Reference Scene
Apiary Project — Compound
Represent a mature Level 1 Project as a navigable compound with shardable Areas, shared state, and links outward.

Functional layout
Scene ID: scene.apiary-project-large Purpose: Represent a mature Level 1 Project as a navigable compound with shardable Areas, shared state, and links outward.
Concept#
large project compound bridging valley terraces toward the wider Field. The organizing form is commons; 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#
- commons — primary orientation and action zone.
- studios — secondary work or relationship zone.
- factory — bounded supporting Area with its own semantic focus path.
- garden — bounded supporting Area with its own semantic focus path.
- forum court — bounded supporting Area with its own semantic focus path.
- exchange edge — bounded supporting Area with its own semantic focus path.
- vault — bounded supporting Area with its own semantic focus path.
- portal district — 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: large project compound bridging valley terraces toward the wider Field.
- 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-compound— Project Compoundobject.commons-hearth— Commons Hearthobject.studio-array— Studio Arrayobject.factory-line— Factory Lineobject.garden-system— Garden Systemobject.forum-table— Forum Tableobject.exchange-dock— Exchange Dockobject.vault-threshold— Vault Thresholdobject.portal-district— Portal Districteffect.cross-area-flow— Cross Area 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#
No family Actor is fixed here. Authorized Allies and Project Actors may appear through contextual presences.
- Portal:
portal.project-large-to-entry - Portal:
portal.project-large-to-reality-game - Portal:
portal.project-large-area-network
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.
- **** — 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: 16–512 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.