Please create a high-completion, high-information-density "Pixel World Asset Atlas" suitable for serialized release based on [Game Theme: {argument name="game theme" default="Demon Slayer/Tanjiro"}].
This is not a regular pixel illustration or a single game scene, but a "2D pixel game asset overview map" for game development, art setting, level design, and visual proposals. The visual should look like a complete game material board, systematically organizing core characters, enemies, items, terrain, scenes, mechanisms, Bosses, and decorative elements required for a [Game Type: {argument name="game type" default="Side-scrolling action"}] into a single clear, professional, and reusable game asset atlas.
[Basic Settings]
Theme Worldview: [Game Theme]
Game Type: [Game Type]
Era Background: [Era Background]
Protagonist Identity: [Protagonist Identity]
Enemy Types: [Enemy Types]
Main Scenes: [Main Scene Environment]
Overall Style: [Style Direction, e.g., {argument name="style" default="16-bit retro arcade pixel style"}]
Main Color: [Main Color]
Secondary Color: [Secondary Color]
Accent Color: [Accent Color]
Aspect Ratio: [Aspect Ratio, Landscape 4:3]
If not filled, automatically match according to the optimal plan for the game theme.
[Overall Visual Requirements]
The visual uses a large landscape canvas with a light or low-interference background, looking like a game development asset sheet or an instruction-style resource catalog. All elements should be 2D pixel art sprites with uniform pixel density, clear black/dark outlines, limited color scales, and retro game textures. Do not generate realistic photography, 3D rendering, painterly illustration, or movie poster styles. Focus on being "systematically complete, clearly categorized, resource-rich, and high in developability."
[Layout Structure]
The map uses a modular grid layout with fine lines dividing different resource areas. Each area needs a numbered title and short category labels, with a reading path from left to right, top to bottom. The layout should have the orderliness of an instruction manual or game dev document. Information density must be high but not chaotic; elements within each module should be equidistantly arranged.
[Modules to Include]
1. Player Character Module: Show complete action frames including standing, walking/running, jumping, etc. frames arranged horizontally like a sprite sheet.
2. Enemy Unit Module: Design multiple enemies including common, ranged, heavy, and elite units.
3. Weapons & Items Module: Show melee, ranged, projectiles, effects, and pickups.
4. Basic Terrain Tile Module: Show ground, walls, platforms, corners, and different material blocks.
5. Natural/External Scene Resource Module: Show trees, grass, rocks, and obstacles.
6. Building/Base/Camp Resource Module: Show doors, windows, walls, ladders, and camp facilities.
7. Special Terrain Module: Show bridges, water bodies, cliffs, and cave openings.
8. Indoor/Underground/Facility Resource Module: Show pipes, consoles, metal doors, and equipment.
9. Boss / Encounter Resource Module: Show large Bosses, special vehicles, and giant mechanisms.
10. General Decoration & Interaction Elements Module: Show ladders, ropes, signs, switches, and mechanisms.
[Visual Detail Requirements]
All resources must maintain consistent pixel size logic and worldview consistency. Clear scale relationships. Action frames must show continuity; terrain tiles must be tileable; items and mechanisms must have functional recognizability; Boss elements should feel oppressive.
Completely reproduce the attached image as a single slide in a pptx file.
Make the text fully editable, and crop and use the diagrams and graphs from the original image as they are.
Generate an image that clearly summarizes the following {argument name="news_source_en" default="Yahoo News"} article in a single slide, using diagrams and illustrations.
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{argument name="news_body_en" default="{paste the Yahoo News article here}"}
Present a clear, side miniature 3D cartoon view of the tallest buildings in {argument name="city in English" default="YOUR CITY"}. Use minimal textures with realistic materials and soft, lifelike lighting and shadows. Use a clean, minimalistic composition showing exactly the three tallest buildings in {argument name="reference city in English" default="Sopot"}, arranged from left to right in strict descending height order. The tallest must appear visibly tallest, the second must be clearly shorter than the first, and the third must be clearly shorter than the second.
All buildings must follow accurate relative proportions: if a building is taller in real life, it must be taller in the image by the same approximate ratio. No building may be visually stretched or compressed.
Each building should stand separately on a thin, simple ceramic base. Below each base, centered text should display:
Height in meters — semibold sans-serif, medium size
Year built — lighter-weight sans-serif, smaller size, directly beneath the height text
Provide consistent padding, spacing, leading, and kerning. Write “{argument name="city name title" default="YOUR CITY NAME"}” centered above the buildings, using a medium-sized sans-serif font.
No building top should overlap or touch the text above. Use accurate architectural proportions based on real-world references. Maintain a consistent camera angle and identical scale for each building model.
No forced perspective. Use straight-on orthographic-style rendering. Do not exaggerate or stylize size differences beyond proportional accuracy.
Use a square 1080×1080 composition. Use a clean, neutral background. Ensure no extra objects are present.
I want an illustrated diagram explaining the roles of dopamine and D2 receptors in the synaptic cleft between neurons, and how they relate to schizophrenia. Antipsychotic drugs exert their effects by blocking D2 receptors. Please diagram this for the three cases: healthy person | hallucination and delusion state | under antipsychotic medication. Generate a horizontally oriented image.