🏛️ 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

  1. Toolkit + LTX calibration — go/no-go on video moments
  2. ARCADE HUB → deployed → your phone look = first wow checkpoint
  3. ASCENT redo (renders fire while arcade integrates — GPU never idles)
  4. NEONKILL + DEAD RAIL pass-2 (the ControlNet anchors)
  5. March the rest of Tier A, one game at a time — gen → cull → integrate → bot-verify → WOW TEST → deploy → commit
  6. 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.