A scene brief is different from a game prompt

A game prompt defines an action and an outcome. A scene brief defines where those actions can happen: the start point, route, important objects, sight lines and destination. Use both, but do not hide the gameplay requirement inside a list of decorative objects.

The announced Scene Generator accepts text and a reference image, with refinement in Studio. Exact account rollout, limits, supported image formats and Build-specific controls are not established by the announcement. We have not tested an unreleased universal version.

An original observatory brief

Editorial example, not a generated result:

Create a compact observatory courtyard for a one-room light-routing puzzle. Put the player start on the south edge, two rotatable mirrors in the center and an unlit gate on the north edge. Keep every interactive object visible from the start. Leave a clear walking route around both mirrors. Decorative telescope parts must not resemble controls. Use strong visual contrast between movable mirrors and fixed scenery.

Before adding another room, test whether a new player can identify the first mirror, see the gate react and reset an incorrect arrangement. The scene succeeds when it explains the puzzle spatially, not when it has the largest number of assets.

A collection-game brief

Create a small tidal garden with a central collection basket, three clearly separated shell areas and a short safe return path. Use different shapes as well as colors for collectible types. Keep decoration outside the return route. Place the score display where it cannot cover the basket. The first round should involve collecting and returning one shell type.

For a reference image, use material you own or are permitted to use. Describe the spatial relationship you want instead of requesting another creator’s distinctive characters, branding or exact world. An image is a reference, not a license.

Prepare a test sheet before generation

  1. Sketch the start, action area and destination in a few sentences.
  2. Identify objects that must be interactive and those that must remain decorative.
  3. List collision and visibility checks.
  4. Define one success condition and one reset condition.
  5. Compare the generated layout with that list before adding detail.

Use the prompt builder to assemble the gameplay side. If the layout is confusing, apply one-change iteration rather than requesting an entire replacement with extra features.

Build and Studio remain different responsibilities

The new connection is a roadmap direction, not permission to ignore the current Studio handoff. Decide whether a layout can be refined within the available Build controls or needs manual development. Do not tell players a future scene tool has made an untested game ready for release.

Return to the RDC change record for dates and the bad-generation checklist for diagnosing the actual result.