KidunaIsometric Scene System
KIDUNA DESIGNROYALS & ROGUESVISUAL CONSTITUTIONV0.1
Kiduna Commons gathering around a luminous hearth

A VISUAL CONSTITUTION FOR LIVING SCENES

Build worlds that
still feel whole.

A production-oriented grammar for composing Kiduna Scenes from canonical Components—without losing atmosphere, coherence, or beauty.

THE PROMISE

Not a game board.
A place in Kiduna.

A Scene is a situated, stateful composition. Its visual integrity comes from one contract shared by every Background, Tile, Wall, Object, Entity, Effect, Portal, Panel, Overlay, and piece of Chrome.

01

Projection

2:1 isometric ground logic; architecture may lift toward a cinematic 35.264° view without breaking the shared axes.

02

Scale

One world unit equals 0.25 m. A canonical standing Avatar occupies 0.62 × 0.62 × 1.75 m.

03

Anchors

Placement, interaction, shadow, light, attachment, portal, and occlusion anchors are explicit metadata.

04

Depth

A deterministic world-depth key combines layer band, projected position, elevation, and local bias.

05

Light

Every asset is authored under a neutral world rig, then receives Scene atmosphere, local light, and reflected color.

06

Material

Stone, wood, brass, enamel, glass, textile, foliage, water, and fire share a restrained response grammar.

07

State

Light, motion, material and environmental response express state before any Overlay is introduced.

08

Inheritance

Realm → Scene → Area → Component. Structure survives style; identity survives adaptation.

The Observatory reference Scene

SYSTEM DEMONSTRATION

The Observatory

Background light, architecture, portals, work surfaces, and portrait presences operate as one world.

Open all nine Scenes →
50reference specimens
9component families
9structured Scenes
14interaction states

THE TEST

Could another intelligence make the next place—and have it belong?

Everything in this release exists to make the answer inspectable, repeatable, and yes.

See the acceptance gates