THIRD-PERSON ACTION GAME CAPTURE. ONE PLAYABLE CHARACTER. NO DIALOGUE. FIFTEEN SECONDS. ASSET MAP - every reference is bound here and cited by tag below: @avatar_1 - the playable character, and the only named performer in the film. Face, hair, skin, age, build and every physical characteristic come entirely from @avatar_1 and never from this text. IDENTITY LOCK - HIGHEST PRIORITY: the playable character is exactly the person in @avatar_1. Keep their face, hair, skin tone and build the same from the first frame to the last. Do not restyle them, do not age them up or down, do not slim or bulk the build, and never swap in a different character. One playable character, the same one, for the whole capture. STYLISED, NOT PHOTOGRAPHED: @avatar_1 is rebuilt as a modern game character - clean stylised 3D shading, soft subsurface skin, rim light on the hair, crisp material separation - and never composited in as a photograph. Their face still has to read as unmistakably theirs: the same features, the same proportions, the same hair and skin tone, rebuilt in the game's own look. ATTACHED REFERENCES ARE MANDATORY AND FINAL: if a reference is attached, that is the character - reproduce them exactly, in every shot, and never invent a different one. The attached reference outranks every word written below it. FACE TIME: the camera sits behind and slightly above the right shoulder for most of the capture, but @avatar_1's face is clearly visible and clearly lit at least twice - once early, once at the end - as the character turns through the action. WARDROBE LOCK: @avatar_1 wears a fitted white and pale pink armoured jacket with hard shoulder plates, a utility harness across the chest, dark leggings with armoured shin guards, and a large rounded backpack. The backpack is white with warm yellow panels and it stays white and warm yellow in every single shot - it never turns green, blue, pink or any other colour. The whole outfit is fixed in cut and colour for the capture and only its drape adapts to the body wearing it. No lettering, no numerals and no logo anywhere on the clothing or the pack. THE LOOK: a captured frame from a modern third-person action game running at high settings. Clean stylised 3D rendering, physically lit, shallow game-camera depth of field, mild motion blur on fast turns, crisp specular highlights on metal and wet floor. Saturated colour, heavy use of practical light sources in frame. Nothing hand-drawn, nothing photoreal - it should read as a game, not as film. THE PLACE: a sealed underground facility. It opens in a cold teal service corridor with a wall-mounted data terminal glowing on one side. It moves into a red-lit loading corridor with heavy blast doors, warning chevrons painted on the metal, and pipework overhead. It ends in a long amusement arcade - two facing rows of upright arcade game machines with big lit marquees and glowing screens, the floor wet and reflecting magenta and cyan. THE OPPOSITION: three armoured figures in matte dark grey combat gear with full face visors. Faces never visible. No badges, no flags, no unit markings, no readable lettering anywhere on them. 00:00-00:03 Over the right shoulder of @avatar_1 in the teal service corridor, walking up to the wall terminal and reaching out to work it. The light from the screen falls across the side of the face. The camera holds behind the shoulder. 00:03-00:06 Cut to the red loading corridor: one of the opposition rushes in from the left and @avatar_1 turns hard into them, striking the weapon aside and putting them down in two fast movements. The face comes round to camera through the turn. The camera whips with the turn. 00:06-00:09 Cut to a low wide shot as a second figure comes over a crate and @avatar_1 drops them with a short burst, the muzzle flash lighting the blast doors, smoke rolling out across the floor. The camera tracks right at speed. 00:09-00:12 Cut to the arcade, camera behind the shoulder, @avatar_1 advancing slowly between the two rows of arcade machines with the weapon up. Marquee light slides across the armour plates. The camera pushes forward with them. 00:12-00:15 The last of the opposition breaks from cover at the far end and @avatar_1 drops them, then turns back toward camera, lit clean by the arcade screens, and holds. The camera settles to a stop and holds to the last frame. AUDIO: a sealed underground room - low air handling, a fluorescent tube buzzing, footsteps on wet concrete. Terminal beeps at the start, cloth and armour under strain, two short weapon bursts, shell casings on the floor, arcade machines idling in the background at the end. A tense electronic bed on low synth pulse, kept well under the effects and never rising to a peak. No voices, no shouting, no dialogue, no lyrics. Do not generate subtitles, captions, on-screen text, a mission banner, a minimap, a health bar, a HUD of any kind, a title card, a logo, a wordmark, a watermark or any readable lettering or numerals anywhere in frame. The frame must be left completely clean of interface. Do not generate spoken dialogue or narration.