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Made of little things.

Outbreak: Soycoon City

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License
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Author’s source reference
nostr://npub182jczunncwe0jn6frpqwq3e0qjws7yqqnc3auccqv9nte2dnd63scjm4rf/wss%3A%2F%2Fgit.napplet.soy%2F/n-b87c04571a9

Archive hash verified: dbebdc772b142a1c…. The source-to-build association is the author’s claim; it has not been independently rebuilt.

docs/art-assets.md
# Demo art provenance

Soybert's reference is the user-supplied `src/soy-mascot.png`. The playable model is a procedural low-poly interpretation of that character, including the cream block, face, blush, feet and pump shotgun.

The twelve `src/art-v2/*.jpg` backgrounds were generated for this project from the matching editor camera schemas in `docs/schema-shots/`. They cover six rooms, two shots each. The detailed Evidence Room establishes the material and lighting language; the other shots share the written late-1990s PlayStation survival-horror style. The original six PNGs in `src/art/` are retained as source references and are no longer bundled.

Each selected image is an original generated environment, without extracted game assets. The expanded art includes populated case boards, period photographs, maps, notes, safety posters, scattered forms, brooms, buckets and utility detail. Three shots use near-floor cameras with visible ceilings. JPEG encoding at quality 84 preserves the selected image's dimensions and composition; the original generated PNGs remain in the image tool's output directory.

Images are bundled in the single-file artifact. Runtime rendering downsamples them to the configured 4:3 resolution, applies restrained ordered palette reduction, and renders low-poly actors against matching invisible depth geometry. The twelve JPEGs total 6,363,341 bytes; the final HTML is 10,088,633 bytes (9.62 MiB), down from the original six-PNG build's 19.43 MiB.

## Selection and corrections

Evidence camera 2 was edited to remove an invented floor beam. Holding camera 2 was edited to remove an extra chest between its rear doors. Corridor camera 1 was regenerated using only its schema after a second room reference caused composition drift. The lab's frog camera was repositioned before its final schema/render because the first camera sat behind a cabinet. Lighting-only meshes are omitted from new schemas and specified in the prompt; floating fixtures in overhead schemas had been interpreted as floor furniture. These fixtures do not occlude actors in the prerendered runtime.

The selected tool output filenames are recorded below for provenance. Rejected iterations are not bundled.

| Shot | Selected generated PNG |
| --- | --- |
| Evidence 1 | exec-533d0976-80d8-4bc7-b5c6-73551f18c904.png |
| Evidence 2 | exec-23388229-3e47-4f6d-89f4-2679d4cdb865.png |
| Corridor 1 | exec-5329b66b-4637-43ae-8bcb-ac172c181e8b.png |
| Corridor 2 | exec-a202b930-4bdf-4209-8d14-4ae1403cd72b.png |
| Holding 1 | exec-745a94a9-f003-49ab-9a71-1786ded2780e.png |
| Holding 2 | exec-b82a8273-a5c4-4490-bd31-276559d0d747.png |
| Briefing 1 | exec-9d6639d0-6647-49ed-8485-68e14c771d98.png |
| Briefing 2 | exec-05dae754-c978-47e4-acef-12bf183d1211.png |
| Forensics 1 | exec-3f15c438-1d44-46fd-88bc-719df8822c82.png |
| Forensics 2 | exec-3a212f3f-a6fe-4c78-b4fd-1acaa59072f6.png |
| Maintenance 1 | exec-f33f8dbc-0e44-48bd-8221-1807e2f24175.png |
| Maintenance 2 | exec-71f5606a-a814-426f-8b6f-307dc2af5131.png |

Generative reconstruction remains approximate: inspect seams and depth edges behind furniture. The editor invalidates art after geometry, dressing or lens changes; a procedural bake remains available. Map origins and camera areas do not change perspective and preserve art. Style/description changes affect future prompts rather than retroactively changing existing images. There is no runtime image-generation API or external asset request.