🏛️ The Spectacle Backfill
Everything we've ever genned, brought up to the 4090-FIRST standard — planned 8 Jul, executed on your word.
say "do the spectacle backfill" to fire the whole plan
or stage-scoped: "backfill: arcade" · "backfill: neonkill" · "backfill: ascent" …
⚖️ The law (from the ASCENT lesson)
Wow = the frame looks 4090-generated. Code (3D/canvas/CSS) is glue — parallax, transitions,
interactivity — never the subject of a money shot. Acceptance test on every item: its landing frame gets A/B'd
against the best painted frame we've shipped; if it wouldn't hang on /sprites, it doesn't ship.
🔧 Morning toolkit (~45 min)
Four pipeline pieces first
LTX segment driver (text/image → 5-8s video, calibration test decides if video moments are go) ·
contact-sheet builder (fast culls) · ControlNet pose pipe (proper characters — zombies, chibis, fighters) ·
marquee/thumb cutter (existing key art → cab marquees + dash chips, free wins).
🏆 Tier S — the flagships
S1 · KILLAK ARCADE YOUR NAMED EXAMPLE
Walk INTO a painted neon arcade hall: full-frame hero at 3 parallax depths, every cab wearing its
game's real key art as the marquee, painted screens (LTX attract loops on the top cabs if the test passes),
90s arcade carpet, lights-flicker-on entry beat + hum. Phone-first, all 15 cabs kept.
S2 · THE ASCENT redo
Same story, score and 5-min timeline — visuals rebuilt 4090-first: 8-10 painted act panoramas
crossfading at multiple parallax depths, LTX video for the three money beats (seed-fall, beam, sunrise).
3D keeps only particles, light and the camera drift.
S3 · Dash home
Your most-seen page: painted command-deck hero behind the chips, key-art thumbnails on every game chip.
Function untouched.
🎮 Tier A — per-game backfill (impact order)
The big two CONTROLNET
1 · NEONKILL — full repaint of your original survivor (the "nowhere near the theme" one): painted
cast + enemies as billboards, world tiles, menu hero. Biggest single-game win.
2 · DEAD RAIL pass-2 — painted zombies/brutes replacing the box-meshes (hit-zones survive), Warden boss art,
KILLA VOICE announcer.
Then down the line
3 Tycoon (room textures, kit icons, window city) · 4 ENERGY WARRIORS (audit → portraits +
stages) · 5 MUMUSHKA (painted symbol set + cabinet — perfect gen job) · 6 NEONRIFT (towers, drake
billboard, camp monsters, item icons) · 7 CORE DEFENSE (painted enemies + core) · 8 VOLTCHESS (menu
splash, wave portraits) · 9 APEX (roadside props, road texture) · 10 NEON PUTT (hazard decals, hole
cards) · 11 GLITCH RUNNER (mid-layer ruins) · 12 GEMSTORM (FX plates) · 13 ZIZI (taste-gated —
you pick from options first) · 14 SAY HIS NAME (space backdrop + postcards) · 15 BEER PONG + BBQ
(TV-safe stills) · 16 TRINITY top-ups (armored form lineup retry, saga interstitials).
🖥️ Tier B — dash surfaces
One "KILLA OS" painted header family across /video /music /studio /songs /voice
/record /bridge /paint /whatsnew — and /sprites gets proper trophy-room chrome.
🚫 Not touching
Trident (client brand + security freeze) · Alban Rae (mate's brand) · event-deck /
vegas / birthday (own briefs) · killak.ai, Wardenclyffe, MMXCIX (already art-directed — only on your say-so).
📋 The day, in order
- Toolkit + LTX calibration — go/no-go on video moments
- ARCADE HUB → deployed → your phone look = first wow checkpoint
- ASCENT redo (renders fire while arcade integrates — GPU never idles)
- NEONKILL + DEAD RAIL pass-2 (the ControlNet anchors)
- March the rest of Tier A, one game at a time — gen → cull → integrate → bot-verify → WOW TEST → deploy → commit
- Tier B batch → /whatsnew + /sprites updated → retro + brain push
≈320 renders ≈ 25 min of actual GPU compute across the day — the budget is my
integration time, so it's ordered by what makes you go "wow" soonest. Full detail lives in
brain/SPECTACLE-BACKFILL-PLAN.md with a live checklist.