Reference Scene
Arrival Harbor
Deliver place, humor, choice, and the first family contact within two minutes.

Functional layout
realistic1–48 local/sharded8 assets2 Portals
Scene ID: scene.arrival-harbor Purpose: Deliver place, humor, choice, and the first family contact within two minutes.
Concept#
coral harbor, dhow silhouettes, volcanic ridge and the Lantern above. The organizing form is arrival jetty; the Scene remains a beautiful inhabited place with or without overlays. It inherits the Kiduna isometric constitution: 2:1 projection, environmental illumination, tactile materials, living edges, contextual embodiment, stable anchors, and state expressed through the world before labels.
Functional layout#
- arrival jetty — primary orientation and action zone.
- customs table — secondary work or relationship zone.
- boathouse edge — bounded supporting Area with its own semantic focus path.
- Lantern path — bounded supporting Area with its own semantic focus path.
Isometric composition and background#
- Dark near-frame architecture or vegetation guides Attention toward one inhabited center.
- The background is a full Component: coral harbor, dhow silhouettes, volcanic ridge and the Lantern above.
- At least two physical continuations meet foreground Terrain through architecture, path, vegetation, shadow, water, or haze.
- Technical tiles overlap 12–24 px at 1× and never announce a square grid.
Object inventory#
terrain.harbor-stone— Harbor Stoneterrain.tidal-water— Tidal Waterarchitecture.arrival-jetty— Arrival Jettyobject.autonomous-launch— Autonomous Launchobject.luggage-cart— Luggage Cartobject.bellwether-crate— Bellwether Crateobject.harbor-bell— Harbor Bellvegetation.mangrove-cluster— Mangrove Cluster
Interaction map#
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
Actors and Portals#
- Actor:
actor.cadillac-fairchild - Actor:
actor.ruby-knox - Portal:
portal.harbor-off-island - Portal:
portal.harbor-to-lantern
Lighting states#
- **** — changes ambient, local reflection, meaningful emitters, and non-color semantic cues together.
- **** — changes ambient, local reflection, meaningful emitters, and non-color semantic cues together.
- **** — changes ambient, local reflection, meaningful emitters, and non-color semantic cues together.
Population and framing#
- Solo: every required Action has an Actor/Ally or asynchronous alternative.
- Local range: 1–48 visible participants before Area sharding or constellation aggregation.
- Desktop: 16:9 composition with the organizing form intact and 15% Overlay reserve.
- Mobile: focus-following portrait crop, persistent orientation landmark, and semantic route sheet.
- Large population: canonical Scene state is shared; presence, conversation, and high-frequency interaction are sharded by Area. No global crowd blocks the interaction path.