share one surface; the outside brush shows better in mesh-ref-fisker-outside."
 },
 {
  "file": "art/sheet-creatures.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A creature design sheet on a plain flat light-grey background, two rows, each animal a separate figure standing in 3/4 view, evenly lit. Top row, creatures inside the town wall, storybook-cute, soft blended paint, no outlines, round chunky bodies with a head half the size of the body, short legs, round rumps, big round eyes: a sheep, a cow with a bell, a hen, a fox, a hare, and one skumling: a round fuzzy imp the colour of a deep violet plum with big glowing yellow eyes, tiny horns and a goofy grin. Bottom row, creatures outside the wall, bolder, painted in three flat tones with hard-edged shadow shapes and visible square brushstrokes and thin darker-coloured linework, tapered asymmetric silhouettes with rounded corners, a head one third of the body, the eyes still big, bright and kind, muted cool colours with one small glowing accent each: a wolf with a red neckerchief, a lynx, a reindeer, a big mossy bear with small flowers growing on its back, a raven, a white water-horse with a mane like flowing water and a faint cyan glow, and a huge gentle father troll three times the height of the bear, shaped like a mossy boulder with a long nose, small birch trees growing on his shoulders and warm glowing amber eyes. Mouths closed or goofy, no bared teeth, nothing frightening. No labels.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 483502082,
  "size": "1536x864",
  "provider": "venice",
  "role": "creature sheet: inside (top) and outside (bottom)",
  "verdict": "Kept. Head 1/2 of the body inside, 1/3 outside; every eye bright; the troll is the biggest and the kindest. Fault: the outside row is rendered almost as softly as the inside row."
 },
 {
  "file": "art/sheet-buildings-inside.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A building design sheet on a plain flat light-grey background: six buildings from inside the town wall of a fairy-tale village, in two rows of three, each a separate small model seen in 3/4 view, evenly lit, all to the same scale, with one small round villager standing by each door for scale. The six: a low turf-roofed cottage; a bakery with a pretzel sign and a big round oven chimney; a tall half-timbered house with a red tile roof and blue window frames; a windmill with four chunky sails; a honey-sandstone gate tower with a round cap and a banner; a round stone well under a little roof. The fairy-tale look inside the town wall: storybook-cute, like a warm animated feature painted by hand. Soft blended brushwork with strokes barely visible. Round, chunky, bread-loaf shapes; every corner bevelled; roofs sag and walls bulge a little; props a little oversized; nothing sharp, thin, leaning or broken. Built things carry painted rosemaling: curling flower scrolls in rose, butter yellow and blue. A light, bright palette with soft blue-violet shadows. Folk and animals have a head one third of their height. An enclosed, cosy composition framed on both sides, the far view closed by round trees, low hills or the honey-coloured town wall. Rules to show: low cottages are as wide as they are tall and the roof is half of the height; every door is round-topped; every window glows warm; roofs sag, walls bulge, nothing leans; one roof material per building. No labels.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 465280389,
  "size": "1536x864",
  "provider": "venice",
  "role": "building sheet: inside the wall",
  "verdict": "Kept. Roof half the height, round doors, lit windows, nothing leans. Fault: rosemaling on the gate tower wall and the mill sails (over budget)."
 },
 {
  "file": "art/sheet-buildings-outside.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A building design sheet on a plain flat light-grey background: six buildings from outside the town wall, in two rows of three, each a separate small model seen in 3/4 view, evenly lit, all to the same scale, with one small friendly figure standing by each door for scale. The six, each with one clear colour of its own: a tall narrow boathouse of slate-teal tarred planks with a turf roof on a stone foot; a long low barn-red barn on a stone foot with a ramp to its hay door; a honey-brown storehouse on pillars with a carved gable; a low heavy mountain hut of silver-grey logs with a turf roof; a tall leaning watchtower of warm umber wood with a beacon basket and a small flag; a ruined wooden stave church of pale silvered wood with a broken tower, wild flowers and a young birch growing inside it and a lantern kept lit in its doorway. The look outside the wall: A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. Painted like gouache, each building in three flat tones with hard-edged shadow shapes and broad visible brushstrokes, thin darker-coloured linework. Mid values only: the darkest wood is a mid umber or slate teal, nothing near black, nothing gloomy. One warm glowing window each. Rules to show: silhouettes are either tall and narrow or long and low, never square; steep roofs; a stone foot under every building; a lean of a few degrees; carved unpainted ornament (a sun wheel, knotwork) only in the gable; weathered and mended, friendly, never spooky; no graves, no spikes. No labels.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 883261548,
  "size": "1536x864",
  "provider": "venice",
  "role": "building sheet: outside the wall",
  "verdict": "Kept (second try). Tall-narrow or long-low, stone feet, one colour each, one warm window. Fault: the stave church came out as a stone ruin."
 },
 {
  "file": "art/sheet-props-two-looks.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A prop design sheet on a plain flat light-grey background: the same six things drawn twice, in two rows, each a separate small model in 3/4 view, evenly lit: a lantern on a post, a bench, a signpost, a piece of fence, a barrel, a well. Top row, inside the town wall: storybook-cute, soft blended paint, round chunky shapes a little oversized, every corner bevelled, warm honey wood and cream, painted rosemaling flower scrolls on one face of each, butter-yellow glow in the lantern. Bottom row, outside the wall: the same six things, bolder: taller, tapered, leaning a few degrees, weathered silver-grey and slate-teal wood on cold grey stone, painted like gouache in three flat tones with hard-edged shadow shapes and broad visible brushstrokes, thin dark-teal linework, moss and lichen, a carved unpainted sun wheel or knot on one face of each, ember-orange glow in the lantern. Rounded corners in both rows; nothing sharp, nothing broken beyond a mended board. No labels.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 749146344,
  "size": "1536x864",
  "provider": "venice",
  "role": "prop sheet: the same six props inside and outside",
  "verdict": "Kept. Painted rosemaling against carved sun wheels; honey wood against silvered wood on stone. Fault: outside props are mossier than a used thing would be."
 },
 {
  "file": "art/mesh-ref-bestemor-inside.webp",
  "prompt": "Stylised 3D character for a cosy Norwegian fairy-tale video game for young children, in the look of a warm hand-painted animated film: soft rounded shapes, painted textures, warm storybook colours, a Kittelsen and John Bauer folk-tale mood made friendly and cute, nothing scary, a big head and big kind eyes. Exactly three heads tall: the head is one third of the whole height. Short limbs, mitten-like hands, eyes set low, a small nose, a smile. Soft blended paint with no outlines and no hard shadow shapes. Light warm colours and one painted rosemaling trim on the clothes. A full-body grandmother villager of the fairy-tale village: round and short, white hair in a chunky bun, rosy cheeks, no glasses, a cream blouse, a rose-red wool shawl held by a round silver brooch, a sky-blue skirt and a cream apron with one band of painted flower scrolls, brown felt shoes. Presented in a neutral A-pose as a clear character reference for 3D model generation: standing upright, facing directly forward, arms angled a little away from the body, legs shoulder-width apart, hands fully visible and empty, the whole figure readable from head to toe with a margin around it. Chunky solid shapes, no thin or loose parts, no loose hair strands. Centered, symmetrical, a single isolated subject on a plain flat light-grey background, soft even lighting, no ground shadow, no cast shadow, no scenery, no text.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 556895567,
  "size": "1024x1536",
  "provider": "venice",
  "role": "meshable reference: figure, inside",
  "verdict": "Kept (second try, glasses removed). 3 heads, mitten hands, one rosemaling band. Risk: the shawl fringe."
 },
 {
  "file": "art/mesh-ref-fisker-outside.webp",
  "prompt": "A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. A character for a Norwegian fairy-tale adventure game for children: muted cool base colours with one or two glowing accent colours, thin coloured linework and no heavy black outlines, big bright readable eyes, friendly and brave, not scary, no weapons pointed at the viewer, no blood, no bared teeth. A hand-painted 2D illustration, not a 3D render. Stocky and sturdy, exactly four and a half heads tall: a large head, a short neck, a long body and short strong legs. Eyes as big and bright as an animated-film hero, strong expressive eyebrows, a friendly face. A tapered silhouette with rounded corners. Painted like gouache: every form in three flat tones (light, half-tone, shade) laid as broad flat brush planes with hard edges, the edges of the strokes left visible, no smooth gradients, no mosaic, no pixel pattern, no fine fabric texture. The painted light comes from above and in front, so shade lies only under the chin, the arms and the folds. One clear colour of their own for the whole figure, and one small accent. A full-body stylized illustration of a fisherman from a lakeside hamlet in the north: broad shoulders, a short brown beard, a sea-blue knitted cap, a thick sea-blue wool smock with one woven band at the hem, a wide leather belt with a round brass buckle, grey wool trousers, tall dark-brown boots, a short coil of chunky rope fixed flat at the belt, and a small chunky lantern glowing ember-orange fixed at the belt. Presented in a neutral A-pose as a clear character reference for 3D model generation: standing upright, facing directly forward, arms angled a little away from the body, legs shoulder-width apart, hands fully visible and empty, the whole figure readable from head to toe with a margin around it. Chunky solid shapes, no thin or loose parts, no loose hair strands. Centered, symmetrical, a single isolated subject on a plain flat light-grey background, soft even lighting, no ground shadow, no cast shadow, no scenery, no text. Worn-in, functional, believable clothing.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 867534235,
  "size": "1024x1536",
  "provider": "venice",
  "role": "meshable reference: figure, outside",
  "verdict": "Kept (second try). About 4.7 heads, brush planes on the smock, one colour of his own, lantern accent. Risk: the rope coil and the hanging lantern."
 },
 {
  "file": "art/mesh-ref-stue-inside.webp",
  "prompt": "Stylised 3D building for a cosy Norwegian fairy-tale video game for young children, in the look of a warm hand-painted animated film: soft rounded bread-loaf shapes, every corner bevelled, a roof that sags a little and walls that bulge a little, painted textures with soft blended brushwork, warm storybook colours, nothing sharp or broken. A small village cottage: low and wide, as wide as it is tall, with a thick green turf roof that makes up half its height and sags like a bread loaf, small daisies on the turf, a chunky stone chimney, bulging cream plaster walls on a low foot of round honey-coloured stones, warm brown timber frames, a round-topped door painted sky blue with rosemaling flower scrolls, two small round-cornered windows glowing warm with rose shutters, a flower box of rose and butter-yellow flowers under each, a chunky bench by the door. Chunky solid closed shapes with no thin, loose or see-through parts. A single isolated building, centered, fully visible with a margin around it, 3/4 front view from slightly above eye height, standing on a thin round pad of its own ground. Centered, symmetrical, a single isolated subject on a plain flat light-grey background, soft even lighting, no ground shadow, no cast shadow, no scenery, no text.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 116437618,
  "size": "1024x1024",
  "provider": "venice",
  "role": "meshable reference: building, inside",
  "verdict": "Kept on the first try. The inside building rule in one model."
 },
 {
  "file": "art/mesh-ref-fiskerstue-outside.webp",
  "prompt": "A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. A building for a Norwegian fairy-tale adventure game for children, outside the town wall: a tall, narrow, tapered, slightly leaning silhouette with rounded corners; every surface in three tones with hard-edged painted shadow shapes and visible square brushstrokes that follow the planks and stones; muted cool colours with one warm glowing window; weathered and lived-in, friendly, not scary; thin darker-coloured linework, no black outlines. A hand-painted 2D illustration, not a 3D render, painted like gouache in broad flat brush planes with the stroke edges left visible; no gritty fine texture. Mid values only: the darkest wood is a mid slate teal, nothing near black. A fisherman's house by a northern lake: tall and narrow, one and a half times as tall as it is wide, leaning a few degrees, on a high foot of big cold-grey stones; walls of tarred upright planks painted in slate teal and umber; a steep turf roof with moss, a few buttercups and a chunky leaning stone chimney; a carved sun wheel in the gable; one small window glowing warm amber; a plank door of faded sea blue with a carved woven-band frame; a short chunky stone stair; a solid barrel and two solid wooden crates tight against the wall. Chunky solid closed shapes with no thin, loose or see-through parts. A single isolated building, centered, fully visible with a margin around it, 3/4 front view from slightly above eye height, standing on a thin round pad of its own ground. Centered, symmetrical, a single isolated subject on a plain flat light-grey background, soft even lighting, no ground shadow, no cast shadow, no scenery, no text.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 573924715,
  "size": "1024x1024",
  "provider": "venice",
  "role": "meshable reference: building, outside",
  "verdict": "Kept (second try). Tall, leaning, stone foot, slate teal, sun wheel, one window. Risk: the crossed gable tips."
 },
 {
  "file": "art/test-outside-A-block-only.webp",
  "prompt": "A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. A scene for a Norwegian fairy-tale adventure game for children: muted cool base colours with one or two glowing accent colours, thin coloured linework and no heavy black outlines, friendly and brave, not scary. Scene: just outside the wall, looking north up a wide valley. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, stands on an umber cart road beside a tipped cart with a tarped load and a small ember-orange lantern. Ahead the road winds toward a broken stone watchtower leaning on a knoll and one enormous wind-bent old pine ten times her height; beyond, a lake and blue mountains. Wild olive-green meadow with one drift of buttercups, a way-marker cairn, two ravens. No text.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 460244699,
  "size": "1536x864",
  "provider": "venice",
  "role": "test: the Fortiche block with the old rule line only",
  "verdict": "Kept as the control. Gritty, brown, stormy, median luma 0.29: the block alone drifts toward a grown-up fantasy painting."
 },
 {
  "file": "art/test-outside-C-night.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. The world outside the town wall. Surface: painted like gouache poster art for an animated film, big simple shapes first; each object is built from three flat tones (light, half-tone, shade) with hard cut edges and long visible square-brush strokes that follow the form; almost no small detail, the sharpest edges and the only fine detail at the one focal point; far things are single flat shapes. Thin linework in a darker shade of the colour it sits on, only on the silhouettes of near things, never black. Space: three depth layers parted by pale haze (a deep-teal foreground frame, a lit middle ground, a far layer close to the sky's colour) and one small figure against one very large shape. Shapes: tall, tapered, leaning, asymmetric silhouettes, their corners still rounded. Bases are muted and cool, with one small glowing accent colour. Built things carry carved ornament, unpainted: knotwork, a sun wheel or a rune cut into wood or stone, never on rocks or trees. An open composition with a far horizon and a painted sky of long level strokes. Brave and a little wild, still friendly. Scene: just outside the wall, looking north up a wide valley on a clear cold night. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, stands on an umber cart road beside a tipped cart with a tarped load and a small ember-orange lantern. Ahead the road winds toward a broken stone watchtower leaning on a knoll and one enormous wind-bent old pine ten times her height; beyond, a lake and blue mountains. Wild olive-green meadow with one drift of buttercups, a way-marker cairn, two ravens. The sky carries a wide band of northern lights in green-teal and violet over the mountains, and their colour lies faintly on the lake. The land is deep blue and teal, every shape still readable, nothing black. A traveller's campfire burns by the cart, the only warm thing in the picture: its ember-orange light falls on the princess, the cart and the nearest stones in a small pool, and a kind old wolf with a red neckerchief sits by it. Two thirds of the picture is night blue and teal; the green-teal and violet of the sky are the second colour; the fire is the one warm accent.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 94698735,
  "size": "1536x864",
  "provider": "venice",
  "role": "test: the northern night (fire against cold)",
  "verdict": "Kept. Green-teal and violet sky, one fire, every shape readable. Fault: 4.8 % under luma 0.08; the night floor needs lifting in the game."
 },
 {
  "file": "art/rule-night-inside.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. The fairy-tale look inside the town wall: storybook-cute, like a warm animated feature painted by hand. Soft blended brushwork with strokes barely visible. Round, chunky, bread-loaf shapes; every corner bevelled; roofs sag and walls bulge a little; props a little oversized; nothing sharp, thin, leaning or broken. Built things carry painted rosemaling: curling flower scrolls in rose, butter yellow and blue. A light, bright palette with soft blue-violet shadows. Folk and animals have a head one third of their height. An enclosed, cosy composition framed on both sides, the far view closed by round trees, low hills or the honey-coloured town wall. Scene: the village square of Solengen at dusk, the same square as by day: a round stone well, low cottages with thick green turf roofs, a bakery with a pretzel sign, flower tubs, bunting, a bench. Every window and six lanterns glow warm butter-yellow and make soft pools of light on the cobbles; the sky is rose and violet with the first stars; the shade is blue-violet and the ground keeps its colour: the cobbles are still tan and the grass still green, only deeper. A small princess of about eight with curly brown hair, a small gold crown, a red cape and a leather backpack sits on the edge of the well seen from behind, a fox baker carries the last bread in, a kitten sleeps on the bench. Nothing is dark or empty.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 377245887,
  "size": "1536x864",
  "provider": "venice",
  "role": "rule: night inside the wall",
  "verdict": "Kept. Every window lit, the ground keeps its colour. Fault: ornament over budget."
 },
 {
  "file": "art/rule-border.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. The world outside the town wall. Surface: painted like gouache poster art for an animated film, big simple shapes first; each object is built from three flat tones (light, half-tone, shade) with hard cut edges and long visible square-brush strokes that follow the form; almost no small detail, the sharpest edges and the only fine detail at the one focal point; far things are single flat shapes. Thin linework in a darker shade of the colour it sits on, only on the silhouettes of near things, never black. Space: three depth layers parted by pale haze (a deep-teal foreground frame, a lit middle ground, a far layer close to the sky's colour) and one small figure against one very large shape. Shapes: tall, tapered, leaning, asymmetric silhouettes, their corners still rounded. Bases are muted and cool, with one small glowing accent colour. Built things carry carved ornament, unpainted: knotwork, a sun wheel or a rune cut into wood or stone, never on rocks or trees. An open composition with a far horizon and a painted sky of long level strokes. Brave and a little wild, still friendly. A wide view along a path that crosses from one zone into another, to show how a border looks. Left third: Nordalen, the summer valley: open, light, slender white birches, cool fresh green meadow with buttercups, a glimpse of blue lake, clear morning light. Right third: Fjellfoten's old forest: enormous dark spruce trunks, deep moss, ferns, rust-red needles, green gloom with a pale shaft of light, small cyan-glowing mushrooms. Middle third, the border, about eighty metres deep: the birches thin out and grow mossy, the first young spruces stand between them, the grass darkens step by step and ferns begin, the light dims; and exactly at the middle stands the threshold: an old mossy stone gate post with a carved sun wheel, built of pale lake stone on its left side and dark forest stone on its right. The same umber path runs through all three. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, walks on the path toward the forest, just left of the gate post.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 183838673,
  "size": "1536x864",
  "provider": "venice",
  "role": "rule: a zone border with its threshold",
  "verdict": "Kept. The threshold stone built of both zones stone, one path through. Fault: the border is drawn about 15 m deep; the rule says 80 m."
 },
 {
  "file": "art/gamecam-inside.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. The fairy-tale look inside the town wall: storybook-cute, like a warm animated feature painted by hand. Soft blended brushwork with strokes barely visible. Round, chunky, bread-loaf shapes; every corner bevelled; roofs sag and walls bulge a little; props a little oversized; nothing sharp, thin, leaning or broken. Built things carry painted rosemaling: curling flower scrolls in rose, butter yellow and blue. A light, bright palette with soft blue-violet shadows. Folk and animals have a head one third of their height. An enclosed, cosy composition framed on both sides, the far view closed by round trees, low hills or the honey-coloured town wall. Seen as the game shows it: a third-person camera five and a half metres behind the princess and two metres above the ground, looking level over her head; she is small, in the lower middle of the picture, seen from behind. A real-time game frame, so shapes are simple and few: low-detail models with hand-painted textures, ground painted in broad patches of three or four tones, trees as a few big painted clumps, nothing finely detailed. Scene: a lane in Solengen on a sunny late morning. A small princess of about eight with curly brown hair, a small gold crown, a red cape and a leather backpack walks along a tan earth path between two low turf-roofed cottages with round blue doors and flower boxes; a chunky bench, a woodpile, washing on a line, a lantern post, a hen; a flower meadow in drifts of one colour each beyond the cottages, round apple trees, the honey-coloured town wall and a gate tower closing the view; puffy clouds.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 931783725,
  "size": "1536x864",
  "provider": "venice",
  "role": "target frame at the game camera, inside",
  "verdict": "Kept. What a Solengen lane should look like from 5.5 m behind her."
 },
 {
  "file": "art/gamecam-outside.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. The world outside the town wall. Surface: painted like gouache poster art for an animated film, big simple shapes first; each object is built from three flat tones (light, half-tone, shade) with hard cut edges and long visible square-brush strokes that follow the form; almost no small detail, the sharpest edges and the only fine detail at the one focal point; far things are single flat shapes. Thin linework in a darker shade of the colour it sits on, only on the silhouettes of near things, never black. Space: three depth layers parted by pale haze (a deep-teal foreground frame, a lit middle ground, a far layer close to the sky's colour) and one small figure against one very large shape. Shapes: tall, tapered, leaning, asymmetric silhouettes, their corners still rounded. Bases are muted and cool, with one small glowing accent colour. Built things carry carved ornament, unpainted: knotwork, a sun wheel or a rune cut into wood or stone, never on rocks or trees. An open composition with a far horizon and a painted sky of long level strokes. Brave and a little wild, still friendly. Seen as the game shows it: a third-person camera five and a half metres behind the princess and two metres above the ground, looking level over her head; she is small, in the lower middle of the picture, seen from behind. A real-time game frame, so shapes are simple and few: low-detail models with hand-painted textures, ground painted in broad patches of three or four tones, trees as a few big painted clumps, nothing finely detailed. Scene: Nordalen on a cool clear morning. A small princess of about eight with curly brown hair, a small gold crown, a red cape and a leather backpack walks along an umber path through a wide olive-green meadow painted in broad level strokes with one drift of buttercups; slender white birches as a few tall shapes on the left; ahead on the lake shore three small boathouses of slate-teal tarred planks with turf roofs, one with an ember-orange glow in its hatch; the lake a flat pale-blue shape; far mountains as flat blue shapes in haze; a way-marker cairn by the path; a sky of long level strokes.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 787720724,
  "size": "1536x864",
  "provider": "venice",
  "role": "target frame at the game camera, outside",
  "verdict": "Kept. Compare with a local file"
 },
 {
  "file": "art/colour-script-painted.webp",
  "prompt": "A colour script for an animated film, as a film's art department makes it: one strip of ten small abstract landscape thumbnails side by side in a single row on a dark slate-teal card, each thumbnail a few flat shapes of colour painted in soft pastel with no detail, no figures, no text. They show one journey through a Norwegian fairy-tale land, from left to right: 1 a sunny village square, yellow-green and honey with rose and sky-blue dots; 2 a hill town, tile red and cream with a windmill shape; 3 a curly wood, plum and lilac with small teal glows; 4 a cove, cream sand and aqua; then a thin vertical honey-coloured bar, the town wall; 5 dunes, pale sand and a very big pale sky over teal sea; 6 farmland, barley ochre and barn red under a gold evening; 7 an old forest, moss green and teal with pale shafts and cyan dots; 8 a lake valley, cool blue and birch white with one ember dot; 9 high mountains, blue-grey and white with wine-red at the foot; 10 an elf village at dusk, silver and deep blue with violet and cyan glow under a green northern light. The first four are light, warm and round-shaped; the last six are cooler, with taller, more angular shapes. Equal sizes, small gaps.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 171580681,
  "size": "1792x768",
  "provider": "venice",
  "role": "colour script, painted as abstract thumbnails",
  "verdict": "Kept as a supplement to colour-script.webp. Fault: panels 1 and 2 lost the turf roofs."
 },
 {
  "file": "art/krea-fiskerstue.webp",
  "prompt": "A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. A building for a Norwegian fairy-tale adventure game for children, outside the town wall: a tall, narrow, tapered, slightly leaning silhouette with rounded corners; every surface in three tones with hard-edged painted shadow shapes and visible square brushstrokes that follow the planks and stones; muted cool colours with one warm glowing window; weathered and lived-in, friendly, not scary; thin darker-coloured linework, no black outlines. A hand-painted 2D illustration, not a 3D render, painted like gouache in broad flat brush planes with the stroke edges left visible; no gritty fine texture. Mid values only: the darkest wood is a mid slate teal, nothing near black. A fisherman's house by a northern lake: tall and narrow, one and a half times as tall as it is wide, leaning a few degrees, on a high foot of big cold-grey stones; walls of tarred upright planks painted in slate teal and umber; a steep turf roof with moss, a few buttercups and a chunky leaning stone chimney; a carved sun wheel in the gable; one small window glowing warm amber; a plank door of faded sea blue with a carved woven-band frame; a short chunky stone stair; a solid barrel and two solid wooden crates tight against the wall. Chunky solid closed shapes with no thin, loose or see-through parts. A single isolated building, centered, fully visible with a margin around it, 3/4 front view from slightly above eye height, standing on a thin round pad of its own ground. Centered, symmetrical, a single isolated subject on a plain flat light-grey background, soft even lighting, no ground shadow, no cast shadow, no scenery, no text.",
  "model": "krea-2-turbo",
  "seed": 476845766,
  "size": "1024x1024",
  "provider": "venice",
  "role": "Krea 2 Turbo validation: outside building block",
  "verdict": "Kept. The block holds on Krea 2 Turbo: mid values, flat planes, the frame obeyed."
 },
 {
  "file": "art/krea-short-scene.webp",
  "prompt": "A wide valley outside a town wall on a cool clear morning: a small traveller in a red cape, tiny, seen from behind, on an umber cart road beside a tipped cart with a lantern; ahead a leaning broken stone watchtower on a knoll and one enormous wind-bent old pine; a lake and flat blue mountains beyond; olive meadow with buttercups, a cairn, two ravens. Painted like gouache poster art for an animated film: big simple shapes, each in three flat tones with hard cut edges and broad visible brushstrokes, thin dark-teal linework on near silhouettes, no black. Muted cool colours, pale haze between three depth layers, one small glowing ember-orange accent. Tall, leaning, tapered shapes with rounded corners. A Norwegian fairy-tale land for children, brave and friendly. No text.",
  "model": "krea-2-turbo",
  "seed": 746103,
  "size": "1360x768",
  "provider": "venice",
  "role": "Krea 2 Turbo validation: short outside scene block",
  "verdict": "Kept. Subject first and under 900 characters: the scene survives. Flatter and more picture-book than the gpt-image frames."
 },
 {
  "file": "art/krea-short-fisker.webp",
  "prompt": "Full-body character reference, the whole figure from cap to boots inside the frame with a margin, on a plain flat light-grey background, standing upright facing forward in an A-pose, arms a little out, hands empty: a stocky friendly fisherman four and a half heads tall, short brown beard, sea-blue knitted cap, sea-blue wool smock with a woven band at the hem, leather belt with a brass buckle, grey trousers, brown boots, a small glowing ember-orange lantern at the belt. Big bright eyes, strong eyebrows. Painted like gouache in three flat tones with hard-edged shadow shapes and broad visible brushstrokes, thin darker-coloured linework, no black, even light, no cast shadow, no text.",
  "model": "krea-2-turbo",
  "seed": 898790035,
  "size": "832x1248",
  "provider": "venice",
  "role": "Krea 2 Turbo validation: short outside figure block",
  "verdict": "Kept. Whole figure in frame, about 4 heads, big eyes. Fault: stippled wool texture."
 },
 {
  "file": "art/rejected/key-inside-v1.webp",
  "prompt": "Key art for a children's 3D adventure game set in a Norwegian fairy-tale village, in the look of a modern hand-painted feature-animation film, storybook-cute. The village square of Solengen on a sunny late morning: a round stone well in the middle of a cobbled square, low round cottages with thick green turf roofs that sag like bread loaves, bulging cream plaster walls, warm brown timber frames, round-topped doors, small windows glowing warm, a bakery with a carved wooden sign shaped like a pretzel, flower tubs of rose, butter-yellow and lilac flowers, bunting between the houses, lanterns on posts, a bench with a basket left on it. A small princess of about eight with curly brown hair, a red cape and a backpack stands by the well, seen from behind at three-quarter, talking to a friendly fox baker in an apron; a rabbit postman crosses the square. Characters have big heads (one third of their height) and big kind eyes. Every shape is round, chunky and bevelled; nothing sharp, nothing thin. Soft blended hand-painted surfaces with barely visible brushwork. Palette: warm yellow-green grass, honey sandstone, cream plaster, warm brown timber, accents of rose, butter yellow, lilac and sky blue; soft blue-violet shadows, never black, never grey. Enclosed cosy composition: houses frame both sides, round trees and a honey-coloured town wall with a gate tower close the view behind, puffy white clouds in a soft blue sky. No text, no letters, no logos.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 994161142,
  "size": "1024x768",
  "provider": "venice",
  "role": "rejected: key art inside, first try",
  "verdict": "Brown shadows instead of blue-violet, noisy cobbles and fur strands, no folk ornament: a film render, not a painted one."
 },
 {
  "file": "art/rejected/key-outside-v1.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand: each surface is three or four close tones of its own colour laid in clear shapes, with no photographic detail, no noisy fine texture and no flat vector fills. Warm amber sunlight and coloured shade; shadows are never grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool and carries one small carved or painted Norwegian folk ornament. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. The world outside the town wall. Surface: broad visible brushstrokes that follow the form, light and shadow painted as hard-edged shapes in two or three flat bands, thin linework in a darker shade of the colour it sits on, never black outlines, no smooth airbrushed gradients. Space: three depth layers parted by pale cool haze (a deep-teal foreground frame, a sunlit middle ground, a far layer close to the sky's colour), soft shafts of light, and one small figure against one very large shape. Shapes: tall, tapered, leaning, asymmetric silhouettes, their corners still rounded. Palette: muted cool bases (olive green, umber, cold grey stone, slate teal) with teal shade and amber light, and one small glowing accent colour. An open composition with a far horizon and a painted sky of long level strokes. Brave and a little wild, still friendly. Scene: just outside the wall, looking north up a wide valley in the morning. A small princess of about eight with curly brown hair, a small gold crown, a red cape and a leather backpack, tiny, seen from behind, stands on an umber cart road beside a tipped cart with a tarped load. Ahead the road winds toward a broken stone watchtower leaning on a knoll and an enormous lone old pine, wind-bent, ten times her height; beyond, a lake and blue mountains in haze. Wild olive-green meadow in broad strokes with drifts of buttercups, a way-marker cairn, two ravens. The glowing accent: a small ember-orange lantern hanging on the cart.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 304854277,
  "size": "1536x864",
  "provider": "venice",
  "role": "rejected: key art outside, first try",
  "verdict": "Orange everywhere, as every first outside frame was: \"warm amber light\" in the shared block drowned the zone. Painted rosemaling on a cairn."
 },
 {
  "file": "art/rejected/lineup-folk-v1.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand: each surface is three or four close tones of its own colour laid in clear shapes, with no photographic detail, no noisy fine texture and no flat vector fills. Warm amber sunlight and coloured shade; shadows are never grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool and carries one small carved or painted Norwegian folk ornament. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A character design sheet on a plain flat light-grey background, two rows, the same five kinds of folk in each row, standing side by side facing forward, full body, evenly lit, feet on one line per row: a farmer, a grandmother, a child, a fisherman, a gate guard. Top row, the look inside the town wall: storybook-cute, soft blended paint, round chunky bodies, a head one third of the total height (three heads tall), the child two heads tall, short limbs, big round eyes set low, small nose, warm light colours (cream, rose, butter yellow, sky blue, warm brown), Norwegian folk clothes with simple embroidered trims. Bottom row, the look outside the wall: the same five folk, taller and bolder, four and a half heads tall (the child three and a half), longer limbs, tapered angular silhouettes with rounded corners, sharper features but still big bright eyes and friendly faces with strong eyebrows, visible confident brushstrokes, hard-edged painted shadow shapes, thin dark-coloured linework, muted cool colours (slate teal, olive, umber, cold grey wool) with one small glowing ember-orange or gold accent each (a lantern, a buckle), worn practical layered clothes. A thin horizontal guide line across each row at head height. No labels.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 695144428,
  "size": "1536x864",
  "provider": "venice",
  "role": "rejected: line-up, first try",
  "verdict": "Top row 2 heads tall (gnomes), bottom row 5.5 heads with small eyes (a grown-up fantasy game)."
 },
 {
  "file": "art/rejected/zone-fjellfoten-v2.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. The world outside the town wall. Surface: painted like gouache poster art for an animated film, big simple shapes first; each object is built from three flat tones (light, half-tone, shade) with hard cut edges and long visible square-brush strokes that follow the form; almost no small detail, the sharpest edges and the only fine detail at the one focal point; far things are single flat shapes. Thin linework in a darker shade of the colour it sits on, only on the silhouettes of near things, never black. Space: three depth layers parted by pale haze (a deep-teal foreground frame, a lit middle ground, a far layer close to the sky's colour) and one small figure against one very large shape. Shapes: tall, tapered, leaning, asymmetric silhouettes, their corners still rounded. Bases are muted and cool, with one small glowing accent colour. Built things carry carved ornament, unpainted: knotwork, a sun wheel or a rune cut into wood or stone, never on rocks or trees. An open composition with a far horizon and a painted sky of long level strokes. Brave and a little wild, still friendly. Zone: Fjellfoten, the old forest Gammelskogen, under a closed canopy at midday, no sunset colours, no sky visible. Enormous ancient spruce trunks as plain tall shapes and one giant tree with roots like arches, a deep moss floor, ferns, rust-red fallen needles, boulders shaped like hunched sleeping trolls with moss on their backs, a few pale green-gold shafts of light through green gloom, drifting mist, a small log hut with a turf roof and one warm window far in. A small princess with curly brown hair, a gold crown, a red cape and a backpack, tiny in the frame and seen from behind, on the path between the roots. Two thirds of the picture is deep moss green and teal shade; then rust red and pale green-gold light; small cyan-glowing mushrooms are the one glowing accent. Shape motif: massive trunks and hunched, round-backed shapes. Dim and hushed but not dark: every shadow is a readable teal.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 346404670,
  "size": "1536x864",
  "provider": "venice",
  "role": "rejected: Fjellfoten, second try",
  "verdict": "Median luma 0.18 and 5th percentile 0.05: too dark for a child and for the no-black rule."
 },
 {
  "file": "art/rejected/mesh-ref-fisker-v1.webp",
  "prompt": "A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. A character for a Norwegian fairy-tale adventure game for children: muted cool base colours with one or two glowing accent colours, thin coloured linework and no heavy black outlines, big bright readable eyes, friendly and brave, not scary, no weapons pointed at the viewer, no blood, no bared teeth. Four and a half heads tall, with a large head and eyes as big and bright as a cartoon film hero, strong expressive eyebrows, a friendly face. A tapered silhouette with rounded corners. Fully rendered in paint, not flat: every form in three tones (light, half-tone, shade) with hard-edged shadow shapes and visible square brushstrokes that follow the form; the painted light comes from above and in front, so shade lies only under the chin, the arms and the folds. One clear colour of their own for the whole figure, and one small accent. A full-body stylized illustration of a fisherman from a lakeside hamlet in the north: broad shoulders, a short brown beard, a sea-blue knitted cap, a thick sea-blue wool smock with a woven band at the hem, a wide leather belt with a round brass buckle, grey wool trousers, tall dark-brown boots, a short coil of chunky rope fixed at the belt, and a small lit lantern glowing ember-orange hooked on the belt. Presented in a neutral A-pose as a clear character reference for 3D model generation: standing upright, facing directly forward, arms angled a little away from the body, legs shoulder-width apart, hands fully visible and empty, the whole figure readable from head to toe with a margin around it. Chunky solid shapes, no thin or loose parts, no loose hair strands. Centered, symmetrical, a single isolated subject on a plain flat light-grey background, soft even lighting, no ground shadow, no cast shadow, no scenery, no text. Preserve the painterly brush texture while keeping clothing layers and body forms clearly visible. Worn-in, functional, believable clothing.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 249569050,
  "size": "1024x1536",
  "provider": "venice",
  "role": "rejected: outside figure, first try",
  "verdict": "\"Square brushstrokes\" came back as a mosaic on a 3D render; 5.5 heads tall."
 },
 {
  "file": "art/rejected/mesh-ref-fiskerstue-v1.webp",
  "prompt": "A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. A building for a Norwegian fairy-tale adventure game for children, outside the town wall: a tall, narrow, tapered, slightly leaning silhouette with rounded corners; every surface in three tones with hard-edged painted shadow shapes and visible square brushstrokes that follow the planks and stones; muted cool colours with one warm glowing window; weathered and lived-in, friendly, not scary; thin darker-coloured linework, no black outlines. A fisherman's house by a northern lake: tall and narrow, one and a half times as tall as it is wide, leaning a few degrees, on a high foot of cold grey stones; walls of dark tarred upright planks in deep umber and slate teal; a steep turf roof with a mossy ridge and a chunky leaning stone chimney; a carved sun wheel in the gable; one small window glowing warm amber; a plank door with a woven-band pattern carved in its frame; a short chunky stair of stone; a barrel and a stack of creels tight against the wall. Chunky solid closed shapes with no thin, loose or see-through parts. A single isolated building, centered, fully visible with a margin around it, 3/4 front view from slightly above eye height, standing on a thin round pad of its own ground. Centered, symmetrical, a single isolated subject on a plain flat light-grey background, soft even lighting, no ground shadow, no cast shadow, no scenery, no text.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 450466976,
  "size": "1024x1024",
  "provider": "venice",
  "role": "rejected: outside building, first try",
  "verdict": "Near-black wood, gritty and grim; see-through wicker creels that cannot mesh."
 },
 {
  "file": "art/rejected/sheet-buildings-outside-v1.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A building design sheet on a plain flat light-grey background: six buildings from outside the town wall, in two rows of three, each a separate small model seen in 3/4 view, evenly lit, all to the same scale, with one small figure standing by each door for scale. The six: a tall narrow boathouse of dark tarred planks with a turf roof on a stone foot; a long low red barn on a stone foot with a ramp to its hay door; a storehouse on pillars with a carved gable; a log mountain hut with a turf roof, low and heavy; a tall leaning wooden watchtower with a beacon; a ruined wooden stave church with a broken tower. The look outside the wall: A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. Each building is painted in three flat tones with hard-edged shadow shapes and visible square brushstrokes, thin darker-coloured linework, muted cool colours (tar umber, slate teal, cold grey stone, barn red, weathered silver wood) and one warm glowing window each. Rules to show: silhouettes are either tall and narrow or long and low, never square; steep roofs; a stone foot under every building; a lean of a few degrees; carved unpainted ornament (a sun wheel, knotwork) in the gable; weathered and mended, never spooky. No labels.",
  "model": "gpt-image-2-5-sunburst",
  "seed": 938393902,
  "size": "1536x864",
  "provider": "venice",
  "role": "rejected: outside building sheet, first try",
  "verdict": "All one dark brown, gloomy; gravestones round the church."
 },
 {
  "file": "art/rejected/krea-long-prompt.webp",
  "prompt": "A hand-painted picture from a children's adventure game set in a Norwegian fairy-tale land. Everything is painted by hand in big clear shapes: each surface is three or four close tones of its own colour, with no photographic detail, no noisy fine texture and no flat vector fills; fine detail only at the one focal point. Light is always warmer than shade, and shade always has a colour; nothing is grey or black, and the darkest tone in the picture is a deep teal or violet. Everything built is handmade of wood, stone, turf and wool. Every living thing has big, bright, readable eyes. Friendly, nothing scary. No text, no letters, no logos. A richly painterly animated-illustration style built on visible, confident brushstroke texture layered directly into rendering rather than smoothed away, a fusion of hand-painted textural depth with clean animation-ready linework, and a bold painterly-meets-graphic animation intensity that feels both illustrated and alive. Influenced by: Fortiche Production, League of Legends concept-art tradition, painterly animation technique, cinematic stylized character-design practice. The world outside the town wall. Surface: painted like gouache poster art for an animated film, big simple shapes first; each object is built from three flat tones (light, half-tone, shade) with hard cut edges and long visible square-brush strokes that follow the form; almost no small detail, the sharpest edges and the only fine detail at the one focal point; far things are single flat shapes. Thin linework in a darker shade of the colour it sits on, only on the silhouettes of near things, never black. Space: three depth layers parted by pale haze (a deep-teal foreground frame, a lit middle ground, a far layer close to the sky's colour) and one small figure against one very large shape. Shapes: tall, tapered, leaning, asymmetric silhouettes, their corners still rounded. Bases are muted and cool, with one small glowing accent colour. Built things carry carved ornament, unpainted: knotwork, a sun wheel or a rune cut into wood or stone, never on rocks or trees. An open composition with a far horizon and a painted sky of long level strokes. Brave and a little wild, still friendly. Scene: just outside the wall, looking north up a wide valley on a cool clear morning. A small traveller in a red cape with a backpack, tiny in the frame and seen from behind, stands on an umber cart road beside a tipped cart with a tarped load and a small ember-orange lantern, the one glowing accent. Ahead the road winds toward a broken stone watchtower leaning on a knoll and one enormous wind-bent old pine ten times the traveller's height; beyond, a lake and blue mountains as flat hazy shapes. Wild olive-green meadow in broad strokes with one drift of buttercups, a way-marker cairn, two ravens. Two thirds of the picture is cool: olive, slate teal, blue-grey; the sunlit shapes are pale straw, not orange.",
  "model": "krea-2-turbo",
  "seed": 194049441,
  "size": "1360x768",
  "provider": "venice",
  "role": "rejected: Krea 2 Turbo with the long scene prompt",
  "verdict": "Krea kept the look and dropped the whole scene (2 700 characters): no cart, pine or tower. Led to the short Krea block."
 },
 {
  "file": "art/colour-script.webp",
  "prompt": null,
  "model": "none: a Pillow montage (a local file) of the ten zone frames, each with its palette from zones.json, its twelve-column average and its median luma",
  "seed": null,
  "size": "1576x690",
  "provider": "local",
  "role": "colour script across the zones in travel order",
  "verdict": "Kept. Shows the swing in value and hue outside, and that Solengen and Møllebakken average to nearly the same tan."
 }
]
