Skill v1.0.0
currentAutomated scan100/100version: "1.0.0" name: blender-scene-design description: Define production-ready visual intent for Blender scenes and standalone assets, including focal hierarchy, depth layers, visual flow, scale and repetition rhythm, camera mobility, representation fidelity, and performance budgets. Use for original or reference-guided Blender work before construction choices are executed, especially environments, architecture, products, hero assets, or scenes whose modeling quality depends on coordinated spatial design rather than isolated objects.
Blender Scene Design
Define what the scene or asset must communicate before specialists decide how to build it.
Authority Boundary
- Own design intent only: focal hierarchy, depth, flow, rhythm, representation, and performance.
- Read reference evidence from
blender-reference-reconstruction; do not reinterpret observations as facts. - Write design fields in
production_analysis.json; do not create another design artifact. - Do not select Boolean, Array, Geometry Nodes, simulation, topology, or material implementations.
- Do not mutate Blender, advance
stage_state.json, score a gate, restart analysis, or request deletion. - Send a local design repair request to the Router when an implementation contradicts accepted intent.
The Router remains the only route, stage, retry-budget, rollback, and pause authority. Read ../blender-production-router/references/production-protocol.md before contributing to a task.
Design Pass
Write the smallest useful decision set:
- State a one-sentence visual thesis and the primary deliverable.
- Rank the primary focus, secondary focus, support masses, background, and intentional negative space.
- Divide the scene into foreground, midground, and background; for one asset, use silhouette,
structural, transition, functional, and micro-detail layers.
- Map leading lines, occlusion sequence, entry/exit paths, scale rhythm, repetition rhythm, and
density changes. Describe relationships, not merely object lists.
- Declare camera mobility: fixed, bounded move, turntable, free inspection, or animation path.
- Allocate representation by silhouette, shadow, contact, occlusion, deformation, distance, and
camera mobility. Use real geometry where those properties matter; use instances, shaders, normals, or distant simplification where they do not.
- Set object, instance, geometry, texture, simulation, and render budgets at a task-appropriate level.
- Map visible failure symptoms to local design repairs without changing the route or restarting analysis.
For detailed fields and examples, read design-intent-contract.md. Read portal-scene-case.md only when a layered environment, forced perspective, repeated hero asset, water path, terrain, or vegetation distribution is relevant.
Output Contract
Populate these existing production_analysis.json fields:
design_intentfocal_hierarchydepth_layersvisual_flowcamera_mobilityrepresentation_budgetperformance_budgetfailure_repair_policy
Use explicit uncertainty and assumptions. Do not invent a reference observation or camera fact. Original scenes can define intent directly; they do not need a fabricated reference-analysis pass.
Review Rule
Review design at minimum analysis and once after reversible Blockout. The Router's two-review analysis budget includes both reviews. Later visible failures return to the earliest local design field that caused them; they do not reopen the complete design pass.