Reference Scene
Vesper's Terrace
Make invitation, agreement, dissent, consent, authority, and durable relationship spatially legible.

Functional layout
realistic-symbolic1–72 local/sharded8 assets2 Portals
Scene ID: scene.vesper-terrace Purpose: Make invitation, agreement, dissent, consent, authority, and durable relationship spatially legible.
Concept#
western sea terrace, moon path and layered gathering gardens. The organizing form is open table; 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#
- open table — primary orientation and action zone.
- dissent step — secondary work or relationship zone.
- agreement rail — bounded supporting Area with its own semantic focus path.
- private conversation alcove — bounded supporting Area with its own semantic focus path.
- public overlook — 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: western sea terrace, moon path and layered gathering gardens.
- 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.water-terrace— Water Terraceobject.open-centered-table— Open Centered Tableobject.open-chair— Open Chairobject.agreement-ribbon— Agreement Ribbonobject.blue-rose-basin— Blue Rose Basinobject.swan-mark— Swan Markpanel.consent-receipt— Consent Receipteffect.relationship-ripple— Relationship Ripple
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.vesper-saint-clair - Actor:
actor.cadillac-fairchild - Portal:
portal.terrace-to-apiary - Portal:
portal.terrace-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.
- **** — 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: 1–72 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.