Reference Scene
The Pitch Room
Turn one human intention into a playable, provisional Orientation and the first honest next step.

Functional layout
realistic-symbolic1–8 local/sharded9 assets2 Portals
Scene ID: scene.pitch-room Purpose: Turn one human intention into a playable, provisional Orientation and the first honest next step.
Concept#
Lantern interior opening to sea and storm horizon. The organizing form is family arc; 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#
- family arc — primary orientation and action zone.
- Source place — secondary work or relationship zone.
- Compass Rose — bounded supporting Area with its own semantic focus path.
- evidence table — bounded supporting Area with its own semantic focus path.
- exit thresholds — 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: Lantern interior opening to sea and storm horizon.
- 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.pitch-room— Pitch Roomobject.compass-rose-floor— Compass Rose Floorobject.six-portrait-stands— Six Portrait Standsobject.source-chair— Source Chairpanel.pitch-receipt— Pitch Receipteffect.rose-signal-yellow— Rose Signal Yelloweffect.rose-signal-white— Rose Signal Whiteeffect.rose-signal-red— Rose Signal Redeffect.rose-signal-blue— Rose Signal Blue
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.
- **** — resolves through one semantic Action target across pointer, keyboard, touch, voice, controller, and assistive technology.
Actors and Portals#
- Actor:
actor.stella-vale - Actor:
actor.orson-bell - Actor:
actor.cadillac-fairchild - Actor:
actor.uncle-psy - Actor:
actor.ruby-knox - Actor:
actor.vesper-saint-clair - Portal:
portal.pitch-to-lantern - Portal:
portal.pitch-to-first-quest
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.
- **** — 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: 1–8 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.