SCENARIO / EXPLORATIONS
A drowned city at night lit gold and turquoise, a clock tower blazing at its centre and a giant manta ray gliding away to the right

A SCENARIO EXPLORATION · PROOF OF CONCEPT

Lamplight Deep

A small round submarine explores a drowned city at night. Each orb it collects lights up one street, until the whole city glows.

THE FILM

Twenty-eight seconds.
One orb, one city.

The submarine finds an orb, carries it through the drowned city and sets it on the clock tower. 16 shots, one Seedance 2.5 generation from the seven key frames. Sound effects by Sonilo V1.1 Video to SFX, which listened to the picture; score by ElevenLabs Music v2.5.

01 / THE SEVEN SHOTS

Collect the orbs.
Light the city.

Each orb is one shot of the film. Pick one, then switch between the agent's Blender render and the Scenario finish, which used that render as its reference and kept the camera, the layout and the light.

Blender render of shot 1: the submarine's headlight beam cuts a dark drowned street toward a small gold orb Scenario finish of shot 1: the same street, now photographic, the beam reaching a caged gold orb on wet cobbles

Blender 5.2 Cycles · finish by GPT Image 2.5 Sunburst

01 · The headlights find an orb

24 mm, low and behind. One hard beam through the murk, a caged orb glowing on a coral-crusted doorstep. No HUD on the first frame: it only asks what that light is.

Scenario review: Blender render 6/10, Scenario finish 8/10, “stops a scroll: yes”.

02 / THE FIRST MOVING SHOT

Five seconds.
Previs to finish.

Play the moving shot

Shot 3, the light racing down the street. The agent rendered a clean Blender previs, then asked Seedance 2.5 to re-render it with the shot-3 finish as a look reference and a crop of the submarine as a design reference. The game overlay is the exact Blender one, added afterwards so no text is ever redrawn.

5 seconds, sound on. The score is a sketch from ElevenLabs Music v2.5.

03 / WHAT SCENARIO MADE

Eight concepts.
One sunken world.

GPT Image 2.5 Sunburst drew every concept on a plain background (cut out here with Pixelcut Background Removal). Hunyuan 3D 3.1 Pro turned each one into a textured mesh, placed in Blender through the Scenario Blender Plugin.

A round cream-white submarine with orange trim, a glass dome, two headlights, side thrusters and a claw, cut out
The submarineGPT Image 2.5 Sunburst · Hunyuan 3D 3.1 Pro, chosen over a Hitem3D 3.0 mesh
A coral-crusted stone clock tower with a copper cupola, cut out
Clock towerGPT Image 2.5 · Hunyuan 3D 3.1 Pro
A narrow drowned townhouse with arched windows and a balcony, cut out
TownhouseGPT Image 2.5 · Hunyuan 3D 3.1 Pro
A dark manta ray with pale spots and turquoise speckles, cut out
MantaGPT Image 2.5 · Hunyuan 3D 3.1 Pro
A round colonnaded market hall with a green copper dome, cut out
Domed marketGPT Image 2.5 · Hunyuan 3D 3.1 Pro
A cluster of pink, orange and violet coral with anemones, cut out
CoralGPT Image 2.5 · Hunyuan 3D 3.1 Pro
A silver reef fish with a yellow stripe, cut out
Reef fishGPT Image 2.5 · Hunyuan 3D 3.1 Pro
Painted plate of a far drowned skyline under moonlight shafts
Distant cityGPT Image 2.5 · a painted plate for the far haze

Seven generated materials

PATINA made each full PBR set (colour, normal, height, roughness, metal). The caustic pattern did two jobs: a sea-surface mask cutting the moonlight into shafts, and a projector throwing rippling light on the street.

Cobble street
Coral limestone
Sea sand
Verdigris copper
Kelp
Old brass
Caustics

The game overlay

GPT Image 2.5 drew the HUD on a transparent background, composited over every finish.

Transparent game HUD with a depth gauge, heading tape, sonar ring, battery bars and a counter reading lights restored 3 of 12

04 / THE PROPS, IN 3D

Turn them over.
Take them with you.

Each prop started as a GPT Image 2.5 Sunburst concept and became a textured mesh with Hunyuan 3D 3.1 Pro. Drag to orbit, scroll or pinch to zoom, and download the GLB. The files here are web copies: fewer triangles, 1024 px textures.

Concept of the round submarine, shown until the 3D view loads

GLB 1.7 MB ↓
GLB 0.6 MB ↓
GLB 1.9 MB ↓
GLB 1.6 MB ↓
GLB 1.5 MB ↓
GLB 1.1 MB ↓
GLB 0.3 MB ↓

The original Hunyuan 3D 3.1 Pro files are 31 to 71 MB each (about 200,000 triangles, 4096 px PBR textures); the web copies keep the shape and the painted textures at a fraction of the weight.

04B / THE SET, IN 3D

The whole street.
Seven cameras.

The agent's Blender set, simplified for the web: the townhouse rows, the clock tower, the market halls, the lamps, the coral and the submarine. Grass, fish, kelp, particles and the water volume are left out. Each gold frustum is a shot camera; pick a shot to see the set from exactly where it was rendered.

Top-down plan of the set: the street running north to the clock tower, building footprints either side, and the seven shot cameras as numbered gold wedges

Shot 1 / 7

Keyboard: ← and → step through the cameras while the set is in view.

The submarine, the orb and the manta move to where each shot placed them. Download the set GLB · camera data (JSON)

05 / THE BLENDER WORLD

One street,
written in Python.

Every key frame is a render of one shared world, so the shots cut together. One shader drives the light wave: windows, brass lanterns and turquoise vines switch on as the front passes them.

104
townhouses in three depth layers
1,660
swaying kelp strands
45,000
sea-grass blades, about
26
brass lamps with real lights
2,456
glowing vine pods
1,100
fish in one school

Also: 580 coral, 700 rubble stones, 3 market halls, the clock tower, marine snow, a volumetric sea with moonlight through the caustic mask. Cycles on the Mac's GPU, 1920×1080, then a grade for true blacks, bloom and grain.

06 / THE REVIEW LOOP

It scored its own frames.
Then fixed them.

The agent sent its renders to Scenario's analysis tools with an art director's brief. The notes changed the scene before the finishes were made.

  1. First rendersShot 1 scored 4/10, “generic indie gameplay”: HUD clutter, a weak beam, an empty background, a flat side-on camera, muddy darks.HUD taken off the first frame, deeper blacks, a caustic light on the street, distant restored streets glowing in the haze, brighter windows, a closer manta.
  2. Seven Blender key frames6, 5, 7, 8, 6, 7 and 9 out of 10. “The sequence has a clear payoff.” “Frame 1 does not stop a scroll on its own.”Surface realism handed to the Scenario finish, with the Blender frame as its reference.
  3. Scenario finishesShot 1: 8/10, “stops a scroll: yes”. Shot 2: 7. Shot 4: 9. Shot 5: 8.Kept. The HUD is re-composited on top so its text stays exact.
  4. Quality Gate and captionKey frame 1: pass, 96 out of 100. Caption: “a small spherical submarine with orange and white panels floats above a cobblestone path underwater, casting a bright headlight forward.”It reads as intended, no change.

07 / WHAT COMES NEXT

A 45-second film,
shot by shot.

The proof holds: one world, seven frames that cut together, and a moving finish that keeps the design. Next is every shot in motion, the same way, with an animated overlay (sonar sweep, the counter ticking on each chime) and a full score.

  1. 01Headlights6 s
  2. 02The claw5 s
  3. 03Light race7 s · 5 s made
  4. 04The manta6 s
  5. 05The school5 s
  6. 06Last orb6 s
  7. 07City lit10 s
2
agent sessions, about 134 min
55
Scenario generations and reviews, the cut included
140
assets in the Scenario collection
11,160
credits (CU): 4,444 for the proof, 6,716 for the cut, its previews and one redo

08 / MAKE YOUR OWN

Take the pipeline.
Light your own city.

The skill packages this workflow for an agent connected to the Scenario MCP: plan the shots, turn concepts into meshes, build one shared world, finish each key frame from its render, keep the overlay exact, and finish motion from a clean previs.

Your world, your orbs, your city coming back to light.

Make yours