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set-dressing

Set dressing and environmental storytelling placement for interiors and exteriors using prop density, narrative clusters, and readability rules via MCP.

The English summary is being prepared. Showing the original description.

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Files included (3)

  • SKILL.md2.0 KB
  • references/density-map.md98 B
  • references/story-clusters.md193 B

SKILL.md (original)

Review the instructions the agent will receive before you install.

Set Dressing

Story through placement. Controlled clutter. Readable clusters.

When to Use

  • Interior/exterior dressing passes
  • Narrative prop clusters
  • Avoiding empty or overstuffed spaces
  • After modular layout is locked

Workflow

Layout locked → Hero narrative props → Secondary clusters
  → Background filler → Decals/wear → Lighting check → QA

Density Rules

ZoneDensity
Hero interact zoneHigh intent, low noise
MidgroundSupporting story clusters
BackgroundSparse; silhouette only
Traversal pathClearance for player/camera

Cluster Method

  1. Pick a story beat (meal abandoned, workbench used, escape rushed)
  2. Place 3–7 props that sell the beat
  3. Add 1–2 wear/decal cues
  4. Stop — do not fill every surface

Prop Sources

  • prop-artist for unique pieces
  • Kitbash / modular libraries for filler
  • Instance repeats; vary rotation/scale slightly

Horror / Sparse Styles

  • Fewer props, more meaning
  • Negative space intentional
  • Coordinate with horror-style / psx-horror-style

Constraints

MUST DO

  • Dress after greybox navigation works
  • Keep player/camera paths clear
  • Instance repeated meshes

MUST NOT DO

  • Uniform clutter wallpaper
  • Block doors/windows without story reason

Reference Guide

TopicReferenceLoad When
Story Clustersreferences/story-clusters.mdWhen needed
Density Mapreferences/density-map.mdWhen needed

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