{
  "schemaVersion": 1,
  "title": "Fighting in the Streets",
  "scope": "First idle sprite pass. Animation consistency still requires visual review; no combat, collision, or hurtbox data is implied.",
  "animation": {
    "name": "idle",
    "frameCount": 4,
    "fps": 6,
    "loop": true,
    "facing": "right",
    "grid": {
      "columns": 2,
      "rows": 2,
      "order": "row-major"
    }
  },
  "coordinateSystem": {
    "origin": "top-left",
    "units": "source pixels",
    "bounds": "width/height are extents; right/bottom are exclusive",
    "pivot": "Normalized within each source cell; default is {x:0.5,y:1}.",
    "drawRule": "drawX = worldX - cellWidth * pivotNormalized.x + frame.offset.x; drawY = groundY - cellHeight * pivotNormalized.y + frame.offset.y. Scale all source-pixel terms uniformly.",
    "offsetRule": "Default offsets use the estimated alpha-bottom to align each frame to ground; edit scripts/sprite-overrides.json to choose an anatomical foot/wheel contact point. Floating characters use zero offsets by default.",
    "alphaBounds": "Bounds include every pixel with alpha > 0, including antialiased edges and disconnected effects.",
    "groundEstimate": "Bottom edge of core bounds (alpha >= 128), not anatomical recognition. Verify feet/wheels, tails, effects, and floating bodies manually."
  },
  "totals": {
    "expected": 20,
    "available": 20,
    "missing": 0,
    "invalid": 0,
    "needsReview": 20
  },
  "characters": [
    {
      "id": "f01",
      "name": "Nia Brooks",
      "group": "fighter",
      "title": "Boxing",
      "homeCity": "Veyndra",
      "sourceConcept": "art/fighters/01-nia-brooks-v1.png",
      "assetPath": "art/sprites/idle-v1/f01-nia-brooks-idle.png",
      "status": "available",
      "errors": [],
      "warnings": [
        "Frame 1 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 1 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 2 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 2 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 3 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 3 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 4 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export."
      ],
      "frames": [
        {
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          "durationMs": 166.66666666666666,
          "sourceRect": {
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            "partial": 104379,
            "nearlyOpaque": 70404,
            "faint": 20025,
            "total": 393129,
            "nearlyOpaqueThreshold": 250,
            "faintThreshold": 16
          },
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          },
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            "nearlyOpaqueThreshold": 250,
            "faintThreshold": 16
          },
          "alphaBounds": {
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        {
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          "alpha": {
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          "alignmentSource": "alpha-bottom estimate"
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        {
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          "durationMs": 166.66666666666666,
          "sourceRect": {
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            "w": 627,
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          },
          "alpha": {
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            "partial": 105086,
            "nearlyOpaque": 69736,
            "faint": 21136,
            "total": 393129,
            "nearlyOpaqueThreshold": 250,
            "faintThreshold": 16
          },
          "alphaBounds": {
            "x": 1,
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            "w": 594,
            "h": 608
          },
          "coreBounds": {
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          "coreAlphaThreshold": 128,
          "estimatedGroundY": 603,
          "pixelDigest": "90613c212282f7f1a3438c78853d276067d504252754a490ffa935c5524c2773",
          "offset": {
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          },
          "alignmentSource": "alpha-bottom estimate"
        }
      ],
      "stage": {
        "name": "Lastlight Concourse",
        "city": "Veyndra",
        "description": "A working-neighborhood subway forecourt with a vaulted brick station entrance, lime-painted rail ribs, coral lanterns, distant trains beyond glass, and an open charcoal-and-cream tiled promenade. Boxing-cooperative details sit far behind the arena at the edges.",
        "assetPath": "art/stages/v1/f01-nia-brooks-stage.png",
        "available": true,
        "floorBaselineNormalized": 0.86
      },
      "atlas": {
        "width": 1254,
        "height": 1254,
        "byteLength": 892164,
        "bitDepth": 8,
        "colorType": 6,
        "alphaEncoding": "RGBA"
      },
      "cell": {
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      },
      "pivotNormalized": {
        "x": 0.5,
        "y": 1
      },
      "groundMode": "grounded",
      "animation": {
        "name": "idle",
        "fps": 6,
        "loop": true
      },
      "uniqueFrameCount": 4,
      "groundEstimateRange": 5,
      "visualReview": "pending"
    },
    {
      "id": "f02",
      "name": "Ren Hoshino",
      "group": "fighter",
      "title": "Parkour kickboxing",
      "homeCity": "Oravelle",
      "sourceConcept": "art/fighters/02-ren-hoshino-v1.png",
      "assetPath": "art/sprites/idle-v1/f02-ren-hoshino-idle.png",
      "status": "available",
      "errors": [],
      "warnings": [
        "Frame 1 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 1 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 2 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 2 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 3 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 3 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 4 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export."
      ],
      "frames": [
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          "durationMs": 166.66666666666666,
          "sourceRect": {
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            "partial": 104215,
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            "nearlyOpaqueThreshold": 250,
            "faintThreshold": 16
          },
          "alphaBounds": {
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        {
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          "durationMs": 166.66666666666666,
          "sourceRect": {
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            "nearlyOpaqueThreshold": 250,
            "faintThreshold": 16
          },
          "alphaBounds": {
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          },
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          "pixelDigest": "3f3d08bd02288fb2aa90b81126ebb873923a4c7978863fc537048ee8278d84b5",
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          "alignmentSource": "alpha-bottom estimate"
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      ],
      "stage": {
        "name": "Ribbonrail Skateway",
        "city": "Oravelle",
        "description": "A high-level neighborhood skate plaza with broad ribbon-shaped ramps tucked behind the arena, stacked aqua apartment terraces, orange railings, a silver elevated transit loop in the distance, and a smooth charcoal skate deck.",
        "assetPath": "art/stages/v1/f02-ren-hoshino-stage.png",
        "available": true,
        "floorBaselineNormalized": 0.86
      },
      "atlas": {
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        "height": 1254,
        "byteLength": 865136,
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        "colorType": 6,
        "alphaEncoding": "RGBA"
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      "cell": {
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      },
      "pivotNormalized": {
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        "y": 1
      },
      "groundMode": "grounded",
      "animation": {
        "name": "idle",
        "fps": 6,
        "loop": true
      },
      "uniqueFrameCount": 4,
      "groundEstimateRange": 1,
      "visualReview": "pending"
    },
    {
      "id": "f03",
      "name": "Imani Okonkwo",
      "group": "fighter",
      "title": "Wrestling",
      "homeCity": "Korravik",
      "sourceConcept": "art/fighters/03-imani-okonkwo-v1.png",
      "assetPath": "art/sprites/idle-v1/f03-imani-okonkwo-idle.png",
      "status": "available",
      "errors": [],
      "warnings": [
        "Frame 1 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 1 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 2 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 2 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 3 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 3 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 4 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 4 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export."
      ],
      "frames": [
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          "durationMs": 166.66666666666666,
          "sourceRect": {
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          "alignmentSource": "alpha-bottom estimate"
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        {
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          "durationMs": 166.66666666666666,
          "sourceRect": {
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          },
          "alpha": {
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            "partial": 134924,
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            "total": 393129,
            "nearlyOpaqueThreshold": 250,
            "faintThreshold": 16
          },
          "alphaBounds": {
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            "w": 613,
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          },
          "coreBounds": {
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          "coreAlphaThreshold": 128,
          "estimatedGroundY": 611,
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          "offset": {
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          },
          "alignmentSource": "alpha-bottom estimate"
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      ],
      "stage": {
        "name": "Coppercoil Yard",
        "city": "Korravik",
        "description": "An open repair-cooperative yard with an enormous dismantled engine under a gantry, steel-blue workshop sheds, rust-red tool lockers and copper pipes at the far sides. The broad dark-brick work apron stays empty.",
        "assetPath": "art/stages/v1/f03-imani-okonkwo-stage.png",
        "available": true,
        "floorBaselineNormalized": 0.86
      },
      "atlas": {
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        "byteLength": 1098911,
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        "colorType": 6,
        "alphaEncoding": "RGBA"
      },
      "cell": {
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      },
      "pivotNormalized": {
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        "y": 1
      },
      "groundMode": "grounded",
      "animation": {
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        "fps": 6,
        "loop": true
      },
      "uniqueFrameCount": 4,
      "groundEstimateRange": 0,
      "visualReview": "pending"
    },
    {
      "id": "f04",
      "name": "Sami Belkacem",
      "group": "fighter",
      "title": "Savate and deceptive footwork",
      "homeCity": "Selquara",
      "sourceConcept": "art/fighters/04-sami-belkacem-v1.png",
      "assetPath": "art/sprites/idle-v1/f04-sami-belkacem-idle.png",
      "status": "available",
      "errors": [],
      "warnings": [
        "Frame 1 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 2 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 3 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 3 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 4 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 4 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export."
      ],
      "frames": [
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          "sourceRect": {
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        "city": "Selquara",
        "description": "A rooftop courtyard beside a community radio studio, with ivory sound-baffle walls, cerise geometric awnings, a huge circular antenna dish offset in the background and layered black-and-plum rooftops below. Smooth ivory floor with dark edge inlays.",
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    {
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      "title": "Capoeira blended with wrestling",
      "homeCity": "Mavaryn",
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        "Frame 4 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
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        "description": "A welcoming evacuation harbor with chunky purple cargo cranes, yellow buoys, teal water and a distant squat ferry loading beneath suspended rope-light arches. Wide weathered golden dock boards form an uninterrupted fight deck.",
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    {
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        "description": "An emergency signal station plaza with angular violet relay towers, amber beacon drums and charcoal ceramic buildings behind a glass-block communications wall. A clean charcoal pavement with amber border stripes makes the fighting area.",
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    {
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        "Frame 3 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 3 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 4 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 4 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export."
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    {
      "id": "f08",
      "name": "Elias Haddad",
      "group": "fighter",
      "title": "Boxing and clinch wrestling",
      "homeCity": "Avenquay",
      "sourceConcept": "art/fighters/08-elias-haddad-v1.png",
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        "Frame 2 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 2 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 3 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 3 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 4 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 4 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export."
      ],
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      ],
      "stage": {
        "name": "Secondwind Courtyard",
        "city": "Avenquay",
        "description": "A rehabilitation-center courtyard with slate brick arcades, brick-red fabric canopies, orange raised planters, reachable handrails and broad gently sloping paths beyond the arena. Smooth light-gray rubberized paving provides a level unobstructed fighting plane.",
        "assetPath": "art/stages/v1/f08-elias-haddad-stage.png",
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        "loop": true
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    {
      "id": "f09",
      "name": "Ximena Salazar",
      "group": "fighter",
      "title": "Taekwondo",
      "homeCity": "Zylvessa",
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      "errors": [],
      "warnings": [
        "Frame 1 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 1 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 2 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 2 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 3 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 3 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 4 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 4 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export."
      ],
      "frames": [
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      ],
      "stage": {
        "name": "Crescent Commons",
        "city": "Zylvessa",
        "description": "An energetic youth training plaza with a plum open-air gym frame, hot-pink shade fins and acid-yellow geometric training panels at the far sides. Stacked curved residential balconies overlook a clear charcoal rubber court.",
        "assetPath": "art/stages/v1/f09-ximena-salazar-stage.png",
        "available": true,
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        "loop": true
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    },
    {
      "id": "f10",
      "name": "Tenzin Dorje",
      "group": "fighter",
      "title": "Catch wrestling",
      "homeCity": "Thalvorn",
      "sourceConcept": "art/fighters/10-tenzin-dorje-v1.png",
      "assetPath": "art/sprites/idle-v1/f10-tenzin-dorje-idle-v2.png",
      "status": "available",
      "errors": [],
      "warnings": [
        "Frame 1 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 1 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 2 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 3 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 3 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 4 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Estimated floor varies by 27 source pixels. Review foot placement and automatic offsets."
      ],
      "frames": [
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      ],
      "stage": {
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        "city": "Thalvorn",
        "description": "A suspended mountain transit station with a cobalt cable-car cabin parked behind a cream steel-frame platform shelter, burgundy cable winches at the distant side edges and layered fantastical tan peaks disappearing into clouds. Flat broad tan platform paving.",
        "assetPath": "art/stages/v1/f10-tenzin-dorje-stage.png",
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        "loop": true
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      "uniqueFrameCount": 4,
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      "visualReview": "pending"
    },
    {
      "id": "f11",
      "name": "Juno Osei",
      "group": "fighter",
      "title": "Staff fighting and acrobatics",
      "homeCity": "Eshavelle",
      "sourceConcept": "art/fighters/11-juno-osei-v1.png",
      "assetPath": "art/sprites/idle-v1/f11-juno-osei-idle.png",
      "status": "available",
      "errors": [],
      "warnings": [
        "Frame 1 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 1 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 2 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 2 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 3 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 3 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 4 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 4 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export."
      ],
      "frames": [
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      ],
      "stage": {
        "name": "Orbitfold Amphitheater",
        "city": "Eshavelle",
        "description": "A community amphitheater with a forest-green petal-shell canopy, burgundy acoustic sails, white terraced seats and silver rigging. Empty broad stone stage apron with the seating kept above the rear boundary.",
        "assetPath": "art/stages/v1/f11-juno-osei-stage.png",
        "available": true,
        "floorBaselineNormalized": 0.86
      },
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        "loop": true
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      "uniqueFrameCount": 4,
      "groundEstimateRange": 3,
      "visualReview": "pending"
    },
    {
      "id": "f12",
      "name": "Dalia Farouk",
      "group": "fighter",
      "title": "Judo",
      "homeCity": "Cyravik",
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        "Frame 1 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
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        "Frame 2 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 3 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 3 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 4 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 4 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export."
      ],
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      "stage": {
        "name": "Azure Junction",
        "city": "Cyravik",
        "description": "A transit maintenance depot with azure streamlined train carriages behind white pylons, saffron overhead loop gantries and glinting silver tracks in the deep background. Broad pale-white platform slabs without rails across the fight plane.",
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    {
      "id": "f13",
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      "homeCity": "Quorvanna",
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        "Frame 1 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 1 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 2 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 2 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 3 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 3 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 4 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 4 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Estimated floor varies by 29 source pixels. Review foot placement and automatic offsets."
      ],
      "frames": [
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      "stage": {
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        "description": "A cliff rescue platform overlooking impossible tall copper rock spires, sea-green rescue shelters, safety-yellow cable anchors and coiled ropes at the far edges. Wide black reinforced deck panels with a continuous safety stripe beyond the fighting boundary.",
        "assetPath": "art/stages/v1/f13-mateo-quispe-stage.png",
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    {
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      "group": "fighter",
      "title": "Tai chi-derived redirection and striking",
      "homeCity": "Virelune",
      "sourceConcept": "art/fighters/14-solveig-holm-v1.png",
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      "errors": [],
      "warnings": [
        "Frame 1 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 1 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 2 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 2 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 3 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 3 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 4 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 4 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export."
      ],
      "frames": [
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        "description": "A welcoming community greenhouse with cyan glass vaults, plum-painted frames, tiered ferns and lush edible planters tucked behind charcoal stone borders. A broad gray stone public exercise court stays flat and clear across the foreground.",
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    {
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      "name": "Sung-min Park",
      "group": "fighter",
      "title": "Adaptive seated boxing plus gadget traps",
      "homeCity": "Noxilume",
      "sourceConcept": "art/fighters/15-sung-min-park-v1.png",
      "assetPath": "art/sprites/idle-v1/f15-sung-min-park-idle.png",
      "status": "available",
      "errors": [],
      "warnings": [
        "Frame 1 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 1 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 2 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 2 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 3 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 3 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 4 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 4 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export."
      ],
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        "description": "An accessible neighborhood maker plaza with orange workshop pods, ice-blue overhead trusses, teal circular tool displays and charcoal tiled ramps gently rising only behind the combat area. A smooth, completely level open court suited to sport-wheelchair movement.",
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    {
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        "description": "A monstrous furnace domain with glowing magma sluices behind charcoal gate arches, enormous slag-gray bellows and molten-yellow ember vents. A wide dark basalt arena is level and intact, with no lava crossing its surface.",
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    {
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        "Frame 3 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 4 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
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      ],
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        "description": "A demonic canal domain with emerald floodwater behind an ivory-bone lock gate, mossy roots twisting around distant towers and amber venom lanterns hung above the side banks. Wide intact moss-gray stone causeway clear of water across the fighting plane.",
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    {
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      "name": "Tempest Rook",
      "group": "boss",
      "title": "Storm Demon Lord",
      "homeCity": "Vaelstryx",
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        "Frame 1 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
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        "Frame 4 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
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    {
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      "group": "boss",
      "title": "Mirror Demon Lord",
      "homeCity": "Shardavelle",
      "sourceConcept": "art/bosses/04-prism-wraith-v1.png",
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        "Frame 2 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 2 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 3 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 3 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export.",
        "Frame 4 faint alpha reaches a cell edge; inspect background fringe on light and dark backdrops.",
        "Frame 4 body pixels are mostly near-opaque rather than alpha 255. Inspect compositing before final game export."
      ],
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