GENERATION METHOD: Built-in image_gen imagegen tool, 14 October 2026. Images are proposals for review, not exact reconstructions of the supplied collision geometry. BOARD 01 Use case: stylized-concept Asset type: landscape 16:9 high resolution game environment art direction MOODBOARD, first editable proposal for a parkour speedrun game; architectural materials, palette and atmosphere, NOT a level reconstruction. Primary request: Create a beautifully art-directed cohesive visual moodboard titled "WATERWORKS / 01" with tiny subtitle "MATERIAL + ATMOSPHERE STUDY". Editorial architectural presentation on dark charcoal board, generous precise grid gutters. About 60 percent of board a cinematic realistic architectural concept of a municipal flood-control spillway passage: long clear axial channel in grey reinforced concrete, smooth reflective dark mineral glazed riding floor, continuous smooth sealed grey concrete boundary walls with NO ice coating, several low simple rectangular raised platforms in the distance, vast structural service halls glimpsed beyond inaccessible upper perimeter openings. Architecture feels monumental, serene, cold and functional. Pillars and pipes exclusively far beyond the route's boundary, nothing obstructing the channel. Cold grey skylight down through high narrow slots, restrained atmospheric shafts only high above, a few sodium amber worklights in remote service bays. Highly legible playable floor. No people. The other 40 percent is a tactile curated collage of six clearly separated beautiful large material and detail references, including satin sealed concrete wall (very subtle formwork, flat uninterrupted surface), smoky graphite glazed mineral floor reflecting one long light, pale raw structural concrete, thick clear low-iron structural glass panel with subtle blue-green edge, dark galvanized service grate, and dark steel maintenance luminaire with soft sodium amber light. Include a thin restrained six-chip palette strip: #B8BDB8, #697A80, #26353B, #93B6C3, #CA9155, #E6E7DF. Material close-ups physically convincing, finish and light interaction clearly visible. Small tasteful captions "SEALED WALL", "GLAZED MINERAL", "RAW CONCRETE", "CLEAR GLASS", "SERVICE GRATE", "SODIUM LIGHT". No marketing copy. Style: photorealistic game environment concept + architectural materials editorial, premium subtle photographic textures, buildable modular infrastructure, fine surface detail, pale cyan only in cool reflections and glass edges, amber occupies very little area. Constraints: The source route name is an arbitrary placeholder and must NOT influence color or design. Walls tagged icy in source data mean no walljump/no walking on walls; they must be smooth concrete, NOT literal ice, snow, frosted blue, rock climbing grips, ledges, vines. No frozen vortex, giant bowl, fantasy spiral, sci-fi neon or glowing route strips. No vegetation, horror grime, characters, UI overlay, HUD, logos. Keep the riding space clean with an obvious coherent material contrast between smooth riding surface and matte standing platforms. This image communicates proposed mood and material language only; exact existing collision, route geometry and player paths will be reconstructed later. BOARD 02 Use case: stylized-concept Asset type: 16:9 landscape game art direction material finish board, realistic high quality architectural product photography. Primary request: "SURFACE STUDIES / 02" title in understated spaced white type at top of a dark charcoal presentation board. Exactly six equally sized beautifully composed rectangular material photos in a precise 3 columns by 2 rows grid with generous gutters, each large enough to examine the surface. Photography and styling must be coherent and believable, evocative of a cold municipal concrete waterworks with sparse sodium work lighting, no science fiction. Top left "01 / WALL": an uninterrupted vertical panel of satin grey sealed cast concrete, smooth dense surface, flush hairline construction joints, no protrusions, no frost, no ice, no snow. Very gentle broad vertical highlight. Top middle "02 / RIDE": smoky graphite glazed mineral riding floor shown at low grazing angle with directional fine scrape traces and long broad cold daylight reflections, no standing water, no ice, no deep cracks, no raised seams. Highly visibly smooth and low friction. Top right "03 / STAND": dry rough grey concrete platform corner with fine aggregate, clear matte finish contrasted with the slick dark floor beneath. No accidental gloss on the standing top. Bottom left "04 / TRANSPARENT": thick clear structural glass floor panel edge supported by dark steel from below, subtle blue-green edge, transparent body with visible structure below, no opaque frosting, physically solid and load-bearing, continuous smooth surface. Bottom middle "05 / SERVICE": galvanized industrial service grate beside a blackened steel pipe flange with simple bolts, tactile rough metal, service components for inaccessible side galleries only. Bottom right "06 / LIGHT": a single compact industrial amber work lamp beside a cold grey concrete wall, distant tall slot daylight reflected faintly, warm accent small and controlled. Fine pale type captions below each photo, no lengthy prose. Six-chip tiny palette in footer, slate grey, warm pale grey, charcoal graphite, desaturated glass blue, amber, off-white. All materials fairly clean but lightly used, no dystopian grime. Concept grounded in modern real-time game rendering. Constraints: do not depict frozen water, crystals, blue icy walls, climbing grips, plants, neon, characters, HUD, logo. The source labels icy mean physics restrictions not frozen appearance. This material moodboard will be reviewed before any 3D modeling.