# Build the space before the spectacle.

PURPOSE: [film set / game scene / product stage / explorable world]
REAL-WORLD SCALE: [units, total dimensions, human-height reference]
FOCAL POINT: [the main object or action area]
CAMERA ROUTE: [start, path, finish and required clearances]
OUTPUT NEEDS: [supported file format, engine, performance budget]

## Layout first
Describe the space with simple masses: floor plane, enclosure, primary structures, openings and one landmark. Name their relative dimensions and positions. Keep the route to [FOCAL POINT] legible and preserve space for [CAMERA ROUTE].

## Asset boundaries
Generate or model these separately: [list separable objects].
Keep these connected: [structural elements that form one continuous surface].
Moving parts: [hinges, doors, wheels or mechanisms; axis and range].
Collision needs: [walkable surfaces and solid barriers].

## Surface treatment
Primary material: [material, roughness, scale of texture]
Secondary material: [material and use]
Wear: [where contact, weather and gravity would leave marks]
Lighting reference: [direction, softness and color]

## Generation brief
Create a [PURPOSE] environment at [REAL-WORLD SCALE]. Use the approved blockout as the authority for layout and proportions. Develop [FOCAL POINT] with [SURFACE TREATMENT]. Preserve all openings, camera clearances and paths. Keep asset boundaries consistent with the listed export needs where the tool supports them.

## Inspect before detail
Check scale with a human-sized proxy. Walk the camera route. Look for floating geometry, sealed exits and intersecting masses. Inspect the export in the destination tool. Only then add secondary props, detailed surfaces and final light.

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## Source & credit

Author: The Glitch
Status: Untested template
Source: The Glitch originals
Creator: The Glitch

An original environment brief. Translate it into the capabilities of your chosen 3D tool; it does not promise a particular export format or topology.
