{
  "mode": "built-in image generation",
  "reference": "../recruits-v1/recruit-male.png",
  "prompts": [
    {
      "id": "01-tactical-map",
      "prompt": "Use case: stylized-concept. Make a polished 16:9 landscape gameplay render concept for ASCENSION, a grounded medieval fantasy tactical RPG set in Menelea before a civil-war purge. This is a visual exploration inspired by Vanguard Bandits' presentation: readable isometric tactical map with small sprites, separate closer 3D battle vignettes, anime portraits and compact AP/fatigue interfaces. Human soldiers, no mechs. Consistent visual identity: muted teal allied uniforms, ivory sleeves, brown gloves and boots, worn steel weapons; enemies wear muted oxblood red and iron. Warm limestone bridge, moss, river, timber cottages, cloudy late afternoon. Retro 1990s Japanese tactical RPG art sensibility, restrained palette, strong clean silhouettes, finely controlled pixel textures, simple dark navy UI panels with thin antique-brass borders and ivory readable text. Full game-screen composition, no poster layout, no device frame, no watermark, no photorealism, no glossy mobile-game art, no giant unreadable ornate HUD. Reference image is only the existing generic male recruit costume/hair/palette; do not make a large pasted sprite card. Same short brown-haired adult male recruit design across these concepts. SCENE: tactical movement selection at Whitebridge. Elevated orthographic isometric view, entire compact battlefield visible. Square terrain grid follows the same projection precisely. A stone bridge crosses diagonally from lower left toward upper right across a dark blue-green river; a gate and two cottages stand at far bank; low embankment elevations with clear stone retaining walls and grass. Eight small, carefully drawn pixel-sprite human units with consistent proportions (about 3 heads tall); five teal allies near bridge approach, three red enemy soldiers near gate. Units are small relative to terrain and fit one tile each. Main brown-haired male teal recruit selected on a cyan diamond tile; a compact contiguous movement range of translucent blue diamond squares, and a thin gold route of three tiles leading toward a red enemy's flank. One ally protects his rear. No melee cut-in yet. Interface: top left small title 'ASCENSION' and 'WHITEBRIDGE'; top right 'TURN ORDER' with six small portrait icons. Small left-bottom portrait/status panel 'RECRUIT', 'HP 120/120', 'AP 100', 'FATIGUE 18/100'. Right-bottom compact four-option menu 'MOVE', 'ATTACK', 'SUPPORT', 'END TURN', MOVE highlighted. Small bottom-center hint 'Cover your back. Take the flank.' Make battlefield terrain practical and readable, like a real tactical game screenshot, not a landscape painting."
    },
    {
      "id": "02-reaction-choice",
      "prompt": "Use case: stylized-concept. Make a polished 16:9 landscape gameplay render concept for ASCENSION, a grounded medieval fantasy tactical RPG set in Menelea before a civil-war purge. This is a visual exploration inspired by Vanguard Bandits' presentation: readable isometric tactical map with small sprites, separate closer 3D battle vignettes, anime portraits and compact AP/fatigue interfaces. Human soldiers, no mechs. Consistent visual identity: muted teal allied uniforms, ivory sleeves, brown gloves and boots, worn steel weapons; enemies wear muted oxblood red and iron. Warm limestone bridge, moss, river, timber cottages, cloudy late afternoon. Retro 1990s Japanese tactical RPG art sensibility, restrained palette, strong clean silhouettes, finely controlled pixel textures, simple dark navy UI panels with thin antique-brass borders and ivory readable text. Full game-screen composition, no poster layout, no device frame, no watermark, no photorealism, no glossy mobile-game art, no giant unreadable ornate HUD. Reference image is only the existing generic male recruit costume/hair/palette; do not make a large pasted sprite card. Same short brown-haired adult male recruit design across these concepts. SCENE: the defensive reaction decision for the same battle at Whitebridge. Isometric tactical map background with the same bridge from lower left to upper right, river and stone gate. A red enemy guard stands adjacent to the brown-haired teal recruit on the near bridge approach, both facing each other frontally. Small sprites remain readable behind the interface; most of the screen is battlefield. In the lower third a clean substantial classic JRPG reaction panel, crisp typography and no excessive text. Left portrait depicts stern adult red-helmeted enemy with label 'CROWN GUARD' and 'INCOMING: HEAVY SLASH'. Right portrait depicts determined brown-haired young adult teal recruit with label 'RECRUIT' and 'HP 120/120'. Center shows four selectable reactions in a two-by-two layout: 'RIPOSTE', 'BRACE', 'EVADE', 'INTERCEPT'; BRACE highlighted in restrained gold. Under BRACE, show 'Less damage · +20 Fatigue'. Near right portrait a legible fatigue forecast '18 → 38 / 100' and slim amber bar, under center 'FRONTAL ATTACK'. Small top title 'CHOOSE YOUR RESPONSE'. This is Ascension's proposed adaptation of the Vanguard Bandits reaction concept, so our labels and costs are intentionally original illustrative UI. No action explosion, no damage result yet; show a tense deliberate decision, legible on a phone. Emphasize that defense is a player choice."
    },
    {
      "id": "03-battle-closeup",
      "prompt": "Use case: stylized-concept. Make a polished 16:9 landscape gameplay render concept for ASCENSION, a grounded medieval fantasy tactical RPG set in Menelea before a civil-war purge. This is a visual exploration inspired by Vanguard Bandits' presentation: readable isometric tactical map with small sprites, separate closer 3D battle vignettes, anime portraits and compact AP/fatigue interfaces. Human soldiers, no mechs. Consistent visual identity: muted teal allied uniforms, ivory sleeves, brown gloves and boots, worn steel weapons; enemies wear muted oxblood red and iron. Warm limestone bridge, moss, river, timber cottages, cloudy late afternoon. Retro 1990s Japanese tactical RPG art sensibility, restrained palette, strong clean silhouettes, finely controlled pixel textures, simple dark navy UI panels with thin antique-brass borders and ivory readable text. Full game-screen composition, no poster layout, no device frame, no watermark, no photorealism, no glossy mobile-game art, no giant unreadable ornate HUD. Reference image is only the existing generic male recruit costume/hair/palette; do not make a large pasted sprite card. Same short brown-haired adult male recruit design across these concepts. SCENE: separate close-up battle vignette, like the 3D duel view Vanguard Bandits cuts to from the tactical map, adapted to human swordsmen. CAMERA fundamentally different from isometric map: low three-quarter side view from waist height, two full-body fighters filling the central 65 percent of screen, both heads and both pairs of boots visible, readable silhouette and space between bodies. The brown-haired teal recruit is on left lunging right with a short steel sword in right hand; red crown guard on right braces left with a small iron-rimmed wooden shield and sword. Sword blade clearly meets the enemy shield at a single precise contact point with a few tiny yellow sparks; wrists anatomically connected, no floating weapons, one sword per fighter. Both fighters rendered as attractive stylized low-polygon 3D human game models, approximately five heads tall, faceted cloth and armour, hand-painted pixel textures, restrained cel shading, readable triangular nose and chunky hair locks; deliberate updated PS1 JRPG aesthetic, not giant chibi sprites, not realistic people, not a painted anime splash illustration. The stone bridge pavement runs horizontally under them; stone gate, river edge and subdued cottages in background tie it to map. Compact green HP bars and labels along top corners: left 'RECRUIT 120/120', right 'CROWN GUARD 96/110'. Small anime face portraits at lower corners with a narrow navy dialogue strip: 'Hold the crossing!' At lower center a small gold label 'BRACED'. Top center tiny 'ASCENSION'. No visible tactical grid in this view. This must look like an actual in-game low-poly combat camera screenshot with hand-painted textures and excellent pose clarity."
    }
  ]
}
