set-dressing
Set dressing and environmental storytelling placement for interiors and exteriors using prop density, narrative clusters, and readability rules via MCP.
SKILL.md
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
| Zone | Density |
|---|---|
| Hero interact zone | High intent, low noise |
| Midground | Supporting story clusters |
| Background | Sparse; silhouette only |
| Traversal path | Clearance for player/camera |
Cluster Method
- Pick a story beat (meal abandoned, workbench used, escape rushed)
- Place 3–7 props that sell the beat
- Add 1–2 wear/decal cues
- Stop — do not fill every surface
Prop Sources
prop-artistfor 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
| Topic | Reference | Load When |
|---|---|---|
| Story Clusters | references/story-clusters.md | When needed |
| Density Map | references/density-map.md | When needed |