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Use @Image 1 as the exact identity reference for the MAIN PLAYABLE CHARACTER. <Character A> corresponds to @Image 1 . Use only the exact facial identity, braided hairstyle, shaved sides, skin tone, facial tattoos, beard, piercings, body proportions and recognizable physical identity from @Image 1 . Do not use the gray studio background or character-sheet composition. Wardrobe: plain black T-shirt, blue jeans and white sneakers. <Environment A> corresponds to 2. Use @Image 2 as the strict visual reference for the Piedra del Peñol, surrounding Guatapé landscape, reservoir, green islands, mountains, vegetation, atmospheric conditions and regional architecture. Do not copy people from @Image 2 . Create exactly 15 seconds of ultra-realistic vertical 9:16 next-generation third-person open-world gameplay in Guatapé, Antioquia, Colombia. The result must feel like authentic GTA-style open-world gameplay: player-controlled movement, responsive third-person camera, stable HUD, contextual interactions and spectacular environmental scale. No GTA logo. No Rockstar logo. No official game branding. Subtly integrate METAHOUSE as environmental easter eggs only: small sticker, tourism poster, graffiti, tiny sign on equipment. Never as the main attraction or location name. [Generation Goal] Create a fast adventure sequence: arrive beneath Piedra del Peñol → reveal its enormous scale → CUT to the summit → launch in paraglider → fly over Guatapé reservoir → end with the water filling the entire frame for transition into Video 2. [Stage 1 | 0-4s — ARRIVAL AT THE ROCK] START IMMEDIATELY IN GAMEPLAY. <Character A> walks quickly through the lower tourist area beneath Piedra del Peñol. Use classic elevated third-person gameplay camera behind and slightly above him. The enormous Piedra del Peñol must dominate the environment ahead and feel accurately scaled from @Image 2 2. Show: lush tropical vegetation, small local buildings, visitors, parked motorcycles, mountain atmosphere, reservoir glimpses behind the landscape. <Character A> advances toward the base. Camera naturally tilts upward while still behaving like a player-controlled third-person camera, revealing the huge rock rising above him. HUD objective: REACH THE TOP OF EL PEÑOL [Stage 2 | 4-6s — SUMMIT CUT] Use one clear fast GAMEPLAY CUT. Instantly continue with <Character A> already standing at the summit viewpoint of Piedra del Peñol. The transition must feel like a game skipping the climb, not a magical teleport visual effect. The camera is again behind him. Reveal an enormous aerial panorama based on @Image 2 2: Guatapé reservoir, green islands, peninsulas, mountains, water stretching into the distance. HUD updates: NEW ACTIVITY PARAGLIDE OVER GUATAPÉ A paraglider is prepared immediately beside him. [Stage 3 | 6-10s — PARAGLIDER LAUNCH] <Character A> runs several steps toward the launch edge. The paraglider canopy inflates behind and above him. He launches naturally into the air. The third-person camera automatically transitions into an elevated gameplay chase camera following behind the paraglider. Movement must feel controlled by the player: slight left-right steering, natural canopy movement, wind response, body weight shifting, subtle camera lag. The Piedra del Peñol becomes visible behind him as he clears the mountain. No cinematic slow motion. [Stage 4 | 10-15s — FLIGHT TO WATER TRANSITION] <Character A> flies rapidly over the spectacular Guatapé reservoir. Use the real regional landscape from @Image 2 : irregular green islands, deep blue-green water, mountainous horizon, scattered buildings and boats. The gameplay camera dynamically follows behind and slightly above him. He banks gently downward toward the reservoir. HUD: DESCEND TO THE RESERVOIR During the final 2 seconds, accelerate toward the water. The camera drops lower and lower until the water surface rapidly approaches. FINAL TRANSITION: the camera gets extremely close to the reservoir surface until BLUE WATER and bright reflections completely fill the entire frame. End with NO visible horizon, person, paraglider or landscape: ONLY moving water filling 100% of frame. This final frame is specifically designed to transition into Video 2. [Gameplay HUD] Premium fictional open-world HUD: circular minimap lower-left, health and energy, objective upper-left, small activity indicators. HUD stays locked to screen. Mission progression: REACH THE TOP OF EL PEÑOL NEW ACTIVITY: PARAGLIDE OVER GUATAPÉ DESCEND TO THE RESERVOIR No personal character name. [AUDIO] NO MUSIC. <tropical outdoor ambience> <tourist-area ambience> <footsteps> <wind> <paraglider fabric inflating> <harness movement> <strong wind during flight> <distant boats> <air rushing faster during descent> <water ambience> [Maintain Consistency] Exact identity from @Image 1 . Same wardrobe throughout. Preserve Piedra del Peñol and Guatapé geography from @Image 2 . No character morphing. No duplicated protagonist. No beach or ocean. This is an inland Colombian reservoir. Maximum gameplay feeling. Duration: exactly 15 seconds. Aspect ratio: 9:16.

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