Golden Reverie / 02 — built-in image_gen prompts MAIN BOARD Use case: stylized-concept. Asset type: a finished 16:9 environment art-direction moodboard for an achievable modern movement game, one strongly resolved direction titled "GOLDEN REVERIE / 02". Futuristic dreamspace made of pristine remembrances, freeing, featherlight, enormous, serene but not lifelessly generic. It has internally consistent physical surfaces, no story machinery or functional factory explanation. This is a new universe, NOT Waterworks or an industrial complex. Input image 1 is a GEOMETRY REFERENCE for the small hero scene only: keep its recognizable tall hall, existing central projection and curving side passage, source proportions and player-height camera. It is not a colour or texture reference. The gridded test textures should disappear. Do not invent a giant tube or vortex. Make a refined image-led presentation board: a large hero game-render scene occupying roughly two thirds, a compact family of material studies, six palette chips, a small architectural-motif vignette and lighting reference. The board should communicate a clear game development material language, not a cluttered scrapbook. Visual direction: opaque warm pearl satin ceramic-composite boundary walls with subtle pearlescent angular response; all opaque slick floors and curves use the SAME pale champagne photonic glass-ceramic, smooth solid luminous cream body, restrained gold subsurface glow and broad satin reflections, clearly readable as something to glide on; matte porcelain-composite normal standing areas; genuinely clear transparent surfaces only where source requires transparency; very sparse pale brushed champagne metal beyond traversal. No literal frozen ice. Palette: warm ivory #F4F0E7, pale champagne #D8CDBB, muted lavender-grey #B9B2CF shadows, soft yellow gold #E8C66D, luminous cream #FBF4CC, restrained slate #626577. Light: clear golden-hour illumination, concentrated warm pools on a LIGHT airy base, readable uncrushed shadows. Crystal-clear air, NO haze, fog, volumetric shafts or bloom washing out edges. No dramatic lighting transition. Existing openings may reveal a vast pale apricot/lavender dream horizon with very sparse pinprick stars, distant unreachable abstract memories of similar architecture; no new windows cut into geometry. A few tiny gold static spark glints outside playable space; no particle curtain. Decoration density 4/10, large elegant existing forms carry the image. No occupants, NPCs, figures, robots, text in the environment, arrows, signage, HUD, checker patterns, safety-stripe graphics, animated energy flows, holograms, scanner beams, gears, pipes, machinery, plants, grime, horror or dark cosmic background. Some distant suspended forms may exist outside traversal, never breaking the source camera composition. Rendering: believable high-quality real-time game rendering and PBR materials, no impossible ray-tracing spectacle, no overdesigned neon. Board text restricted to title and small clean material-role labels: "BOUNDARY", "SLICK", "STANDING", "TRANSPARENT", "ACCENT", "LIGHT". Elegant ivory background, precise spacing, landscape 16:9. SURFACE LIBRARY Use case: stylized-concept. Create a 16:9 material and lighting reference board for GOLDEN REVERIE / 02, an airy futuristic dreamspace movement game. Six large clean 3D game-render studies arranged in a balanced 3-by-2 grid on warm ivory. No hero landscape needed, no reference to Waterworks, pipes, industrial machinery or concrete grime. Panel 1: a pristine opaque warm pearl satin ceramic-composite boundary wall with flush joints, softly pearlescent, no ice, handles, ledges or grips. Panel 2: a broad smooth opaque pale-champagne photonic glass-ceramic riding curve with a luminous cream body, gentle internal gold radiance and broad satin reflections. It must read as a stable SOLID slick surface with intact geometry, NOT a translucent energy beam, force field, wet floor, lava or animated flowing energy. Panel 3: a dry matte porcelain-composite standing platform, clearly less glossy and non-emissive than the slick study. Panel 4: clear structural glass with subtle warm edge light; visibly see-through yet physically solid, no frost. Panel 5: a very restrained pale brushed champagne metal accent, completely pristine and flush. Panel 6: a clear golden-hour pool of yellow-gold light on pearl architectural surfaces, balanced with luminous ambient fill and pale lavender-grey shadows, readable and airy, no fog, haze, god rays, streaks, flare or blown bloom. Palette consistent across all six: #F4F0E7 warm ivory, #D8CDBB champagne, #B9B2CF lavender-grey shadow, #E8C66D yellow gold, #FBF4CC luminous cream, #626577 restrained slate. Achievable real-time game PBR rendering. Decoration density 4/10, no figures, NPCs, arrows, checker grids, signage, text in the scenes, visual noise or animation. Small board labels outside the panels may read "BOUNDARY", "SLICK", "STANDING", "TRANSPARENT", "ACCENT", "LIGHT". Strong distinct material roles, one coherent family. No frozen-water material. One full-frame landscape 16:9 board.