Reference Scene
Apiary Project — Workshop
Expand a proven Project into several connected work Areas without losing the shared table or Project identity.

Functional layout
Scene ID: scene.apiary-project-medium Purpose: Expand a proven Project into several connected work Areas without losing the shared table or Project identity.
Concept#
mid-valley project workshop with neighboring bridges and living infrastructure. The organizing form is shared 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#
- shared table — primary orientation and action zone.
- creator bay — secondary work or relationship zone.
- builder bay — bounded supporting Area with its own semantic focus path.
- organizing terrace — bounded supporting Area with its own semantic focus path.
- resource room — bounded supporting Area with its own semantic focus path.
- portal hall — 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: mid-valley project workshop with neighboring bridges and living infrastructure.
- 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.project-workshop— Project Workshopobject.project-table-medium— Project Table Mediumobject.creator-bench— Creator Benchobject.builder-bench— Builder Benchobject.organizer-table— Organizer Tableobject.resource-room— Resource Roomobject.actor-instrument-dock— Actor Instrument Dockpanel.project-record— Project Record
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#
No family Actor is fixed here. Authorized Allies and Project Actors may appear through contextual presences.
- Portal:
portal.project-medium-to-entry - Portal:
portal.project-medium-to-exchange - Portal:
portal.project-expand-large
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: 4–40 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.