The cartographer’s table.

Isometric worlds, built by pipeline. Concept to generated art to clean, game-ready 3D.

01

The claim.

Every world is a scene file.

Bespoke isometric art is slow to make, slower to change, and drifts the moment a second artist touches it.

Here every world is a scene file. Every piece in it is named, parameterized, and locked. Change one line and the whole thing re-renders, consistent.

The salon at day
Day
The salon at dusk
Dusk
The salon at night
Night
The salon at dawn
Dawn
Same file, four states, nothing redrawn
DayDuskNightDawn
Phase0.000.350.600.85
Tint#fff6e6 · 0.04#26201c · 0.00#161426 · 0.12#3b3550 · 0.10
Lamps0.001.002.401.30
Window1.00 / 0.750.35 / 0.500.00 / 0.000.55 / 0.30
02

Drawn.

The room is a list. The list is the contract.

Each part lit in turn, in the list’s order
PARTS = [
    ('floor', floor),
    ('rug', rug),
    ('walls/shell', wall_shell),
    ('windows/left', window_l),
    ('windows/right', window_r),
    ('walls/pilasters', pilasters),
    ('walls/sconces', wall_sconces),
    ('console_wall/sconces', console_sconces),
    ('walls/print', wall_print),
    ('console_wall/mirror', mirror),
    ('curtains/left', curtains_l),
    ('curtains/right', curtains_r),
    ('console_wall/console', console),
    ('console_wall/still_life', console_still_life),
    ('sofa_group/sofa', sofa),
    ('sofa_group/side_lamp', side_lamp),
    ('sofa_group/coffee_table', coffee_table),
    ('sofa_group/tub_chairs', tub_chairs),
    ('sofa_group/drinks_table', drinks_table),
    ('bar_cart', bar),
    ('floor_lamp', floor_lamp),
    ('right_front/pouf', pouf),
    ('palm', palm),
]
# Deco salon: status of each part.  locked | open | explore
#
# locked   accepted. check.py fails the pass if its drawing changes.
# open     being worked on; free to change.
# explore  wants variants to choose from.
#
# A group name covers every part under it: `walls` covers walls/shell,
# walls/pilasters and the rest. A part can be listed on its own to differ from
# its group (windows/left: locked). Parts not listed are open.

floor: locked
walls: locked
console_wall: locked
sofa_group: locked

rug: explore
right_front: explore
deco_salon: 23 parts, 14 locked, 2 explore, 7 open
  PASS  floor                       134 shapes
  PASS  walls/shell                  38 shapes
  PASS  walls/pilasters              16 shapes
  PASS  walls/sconces                20 shapes
  PASS  console_wall/sconces         20 shapes
  PASS  walls/print                  23 shapes
  PASS  console_wall/mirror          49 shapes
  PASS  console_wall/console        122 shapes
  PASS  console_wall/still_life     267 shapes
  PASS  sofa_group/sofa             315 shapes
  PASS  sofa_group/side_lamp         85 shapes
  PASS  sofa_group/coffee_table     273 shapes
  PASS  sofa_group/tub_chairs       130 shapes
  PASS  sofa_group/drinks_table      92 shapes
locks: 14 pass, 0 fail, 0 without a reference. All hold.

The status file says what may change. The check says whether anything did: fourteen locks, and all of them hold. The machine holds the line, not the artist’s memory.

03

Range.

Three looks, one camera.

One camera, one engine, nothing else shared. A radar platform and a salon come off the same bench.

SBX-1 · on the putty ground
The assembly line: belt, hopper, four orange robots, stacked crates
The assembly line
SBX-1 parts sheet: seventeen named parts, all locked
SBX-1 · 17 named parts
One room shell in three palettes: midcentury, art deco, loft
One shell, three palettes
04

Moving.

Nothing here was keyframed by hand.

Stations · where each robot touches, as a fraction of a lap
StationxTouch atDoes
Robot7.950.85Paints the body, grey to cream
Robot12.350.18Fits the face plate and the corner lamp
Robot16.740.51Fits the panel of four lights
Robot18.700.21Lifts the finished unit and drops it down the chute

Belt: 3.3 units per lap; a blank drops from the hopper at the wrap.

Motion is the same scene with a phase. The belt, the robots’ touches and the drop are one function of time, and so is the salon’s day.

05

The game.

The system was built to make a game.

Here is the first town block from it.

The counter is open.

Hollywood·Los Angeles·Replies within 72 hours

Write to Nathan Henry about contracts in character and world pipelines, generative production, and trading systems.

Each room on this site represents a core focus of the work; some commissioned, some showcased, and some built for the house and kept. If something you see here is close to what you need, say which and we’ll start there.

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