Reference Scene
The Apiary Entrance
Show a Project ecology without literalizing it into a bee-themed attraction.

Functional layout
realistic-hybrid1–256 local/sharded7 assets4 Portals
Scene ID: scene.apiary-entry Purpose: Show a Project ecology without literalizing it into a bee-themed attraction.
Concept#
sunlit valley of work terraces, bridges, gardens and distant expandable compounds. The organizing form is welcome threshold; 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#
- welcome threshold — primary orientation and action zone.
- project paths — secondary work or relationship zone.
- matching table — bounded supporting Area with its own semantic focus path.
- Ally loom — bounded supporting Area with its own semantic focus path.
- capacity gate — 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: sunlit valley of work terraces, bridges, gardens and distant expandable compounds.
- 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.apiary-gate— Apiary Gateobject.project-path-index— Project Path Indexobject.matching-table— Matching Tableobject.ally-loom— Ally Loomobject.capacity-gate— Capacity Gatevegetation.pollinator-garden— Pollinator Gardeneffect.project-flow— Project Flow
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.cadillac-fairchild - Actor:
actor.vesper-saint-clair - Portal:
portal.apiary-to-small - Portal:
portal.apiary-to-medium - Portal:
portal.apiary-to-large - Portal:
portal.apiary-to-exchange
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: 1–256 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.