Reference Scene
Orson's Workshop
Make constraints, testing, repair, and capacity tangible and inviting.

Functional layout
realistic1–36 local/sharded8 assets2 Portals
Scene ID: scene.orson-workshop Purpose: Make constraints, testing, repair, and capacity tangible and inviting.
Concept#
open workshop over eastern service gardens and rain-catch roofs. The organizing form is material bench; 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#
- material bench — primary orientation and action zone.
- failure table — secondary work or relationship zone.
- repair wall — bounded supporting Area with its own semantic focus path.
- test court — bounded supporting Area with its own semantic focus path.
- tool custody — 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: open workshop over eastern service gardens and rain-catch roofs.
- 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.workshop-pergola— Workshop Pergolaobject.builder-bench— Builder Benchobject.failure-table— Failure Tableobject.tool-wall— Tool Wallobject.test-rig— Test Rigobject.repair-ledger— Repair Ledgerobject.bear-mark— Bear Markeffect.capacity-load— Capacity Load
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.orson-bell - Actor:
actor.ruby-knox - Portal:
portal.workshop-to-apiary - Portal:
portal.workshop-service-lift
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: 1–36 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.