Reference Scene
The Lantern — Exterior
Make the ancestral home a legible hub whose layers imply several centuries without explaining them.

Functional layout
realistic-hybrid1–96 local/sharded7 assets3 Portals
Scene ID: scene.lantern-exterior Purpose: Make the ancestral home a legible hub whose layers imply several centuries without explaining them.
Concept#
terraced island, harbor below, observatory dome above. The organizing form is arrival court; 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 court — primary orientation and action zone.
- ancestral arch — secondary work or relationship zone.
- kitchen terrace — bounded supporting Area with its own semantic focus path.
- observatory stair — bounded supporting Area with its own semantic focus path.
- pitch-room threshold — 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: terraced island, harbor below, observatory dome 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#
architecture.lantern-facade— Lantern Facadearchitecture.layered-arch— Layered Archarchitecture.observatory-stair— Observatory Stairobject.family-table-exterior— Family Table Exteriorobject.lantern-array— Lantern Arrayvegetation.banyan-canopy— Banyan Canopyeffect.window-hearthlight— Window Hearthlight
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.
Actors and Portals#
- Actor:
actor.orson-bell - Actor:
actor.vesper-saint-clair - Portal:
portal.lantern-to-pitch - Portal:
portal.lantern-to-observatory - Portal:
portal.lantern-hidden-underways
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: 1–96 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.