# First Light · asset pack 001

Status: first production candidates. Nothing in this pack is approved for the game or tested in an engine.

## Start here

Build one coherent room/terrace scene around the act of observing rain and keeping a finding. Use the final reviewed master plan when an older visual proposal conflicts with gameplay: baseline observation can finish without operating the Craft receiver; no path proves the cooling explanation.

## Created in this pack

- **ENV-001 measured layout v01:** 6 × 4 m room, 6 × 2.4 m covered terrace, 1.8 m opening, 1.2 m proposed circulation lane, 1.65 m eye-height anchor. Editable JSON is the dimensional source of truth.
- **ENV-001 blockout v01:** 28 separately named cuboid meshes in OBJ with MTL. Furniture, receiver, notebook and neighbor are explicitly volume/scale proxies. This is imported geometry preparation, not finished art.
- **ENV-001 plan v01:** SVG floor plan generated from the same dimensions and placements.
- **PROP-001 receiver reference v01:** AI-generated multi-view design candidate, when present. A guide for review/modeling; geometry consistency and moving parts still require manual resolution.

## Production order

| Order | Deliverable | What must become true before expanding |
| --- | --- | --- |
| 1 | ENV-001 room / terrace | Walk from arrival to worktable, observation point and neighbor without collision or camera discomfort. See both rain and notebook. |
| 2 | PROP-001 receiver and PROP-002 notebook | Select their silhouette/scale; model canonical editable sources; align hand contacts and readable evidence. |
| 3 | MAT-001 small material library | Same wood, brass, plaster, paper and cloth behave coherently in dry/wet light. No per-image reinvention. |
| 4 | PLAYER-001 hands and one neighbor action | Reach, contact, release and interruption work on the same objects at the same coordinates. |
| 5 | FX/AUDIO rain, room and interaction | Two comparable occurrences remain readable with muted sound and reduced effects; shelter is clear. |
| 6 | One native 60–90 second proof | Observe, act, record, save and return on real Mac/Windows packages before increasing the asset count. |

## Import and measurement

OBJ is meters, Y-up. Set import axes/scale explicitly; do not rely on importer defaults. Confirm a 6 m floor width using the destination tool's measurement. The MTL file must stay beside the OBJ. Each item has its own object name; hide `roof_HIDE_FOR_OVERVIEW` for overhead review. Floor tops are at Y=0.

No UVs, final shaders, LODs, collision components, rigs, animations or engine prefabs are supplied. Import, navigation and performance are untested. The cuboid neighbor is only a scale reference.

Blender was not found in the local application inventory during this task. No engine/editor was installed or paid generation service configured. The next production step is import and scale/navigation validation in the selected editor, then refinement to a canonical Blender source.

## Consistency rules

1. Give every asset a stable ID and version; never overwrite the approved source.
2. Canonical dimensions and contact locations come from measured sources, not generated pixels.
3. Image generation proposes designs. Model/rig/material edits produce repeatable game assets.
4. Record source, generation method, file hash, references and unresolved issues.
5. Keep `candidate`, `import-tested`, `play-tested` and `approved` distinct. A public gallery entry does not imply approval.

The blue/violet website styling is presentation. The game retains its proposed warm handmade materials until a separate creative decision changes them.
