Exactly 15 seconds, 16:9. THIS IS A VIDEO GAME, not live-action, not a real camera, not a real person on a real street. Look: modern open-world crime-game cinematics. Pre-rendered game engine. Stylized PBR, slight subsurface on skin but clearly CGI characters, game anti-aliasing, in-game depth of field, game lighting, no film grain, no documentary shake. Think third-person console gameplay trailer — never photoreal street photography. @image1 is the playable character's FACE only — lock that face on a game-character body. Do not turn them into a real-world pedestrian. @image2 is the jacket they wear as in-game armor/clothing. Fit that exact jacket onto the game body. Do not change the jacket design, cut, colours or graphics. Only the drape. Frame 1 is already in-game, third-person camera behind the character on a New York–like city street. Never a studio portrait. Never a real iPhone clip. Camera: locked third-person follow, over-the-shoulder, typical game camera boom, slight analog stick drift, no handheld documentary. City: game-NYC — yellow taxi models, sidewalks, steam vents, crowds as NPCs (no readable faces), traffic AI, shopfronts, skybox. Optional simple game HUD: tiny minimap corner, no brand names, no titles. 0-4s — already walking. Game camera behind. Jacket fully visible. NPC traffic. 4-8s — cross the street on a walk light. Camera holds third-person. Jacket reads front and back. 8-12s — turn onto a wider avenue. Game sun, specular on the leather. Same face, same jacket. 12-15s — keep walking. Half-orbit game camera, then settle behind. Abrupt end. Audio: game-mix city bed, footsteps, engines. No music, no subtitles, no logos, no real-world film tone. No on-screen text except a tiny generic minimap. Duration: exactly 15 seconds. Aspect ratio: 16:9.