The first generated images were fine as photographs but terrible as camouflage. The animal was always dead center, obviously the subject, clearly composited onto the scene. That defeats the entire game. Rewrote every biome prompt with three layers: a rich environment description (the specific rocks, bark textures, lighting angles), a texture-matching target (what the animal's fur/scales/feathers need to blend with), and explicit hiding instructions (partial occlusion, off-center placement, shadow-consistent lighting). Each biome got its own animal with species-specific camouflage behavior — the Snow Leopard presses flat against lichen-mottled granite, the Leaf-Tailed Gecko eliminates its shadow line against tree bark, the Tawny Frogmouth closes its eyes and becomes a branch stub. First test: Woodland. The frogmouth genuinely looked like dead wood. Not "kind of blends in" — actually hard to spot. That's the moment it went from tech demo to game.