{
  "slug": "kosmos-uspione-wirusy",
  "title": "kosmos-uspione-wirusy",
  "aspect": "1:1",
  "frame_width": 1024,
  "frame_height": 1024,
  "characters": [
    {
      "name": "astronaut",
      "descriptor": "an adult astronaut in a white NASA-inspired EVA suit with blue mission patches, clear bubble helmet visor reflecting Earth and stars, compact life-support backpack, careful weightless posture.",
      "ref_sheet_path": "/Users/quba/Public/pixel-art/.working/kosmos-uspione-wirusy/characters/character_astronaut.png"
    },
    {
      "name": "immune-cell",
      "descriptor": "a heroic translucent teal-white immune cell mascot with soft membrane edges, tiny glowing nucleus, expressive determined face, drifting inside a stylized bloodstream.",
      "ref_sheet_path": "/Users/quba/Public/pixel-art/.working/kosmos-uspione-wirusy/characters/character_immune-cell.png"
    },
    {
      "name": "virus",
      "descriptor": "a dormant spiky crimson virus particle with faint orange core glow, ancient and ominous but microscopic, shown as an enlarged symbolic character.",
      "ref_sheet_path": "/Users/quba/Public/pixel-art/.working/kosmos-uspione-wirusy/characters/character_virus.png"
    }
  ],
  "scenes": [
    {
      "index": 0,
      "text": "W kosmosie budzą się uśpione wirusy.\nI to może być problem dla całej ludzkości.",
      "first_frame_prompt": "Beautiful modern stylized pixel art, premium game-cinematic aesthetic in the visual register of Owlboy, Eastward, Hyper Light Drifter, and Octopath Traveler (HD-2D). Crisp pixel grid with intentional chunky pixels, NOT blurry, NOT anti-aliased to smoothness. Strong readable character silhouette, rich disciplined color palette with deep shadows, warm highlights and cool atmospheric midtones. Cinematic game-ready lighting — subtle volumetric glow, rim light on character edges, soft bloom on bright light sources. Parallax-style depth: crisp foreground, softer mid-ground, hazy atmospheric background. Premium game mood — dramatic but controlled. STRICTLY NOT photo-realistic, NOT 3D-rendered, NOT painterly, NOT watercolor, NOT chibi, NOT voxel-blocky, NOT black-and-white line art.\n\nSETTING: A vast orbital darkness above Earth, a sleeping crimson virus sealed inside a glassy ice-like microscopic capsule floating among stars, Earth curved below as a fragile blue shield.\n\nCHARACTER: Virus: a dormant spiky crimson virus particle with faint orange core glow, ancient and ominous but microscopic, shown as an enlarged symbolic character. Motionless, curled inward like a locked seed, faint core barely visible.\n\nLIGHTING: Cold blue starlight with a tiny red ember inside the capsule, high-contrast cosmic rim light.\n\nLAYERS: foreground capsule crystals and dust motes, mid-ground enlarged virus silhouette, background Earth limb and distant satellites.",
      "last_frame_prompt": "Beautiful modern stylized pixel art, premium game-cinematic aesthetic in the visual register of Owlboy, Eastward, Hyper Light Drifter, and Octopath Traveler (HD-2D). Crisp pixel grid with intentional chunky pixels, NOT blurry, NOT anti-aliased to smoothness. Strong readable character silhouette, rich disciplined color palette with deep shadows, warm highlights and cool atmospheric midtones. Cinematic game-ready lighting — subtle volumetric glow, rim light on character edges, soft bloom on bright light sources. Parallax-style depth: crisp foreground, softer mid-ground, hazy atmospheric background. Premium game mood — dramatic but controlled. STRICTLY NOT photo-realistic, NOT 3D-rendered, NOT painterly, NOT watercolor, NOT chibi, NOT voxel-blocky, NOT black-and-white line art.\n\nSETTING: A vast orbital darkness above Earth, a sleeping crimson virus sealed inside a glassy ice-like microscopic capsule floating among stars, Earth curved below as a fragile blue shield.\n\nCHARACTER: Virus: a dormant spiky crimson virus particle with faint orange core glow, ancient and ominous but microscopic, shown as an enlarged symbolic character. The spikes unfold and the orange core wakes, casting red light onto nearby stars.\n\nLIGHTING: Cold blue starlight invaded by pulsing crimson glow, ominous bloom around the virus.\n\nLAYERS: foreground cracked capsule shards, mid-ground awakened virus expanding, background Earth limb under a thin warning-red halo.\n\nCONTINUITY HOOK: a tiny Apollo-style mission patch drifts into frame near the cracked capsule.",
      "animation_prompt": "BEAT 0-2s: Hold on the frozen microscopic capsule above Earth as the core barely flickers.\nBEAT 2-4s: Hairline cracks race through the capsule and the spiky virus slowly uncurls.\nBEAT 4-5s: Red light spills toward Earth, turning the calm orbit into a warning image.\nAUDIO DIRECTIVE: deep space hum, faint ice cracking, low ominous pulse. NO spoken words in any language, NO intelligible speech.\n\nPixel art aesthetic maintained throughout, crisp pixel grid, NO style drift, NO smoothing, NO photo-realism.",
      "first_frame_path": "/Users/quba/Public/pixel-art/.working/kosmos-uspione-wirusy/scene_00/first_frame.png",
      "last_frame_path": "/Users/quba/Public/pixel-art/.working/kosmos-uspione-wirusy/scene_00/last_frame.png"
    },
    {
      "index": 1,
      "text": "Na misjach Apollo ponad połowa astronautów zachorowała w tydzień po powrocie.\nPrzeziębienia, infekcje — bez wyraźnej przyczyny.\nOkazało się, że układ odpornościowy potrzebuje grawitacji.",
      "first_frame_prompt": "Beautiful modern stylized pixel art, premium game-cinematic aesthetic in the visual register of Owlboy, Eastward, Hyper Light Drifter, and Octopath Traveler (HD-2D). Crisp pixel grid with intentional chunky pixels, NOT blurry, NOT anti-aliased to smoothness. Strong readable character silhouette, rich disciplined color palette with deep shadows, warm highlights and cool atmospheric midtones. Cinematic game-ready lighting — subtle volumetric glow, rim light on character edges, soft bloom on bright light sources. Parallax-style depth: crisp foreground, softer mid-ground, hazy atmospheric background. Premium game mood — dramatic but controlled. STRICTLY NOT photo-realistic, NOT 3D-rendered, NOT painterly, NOT watercolor, NOT chibi, NOT voxel-blocky, NOT black-and-white line art.\n\nSETTING: Retro Apollo recovery room transformed into a cinematic medical bay: moon mission photos on the wall, simple beds, analog monitors, clipboard labeled APOLLO in ASCII.\n\nCHARACTER: Astronaut: an adult astronaut in a white NASA-inspired EVA suit with blue mission patches, clear bubble helmet visor reflecting Earth and stars, compact life-support backpack, careful weightless posture. Sitting on a bed with helmet off beside them, tired posture, blanket over shoulders.\n\nLIGHTING: Warm sickbay lamps mixed with cool fluorescent monitor glow, nostalgic 1970s palette.\n\nLAYERS: foreground tissue box and thermometer, mid-ground astronaut on bed, background wall photos of lunar module and recovery ship.",
      "last_frame_prompt": "Beautiful modern stylized pixel art, premium game-cinematic aesthetic in the visual register of Owlboy, Eastward, Hyper Light Drifter, and Octopath Traveler (HD-2D). Crisp pixel grid with intentional chunky pixels, NOT blurry, NOT anti-aliased to smoothness. Strong readable character silhouette, rich disciplined color palette with deep shadows, warm highlights and cool atmospheric midtones. Cinematic game-ready lighting — subtle volumetric glow, rim light on character edges, soft bloom on bright light sources. Parallax-style depth: crisp foreground, softer mid-ground, hazy atmospheric background. Premium game mood — dramatic but controlled. STRICTLY NOT photo-realistic, NOT 3D-rendered, NOT painterly, NOT watercolor, NOT chibi, NOT voxel-blocky, NOT black-and-white line art.\n\nSETTING: Retro Apollo recovery room transformed into a cinematic medical bay: moon mission photos on the wall, simple beds, analog monitors, clipboard labeled APOLLO in ASCII.\n\nCHARACTER: Astronaut: an adult astronaut in a white NASA-inspired EVA suit with blue mission patches, clear bubble helmet visor reflecting Earth and stars, compact life-support backpack, careful weightless posture. Coughing gently into a gloved hand while a nurse silhouette checks a rising fever line on a monitor.\n\nLIGHTING: Fluorescent green monitor light intensifies against warm amber room shadows.\n\nLAYERS: foreground medical chart with simple icons, mid-ground astronaut and nurse silhouette, background Apollo photographs and a red alert dot on monitor.\n\nCONTINUITY HOOK: the fever line on the monitor bends downward into a stylized gravity arrow.",
      "animation_prompt": "BEAT 0-2s: Camera slowly pushes into the recovery bed, emphasizing the exhausted astronaut and quiet medical room.\nBEAT 2-4s: Monitor icons flicker from normal to infection warning while Apollo photos glow behind.\nBEAT 4-5s: The fever line stretches into a gravity arrow, linking sickness to missing gravity.\nAUDIO DIRECTIVE: soft hospital ambience, analog monitor beeps, distant ventilation. NO spoken words in any language, NO intelligible speech.\n\nPixel art aesthetic maintained throughout, crisp pixel grid, NO style drift, NO smoothing, NO photo-realism.",
      "first_frame_path": null,
      "last_frame_path": null
    },
    {
      "index": 2,
      "text": "Już kilka minut po starcie twoje ciało zaczyna się zmieniać.\nGrawitacja ciągnie płyny w dół — ale w kosmosie jej nie ma.\nBez tego ciśnienia komórki odpornościowe przestają się sprawnie poruszać.\nZamiast pędzić autostradą — po prostu dryfują.",
      "first_frame_prompt": "Beautiful modern stylized pixel art, premium game-cinematic aesthetic in the visual register of Owlboy, Eastward, Hyper Light Drifter, and Octopath Traveler (HD-2D). Crisp pixel grid with intentional chunky pixels, NOT blurry, NOT anti-aliased to smoothness. Strong readable character silhouette, rich disciplined color palette with deep shadows, warm highlights and cool atmospheric midtones. Cinematic game-ready lighting — subtle volumetric glow, rim light on character edges, soft bloom on bright light sources. Parallax-style depth: crisp foreground, softer mid-ground, hazy atmospheric background. Premium game mood — dramatic but controlled. STRICTLY NOT photo-realistic, NOT 3D-rendered, NOT painterly, NOT watercolor, NOT chibi, NOT voxel-blocky, NOT black-and-white line art.\n\nSETTING: Inside a stylized human body minutes after launch, bloodstream shown as a vertical blue-red river with gravity arrows pulling fluids downward like traffic lanes.\n\nCHARACTER: Immune Cell: a heroic translucent teal-white immune cell mascot with soft membrane edges, tiny glowing nucleus, expressive determined face, drifting inside a stylized bloodstream. Racing confidently along a bright vessel highway, determined face, membrane stretched forward.\n\nLIGHTING: Energetic launch-orange highlights mixed with deep bloodstream blues, moving streak lights.\n\nLAYERS: foreground red blood cells as chunky discs, mid-ground immune cell on a glowing highway lane, background rocket vibration patterns and downward arrows.",
      "last_frame_prompt": "Beautiful modern stylized pixel art, premium game-cinematic aesthetic in the visual register of Owlboy, Eastward, Hyper Light Drifter, and Octopath Traveler (HD-2D). Crisp pixel grid with intentional chunky pixels, NOT blurry, NOT anti-aliased to smoothness. Strong readable character silhouette, rich disciplined color palette with deep shadows, warm highlights and cool atmospheric midtones. Cinematic game-ready lighting — subtle volumetric glow, rim light on character edges, soft bloom on bright light sources. Parallax-style depth: crisp foreground, softer mid-ground, hazy atmospheric background. Premium game mood — dramatic but controlled. STRICTLY NOT photo-realistic, NOT 3D-rendered, NOT painterly, NOT watercolor, NOT chibi, NOT voxel-blocky, NOT black-and-white line art.\n\nSETTING: Inside a stylized human body minutes after launch, bloodstream shown as a vertical blue-red river where the gravity arrows fade and fluid blobs float in every direction.\n\nCHARACTER: Immune Cell: a heroic translucent teal-white immune cell mascot with soft membrane edges, tiny glowing nucleus, expressive determined face, drifting inside a stylized bloodstream. No longer racing, spinning helplessly in place with surprised expression, tiny bubbles drifting around.\n\nLIGHTING: Orange launch glow dims into weightless teal haze, pressure gradients vanish into soft bloom.\n\nLAYERS: foreground floating blood cells, mid-ground immune cell drifting off-lane, background dissolved road markings and broken arrows.\n\nCONTINUITY HOOK: a golden stress-hormone droplet appears at the edge of the vessel.",
      "animation_prompt": "BEAT 0-2s: Immune cell speeds along an orderly vessel highway under clear gravity arrows.\nBEAT 2-4s: The arrows flicker out, the highway breaks into floating islands, and cells lose direction.\nBEAT 4-5s: The immune cell drifts as a gold droplet enters, foreshadowing cortisol.\nAUDIO DIRECTIVE: rushing liquid becomes muffled weightless bubbling, with a distant launch rumble. NO spoken words in any language, NO intelligible speech.\n\nPixel art aesthetic maintained throughout, crisp pixel grid, NO style drift, NO smoothing, NO photo-realism.",
      "first_frame_path": null,
      "last_frame_path": null
    },
    {
      "index": 3,
      "text": "Ale to dopiero połowa historii.\nW kosmosie skacze kortyzol — hormon stresu — i budzi uśpione wirusy.",
      "first_frame_prompt": "Beautiful modern stylized pixel art, premium game-cinematic aesthetic in the visual register of Owlboy, Eastward, Hyper Light Drifter, and Octopath Traveler (HD-2D). Crisp pixel grid with intentional chunky pixels, NOT blurry, NOT anti-aliased to smoothness. Strong readable character silhouette, rich disciplined color palette with deep shadows, warm highlights and cool atmospheric midtones. Cinematic game-ready lighting — subtle volumetric glow, rim light on character edges, soft bloom on bright light sources. Parallax-style depth: crisp foreground, softer mid-ground, hazy atmospheric background. Premium game mood — dramatic but controlled. STRICTLY NOT photo-realistic, NOT 3D-rendered, NOT painterly, NOT watercolor, NOT chibi, NOT voxel-blocky, NOT black-and-white line art.\n\nSETTING: A weightless orbital cabin viewed like a laboratory diorama, with a transparent bloodstream window floating beside a stress hormone meter labeled CORTISOL in ASCII.\n\nCHARACTER: Astronaut: an adult astronaut in a white NASA-inspired EVA suit with blue mission patches, clear bubble helmet visor reflecting Earth and stars, compact life-support backpack, careful weightless posture. Floating near the meter, one hand braced on a handle, focused but tense.\n\nLIGHTING: Cool ISS cabin whites with sharp gold warning light from the cortisol gauge.\n\nLAYERS: foreground floating checklist and saliva tube, mid-ground astronaut beside cortisol meter, background stars through cupola window.",
      "last_frame_prompt": "Beautiful modern stylized pixel art, premium game-cinematic aesthetic in the visual register of Owlboy, Eastward, Hyper Light Drifter, and Octopath Traveler (HD-2D). Crisp pixel grid with intentional chunky pixels, NOT blurry, NOT anti-aliased to smoothness. Strong readable character silhouette, rich disciplined color palette with deep shadows, warm highlights and cool atmospheric midtones. Cinematic game-ready lighting — subtle volumetric glow, rim light on character edges, soft bloom on bright light sources. Parallax-style depth: crisp foreground, softer mid-ground, hazy atmospheric background. Premium game mood — dramatic but controlled. STRICTLY NOT photo-realistic, NOT 3D-rendered, NOT painterly, NOT watercolor, NOT chibi, NOT voxel-blocky, NOT black-and-white line art.\n\nSETTING: A weightless orbital cabin viewed like a laboratory diorama, with a transparent bloodstream window floating beside a stress hormone meter labeled CORTISOL in ASCII.\n\nCHARACTER: Astronaut: an adult astronaut in a white NASA-inspired EVA suit with blue mission patches, clear bubble helmet visor reflecting Earth and stars, compact life-support backpack, careful weightless posture. Eyes fixed on the gauge as golden hormone droplets rain upward into the bloodstream window.\n\nLIGHTING: Gold alarm glow floods the cool cabin, casting long pixel shadows.\n\nLAYERS: foreground golden droplets and data sparks, mid-ground astronaut and gauge needle in red zone, background bloodstream window where dark shapes stir.\n\nCONTINUITY HOOK: inside the bloodstream window a crimson virus core begins to glow.",
      "animation_prompt": "BEAT 0-2s: Camera holds on the calm ISS cabin and the cortisol meter at normal range.\nBEAT 2-4s: The needle climbs rapidly, gold droplets lift against gravity, and the astronaut turns toward the bloodstream window.\nBEAT 4-5s: The droplets strike dormant dark shapes, waking a red glow.\nAUDIO DIRECTIVE: quiet station hum, rising electronic warning tone, soft metallic rattle. NO spoken words in any language, NO intelligible speech.\n\nPixel art aesthetic maintained throughout, crisp pixel grid, NO style drift, NO smoothing, NO photo-realism.",
      "first_frame_path": null,
      "last_frame_path": null
    },
    {
      "index": 4,
      "text": "W kosmosie wirus ospy wietrznej albo Epstein-Barr może się nagle obudzić.\nWirus, który nosisz w sobie od dzieciństwa.\nI nagle staje się aktywny.",
      "first_frame_prompt": "Beautiful modern stylized pixel art, premium game-cinematic aesthetic in the visual register of Owlboy, Eastward, Hyper Light Drifter, and Octopath Traveler (HD-2D). Crisp pixel grid with intentional chunky pixels, NOT blurry, NOT anti-aliased to smoothness. Strong readable character silhouette, rich disciplined color palette with deep shadows, warm highlights and cool atmospheric midtones. Cinematic game-ready lighting — subtle volumetric glow, rim light on character edges, soft bloom on bright light sources. Parallax-style depth: crisp foreground, softer mid-ground, hazy atmospheric background. Premium game mood — dramatic but controlled. STRICTLY NOT photo-realistic, NOT 3D-rendered, NOT painterly, NOT watercolor, NOT chibi, NOT voxel-blocky, NOT black-and-white line art.\n\nSETTING: Microscopic nerve-cell cavern inside the body, childhood-memory colors faintly visible as old toy silhouettes in the background, dormant viruses sleeping in shadowed alcoves.\n\nCHARACTER: Virus: a dormant spiky crimson virus particle with faint orange core glow, ancient and ominous but microscopic, shown as an enlarged symbolic character. Curled in a dark alcove like an ancient relic, spikes folded, core barely lit.\n\nLIGHTING: Deep violet biological shadows with tiny amber memory specks, intimate and eerie.\n\nLAYERS: foreground neuron branches, mid-ground dormant virus in alcove, background soft silhouettes of childhood toys and immune patrol lights far away.",
      "last_frame_prompt": "Beautiful modern stylized pixel art, premium game-cinematic aesthetic in the visual register of Owlboy, Eastward, Hyper Light Drifter, and Octopath Traveler (HD-2D). Crisp pixel grid with intentional chunky pixels, NOT blurry, NOT anti-aliased to smoothness. Strong readable character silhouette, rich disciplined color palette with deep shadows, warm highlights and cool atmospheric midtones. Cinematic game-ready lighting — subtle volumetric glow, rim light on character edges, soft bloom on bright light sources. Parallax-style depth: crisp foreground, softer mid-ground, hazy atmospheric background. Premium game mood — dramatic but controlled. STRICTLY NOT photo-realistic, NOT 3D-rendered, NOT painterly, NOT watercolor, NOT chibi, NOT voxel-blocky, NOT black-and-white line art.\n\nSETTING: Microscopic nerve-cell cavern inside the body, childhood-memory colors faintly visible as old toy silhouettes in the background, dormant viruses sleeping in shadowed alcoves.\n\nCHARACTER: Virus: a dormant spiky crimson virus particle with faint orange core glow, ancient and ominous but microscopic, shown as an enlarged symbolic character. Fully awake, spikes bright, core burning crimson-orange as nearby alcoves flare to life.\n\nLIGHTING: Violet darkness breaks under aggressive red-orange bloom, teal immune patrol lights retreat.\n\nLAYERS: foreground trembling neuron branches, mid-ground active virus emerging, background multiple red cores waking among memory silhouettes.\n\nCONTINUITY HOOK: a sterile sample tube floats into view, catching a red reflection.",
      "animation_prompt": "BEAT 0-2s: Slow pan across quiet nerve-cell alcoves where dormant red shapes sleep beside faded childhood symbols.\nBEAT 2-4s: Cortisol glow seeps through the cavern and one virus opens like a hostile flower.\nBEAT 4-5s: Several red cores ignite at once, implying hidden infection becoming active.\nAUDIO DIRECTIVE: low biological drone, tiny crystalline clicks, swelling red-alert pulse. NO spoken words in any language, NO intelligible speech.\n\nPixel art aesthetic maintained throughout, crisp pixel grid, NO style drift, NO smoothing, NO photo-realism.",
      "first_frame_path": null,
      "last_frame_path": null
    },
    {
      "index": 5,
      "text": "Dlatego regularnie astronauci na ISS pobierają próbkę śliny — zanim cokolwiek zrobią.\nTesty na wirusy, hormony stresu, markery zapalne.",
      "first_frame_prompt": "Beautiful modern stylized pixel art, premium game-cinematic aesthetic in the visual register of Owlboy, Eastward, Hyper Light Drifter, and Octopath Traveler (HD-2D). Crisp pixel grid with intentional chunky pixels, NOT blurry, NOT anti-aliased to smoothness. Strong readable character silhouette, rich disciplined color palette with deep shadows, warm highlights and cool atmospheric midtones. Cinematic game-ready lighting — subtle volumetric glow, rim light on character edges, soft bloom on bright light sources. Parallax-style depth: crisp foreground, softer mid-ground, hazy atmospheric background. Premium game mood — dramatic but controlled. STRICTLY NOT photo-realistic, NOT 3D-rendered, NOT painterly, NOT watercolor, NOT chibi, NOT voxel-blocky, NOT black-and-white line art.\n\nSETTING: ISS morning laboratory module, everything floating neatly: sealed saliva collection tube, barcode labels, small test rack, Earthlight entering through a round window.\n\nCHARACTER: Astronaut: an adult astronaut in a white NASA-inspired EVA suit with blue mission patches, clear bubble helmet visor reflecting Earth and stars, compact life-support backpack, careful weightless posture. Holding a tiny saliva sample tube carefully before touching any other equipment, calm practiced posture.\n\nLIGHTING: Clean blue-white orbital daylight, soft rim light from Earth, tiny green LEDs.\n\nLAYERS: foreground sample tube and floating checklist, mid-ground astronaut at lab rack, background ISS panels and Earth through window.",
      "last_frame_prompt": "Beautiful modern stylized pixel art, premium game-cinematic aesthetic in the visual register of Owlboy, Eastward, Hyper Light Drifter, and Octopath Traveler (HD-2D). Crisp pixel grid with intentional chunky pixels, NOT blurry, NOT anti-aliased to smoothness. Strong readable character silhouette, rich disciplined color palette with deep shadows, warm highlights and cool atmospheric midtones. Cinematic game-ready lighting — subtle volumetric glow, rim light on character edges, soft bloom on bright light sources. Parallax-style depth: crisp foreground, softer mid-ground, hazy atmospheric background. Premium game mood — dramatic but controlled. STRICTLY NOT photo-realistic, NOT 3D-rendered, NOT painterly, NOT watercolor, NOT chibi, NOT voxel-blocky, NOT black-and-white line art.\n\nSETTING: ISS morning laboratory module, everything floating neatly: sealed saliva collection tube, barcode labels, small test rack, Earthlight entering through a round window.\n\nCHARACTER: Astronaut: an adult astronaut in a white NASA-inspired EVA suit with blue mission patches, clear bubble helmet visor reflecting Earth and stars, compact life-support backpack, careful weightless posture. Sealing the sample into a glowing analyzer while holographic icons show virus, stress hormone, inflammation markers.\n\nLIGHTING: Analyzer emits teal and magenta diagnostic light across the white module.\n\nLAYERS: foreground barcode label marked SAMPLE in ASCII, mid-ground astronaut and analyzer, background floating icons for virus, hormone, inflammation.\n\nCONTINUITY HOOK: a crescent Moon icon appears on the analyzer display.",
      "animation_prompt": "BEAT 0-2s: Astronaut floats into the ISS lab and raises a saliva tube in a careful morning ritual.\nBEAT 2-4s: The tube clicks into the analyzer; icons for virus, hormone, and inflammation bloom around it.\nBEAT 4-5s: The analyzer display shifts from ISS data to a Moon mission symbol.\nAUDIO DIRECTIVE: clean lab beeps, soft Velcro rustle, station ventilation. NO spoken words in any language, NO intelligible speech.\n\nPixel art aesthetic maintained throughout, crisp pixel grid, NO style drift, NO smoothing, NO photo-realism.",
      "first_frame_path": null,
      "last_frame_path": null
    },
    {
      "index": 6,
      "text": "To samo czeka uczestników misji Artemis — przy powrocie na Księżyc.",
      "first_frame_prompt": "Beautiful modern stylized pixel art, premium game-cinematic aesthetic in the visual register of Owlboy, Eastward, Hyper Light Drifter, and Octopath Traveler (HD-2D). Crisp pixel grid with intentional chunky pixels, NOT blurry, NOT anti-aliased to smoothness. Strong readable character silhouette, rich disciplined color palette with deep shadows, warm highlights and cool atmospheric midtones. Cinematic game-ready lighting — subtle volumetric glow, rim light on character edges, soft bloom on bright light sources. Parallax-style depth: crisp foreground, softer mid-ground, hazy atmospheric background. Premium game mood — dramatic but controlled. STRICTLY NOT photo-realistic, NOT 3D-rendered, NOT painterly, NOT watercolor, NOT chibi, NOT voxel-blocky, NOT black-and-white line art.\n\nSETTING: Future Artemis lunar gateway and Moon surface shown through a spacecraft window, silver lander below, medical kit and sample tubes strapped beside the hatch.\n\nCHARACTER: Astronaut: an adult astronaut in a white NASA-inspired EVA suit with blue mission patches, clear bubble helmet visor reflecting Earth and stars, compact life-support backpack, careful weightless posture. In newer white suit, checking a sample kit before lunar return, composed and mission-ready.\n\nLIGHTING: Bright lunar sunlight, black sky, cool blue cabin shadows, crisp silver highlights.\n\nLAYERS: foreground Artemis medical kit labeled ARTEMIS in ASCII, mid-ground astronaut at hatch, background Moon horizon and gateway silhouette.",
      "last_frame_prompt": "Beautiful modern stylized pixel art, premium game-cinematic aesthetic in the visual register of Owlboy, Eastward, Hyper Light Drifter, and Octopath Traveler (HD-2D). Crisp pixel grid with intentional chunky pixels, NOT blurry, NOT anti-aliased to smoothness. Strong readable character silhouette, rich disciplined color palette with deep shadows, warm highlights and cool atmospheric midtones. Cinematic game-ready lighting — subtle volumetric glow, rim light on character edges, soft bloom on bright light sources. Parallax-style depth: crisp foreground, softer mid-ground, hazy atmospheric background. Premium game mood — dramatic but controlled. STRICTLY NOT photo-realistic, NOT 3D-rendered, NOT painterly, NOT watercolor, NOT chibi, NOT voxel-blocky, NOT black-and-white line art.\n\nSETTING: Future Artemis lunar gateway and Moon surface shown through a spacecraft window, silver lander below, medical kit and sample tubes strapped beside the hatch.\n\nCHARACTER: Astronaut: an adult astronaut in a white NASA-inspired EVA suit with blue mission patches, clear bubble helmet visor reflecting Earth and stars, compact life-support backpack, careful weightless posture. Turning toward Earth in the window while the sample kit glows, aware that the same biological risks return.\n\nLIGHTING: Moonlight and Earthlight cross as cool blue and silver beams, subtle amber caution LEDs.\n\nLAYERS: foreground sealed tubes, mid-ground astronaut framed by hatch, background Earth rising over Moon with small diagnostic overlays.\n\nCONTINUITY HOOK: a blue gravity grid begins forming over Earth.",
      "animation_prompt": "BEAT 0-2s: Establish the Artemis cabin, Moon horizon, and medical kit prepared for the return journey.\nBEAT 2-4s: The astronaut secures sample tubes as diagnostic overlays echo the ISS ritual.\nBEAT 4-5s: Camera drifts to Earthrise while a faint gravity grid appears over the planet.\nAUDIO DIRECTIVE: spacecraft hum, soft suit servo movement, distant lunar silence. NO spoken words in any language, NO intelligible speech.\n\nPixel art aesthetic maintained throughout, crisp pixel grid, NO style drift, NO smoothing, NO photo-realism.",
      "first_frame_path": null,
      "last_frame_path": null
    },
    {
      "index": 7,
      "text": "Grawitacja robi dla naszej odporności więcej, niż ktokolwiek myślał.\nCo jeszcze tracimy, gdy jej nie ma?",
      "first_frame_prompt": "Beautiful modern stylized pixel art, premium game-cinematic aesthetic in the visual register of Owlboy, Eastward, Hyper Light Drifter, and Octopath Traveler (HD-2D). Crisp pixel grid with intentional chunky pixels, NOT blurry, NOT anti-aliased to smoothness. Strong readable character silhouette, rich disciplined color palette with deep shadows, warm highlights and cool atmospheric midtones. Cinematic game-ready lighting — subtle volumetric glow, rim light on character edges, soft bloom on bright light sources. Parallax-style depth: crisp foreground, softer mid-ground, hazy atmospheric background. Premium game mood — dramatic but controlled. STRICTLY NOT photo-realistic, NOT 3D-rendered, NOT painterly, NOT watercolor, NOT chibi, NOT voxel-blocky, NOT black-and-white line art.\n\nSETTING: A symbolic cosmic scale: Earth on one side with a luminous gravity grid, a human immune network on the other side, both connected by glowing threads.\n\nCHARACTER: Immune Cell: a heroic translucent teal-white immune cell mascot with soft membrane edges, tiny glowing nucleus, expressive determined face, drifting inside a stylized bloodstream. Standing at the center of the grid like a small guardian, looking upward with renewed understanding.\n\nLIGHTING: Majestic blue Earthlight with warm gold accents on the gravity grid, hopeful final palette.\n\nLAYERS: foreground grid nodes and blood cells, mid-ground immune cell guardian, background Earth curve, Moon, and starfield.",
      "last_frame_prompt": "Beautiful modern stylized pixel art, premium game-cinematic aesthetic in the visual register of Owlboy, Eastward, Hyper Light Drifter, and Octopath Traveler (HD-2D). Crisp pixel grid with intentional chunky pixels, NOT blurry, NOT anti-aliased to smoothness. Strong readable character silhouette, rich disciplined color palette with deep shadows, warm highlights and cool atmospheric midtones. Cinematic game-ready lighting — subtle volumetric glow, rim light on character edges, soft bloom on bright light sources. Parallax-style depth: crisp foreground, softer mid-ground, hazy atmospheric background. Premium game mood — dramatic but controlled. STRICTLY NOT photo-realistic, NOT 3D-rendered, NOT painterly, NOT watercolor, NOT chibi, NOT voxel-blocky, NOT black-and-white line art.\n\nSETTING: A symbolic cosmic scale: Earth on one side with a luminous gravity grid, a human immune network on the other side, both connected by glowing threads.\n\nCHARACTER: Immune Cell: a heroic translucent teal-white immune cell mascot with soft membrane edges, tiny glowing nucleus, expressive determined face, drifting inside a stylized bloodstream. Reaching toward a missing grid segment as floating question marks made of stars appear beyond the Moon.\n\nLIGHTING: Hopeful blue-gold glow fading into mysterious violet space beyond the grid.\n\nLAYERS: foreground broken gravity thread, mid-ground immune cell reaching, background Earth, Moon, and unanswered star-shaped question marks.\n\nCONTINUITY HOOK: the final question mark glows like a doorway into deeper space.",
      "animation_prompt": "BEAT 0-2s: Camera reveals gravity as a glowing support grid linking Earth to the immune system.\nBEAT 2-4s: The immune cell walks along the grid, showing that immunity depends on this invisible force.\nBEAT 4-5s: Part of the grid vanishes and star-question marks appear, ending on wonder and uncertainty.\nAUDIO DIRECTIVE: expansive hopeful synth pad, gentle heartbeat-like pulse, soft cosmic shimmer. NO spoken words in any language, NO intelligible speech.\n\nPixel art aesthetic maintained throughout, crisp pixel grid, NO style drift, NO smoothing, NO photo-realism.",
      "first_frame_path": null,
      "last_frame_path": null
    }
  ],
  "transitions": [
    {
      "from_index": 0,
      "to_index": 1,
      "prompt": "2-3 second cinematic morph: the cracked red virus capsule above Earth dissolves into a retro Apollo medical monitor and mission patch. Camera move: slow push-in. Lighting transition: cold blue space shifts to warm sickbay amber with green monitor glow. AUDIO DIRECTIVE: space hum crossfades into analog medical beeps. NO spoken words.\n\nPixel art aesthetic maintained throughout, crisp pixel grid, NO style drift, NO smoothing, NO photo-realism."
    },
    {
      "from_index": 1,
      "to_index": 2,
      "prompt": "2-3 second cinematic morph: the Apollo fever line bends into a glowing bloodstream highway inside the body. Camera move: dive through the monitor screen. Lighting transition: hospital green shifts to launch-orange and bloodstream blue. AUDIO DIRECTIVE: monitor beeps stretch into rushing liquid and launch vibration. NO spoken words.\n\nPixel art aesthetic maintained throughout, crisp pixel grid, NO style drift, NO smoothing, NO photo-realism."
    },
    {
      "from_index": 2,
      "to_index": 3,
      "prompt": "2-3 second cinematic morph: the drifting immune cell and golden droplet expand into an ISS lab cortisol gauge. Camera move: follow the droplet upward. Lighting transition: teal biological haze shifts to clean white cabin light and gold alarm glow. AUDIO DIRECTIVE: bubbling bloodstream crossfades into station hum and warning tone. NO spoken words.\n\nPixel art aesthetic maintained throughout, crisp pixel grid, NO style drift, NO smoothing, NO photo-realism."
    },
    {
      "from_index": 3,
      "to_index": 4,
      "prompt": "2-3 second cinematic morph: the cortisol gauge red zone becomes a microscopic cavern where dormant virus cores glow. Camera move: push through the gauge needle into cellular shadow. Lighting transition: gold alarm light deepens into violet and crimson biological darkness. AUDIO DIRECTIVE: electronic warning dissolves into low biological drone. NO spoken words.\n\nPixel art aesthetic maintained throughout, crisp pixel grid, NO style drift, NO smoothing, NO photo-realism."
    },
    {
      "from_index": 4,
      "to_index": 5,
      "prompt": "2-3 second cinematic morph: the awakened crimson virus reflection becomes a sealed ISS saliva sample tube. Camera move: pull back from microscopic red glow to clean laboratory scale. Lighting transition: red-orange danger glow cools into blue-white orbital daylight. AUDIO DIRECTIVE: ominous pulse crossfades into clean analyzer beeps. NO spoken words.\n\nPixel art aesthetic maintained throughout, crisp pixel grid, NO style drift, NO smoothing, NO photo-realism."
    },
    {
      "from_index": 5,
      "to_index": 6,
      "prompt": "2-3 second cinematic morph: the ISS analyzer Moon icon expands into an Artemis cabin window over the lunar surface. Camera move: smooth lateral drift through floating sample tubes. Lighting transition: teal-magenta lab diagnostics shift to silver lunar sunlight. AUDIO DIRECTIVE: lab beeps crossfade into spacecraft hum and suit servo whispers. NO spoken words.\n\nPixel art aesthetic maintained throughout, crisp pixel grid, NO style drift, NO smoothing, NO photo-realism."
    },
    {
      "from_index": 6,
      "to_index": 7,
      "prompt": "2-3 second cinematic morph: Earthrise outside the Artemis window becomes a symbolic Earth gravity grid linked to immune cells. Camera move: pull back from spacecraft glass into cosmic diagram. Lighting transition: silver lunar light blooms into hopeful blue-gold energy. AUDIO DIRECTIVE: spacecraft hum opens into expansive synth and gentle pulse. NO spoken words.\n\nPixel art aesthetic maintained throughout, crisp pixel grid, NO style drift, NO smoothing, NO photo-realism."
    }
  ],
  "schema_version": 1,
  "source_scenario_path": "scenarios/kosmos-uspione-wirusy.txt"
}