Grid-themed furniture decisions for the dashboard office. The entry turnstiles preserve
the current three independent Badge Turnstile blocker footprints and open
lanes. The lab direction is a clean-sheet replacement for the Science Lab, not a
restyle of the current Lab Bench, Test Rig, and
Lab Shelf. The War Room direction turns the northwest TODO corner into a
tactical issue-planning table. The Editor Room direction uses pair editing pods around a
shared repo cube. The Error / Timeouts room is a repair-bay junkyard for broken or
stalled agents. Zen Idle uses staggered recharge stations with mostly non-blocking floor
art. The central Workshop now explores build-room furniture options with varied object
shapes, colors, and densities. Launch Control now explores the merge room as a transparent
cube with one central decision control and four approach destinations.
The furniture can change appearance, but the map semantics should not change unless layout work is explicitly requested.
Badge Turnstile North,
Center, and South, each with a 4x1 footprint.
drawRaisedBox,
drawWorldRect, and vertical glass faces before introducing raster props.
The selected Light Curtain Gate gives the entry a distinctive Grid identity while still keeping the actual pass-through lanes open.
Emitters draw translucent access curtains across each blocker row. This is the preferred direction; keep the planes visibly holographic so they read as a scanning effect rather than as impassable walls.
These notes are meant to keep a future renderer pass scoped and pathing-safe.
| Design | Best use | Renderer approach | Risk |
|---|---|---|---|
| Light Curtain Gate | Selected Grid turnstile direction for the front-desk entry. | Emitter posts plus translucent animated plane drawn above the existing blocker. | Medium. Must keep the curtain transparent and bounded to the existing blocker rows. |
The lab is the verification room. Since the existing furniture is expected to be removed, these concepts explore stronger room silhouettes and new furniture groupings.
The selected Compiler Reactor Bay gives the lab the clearest identity as a high-energy verification space while leaving a service loop around the main core.
Selected lab direction: a glowing reactor-like verification core with diagnostic arms and a service loop around it.
These options assume the existing Science Lab furniture can be removed. A future renderer pass should pick a room layout first, then model blockers around the chosen visual direction.
| Design | Best use | Renderer approach | Risk |
|---|---|---|---|
| Compiler Reactor Bay | Selected clean-sheet Grid Lab direction. | Central glowing core, diagnostic arms, side rails, and service loop. | Medium-high. Very strong identity, but easy to overdraw at office scale. |
The selected Tactical Map Table gives the northwest room a shared planning surface for TODO and issue pickup, while keeping the same simple Grid furniture language as the rest of the office mockups.
A central glowing table projects active TODO routes. Best if agents should gather around a single shared planning surface.
This direction should map to one central furniture island, a TODO wall plane, and clear walk targets around the shared planning table.
| Design | Best use | Renderer approach | Risk |
|---|---|---|---|
| Tactical Map Table | Selected War Room direction for issue pickup and planning. | Raised table, projected route lines, issue markers, and cardinal pads. | Medium. Projection detail must stay readable at office scale. |
The selected Pair Pods direction makes the Editor Room feel like a focused parallel coding space: four small editing stations around a shared repo cube.
Four small editing pods face a shared repo cube. Best if the room should support multiple agents working in parallel without one central table.
This direction should remain renderer-native: four small pod blockers, a shared central repo cube, visible walk pads, and enough spacing to keep agents readable.
| Design | Best use | Renderer approach | Risk |
|---|---|---|---|
| Pair Pods | Selected Editor Room direction for parallel code editing. | Four small pod blockers around a shared repo cube and walk pads. | Medium. Pods need enough spacing to avoid hiding sprites. |
The selected Dead Zone Mat keeps the southwest failure room loose and non-blocking: two messy corner piles of broken agent parts frame a dark painted floor target for hard errors and timeouts.
A darker central X target with heavier corner scrap. Best if errors should feel rougher and more junkyard-like than ordinary timeouts.
This direction should stay mostly floor decoration. The only blocking geometry should come from the two corner scrap piles, leaving the center mat open for agents.
| Design | Best use | Renderer approach | Risk |
|---|---|---|---|
| Dead Zone Mat | Selected rough junkyard identity for hard errors. | Dark floor target, red X strokes, heavier corner debris. | Medium. Can get too ominous if the red dominates. |
Zen Idle should stay calm and sparse: a few staggered green / blue-green recharge stations with the actual destinations painted into the center of each floor pad.
Three low recharge stations staggered across the room. Each station has a non-blocking destination mark painted in its center, with small blue-green hardware only on the pad edges.
This direction should be the visual counterweight to the repair yard: green, blue-green, quiet, and mostly walkable.
| Design | Best use | Renderer approach | Risk |
|---|---|---|---|
| Staggered Recharge Field | Selected calm idle-only destination room. | Flat floor rings, center destination marks, subtle station pylons, soft teal glow. | Low. Do not turn the stations into large blocker pods. |
The selected Assembly Islands direction keeps the central Workshop active without becoming a maze: several differently sized build islands, staggered part bins, and tool posts surround an open center destination.
Several differently sized build islands with staggered part bins and tool posts. Best if the workshop should support many agents without one dominant prop.
Any selected workshop direction should become renderer-native geometry: low rectangular blockers for actual furniture, painted decals for destinations and workflow signals, and small vertical accents where height helps the silhouette.
| Design | Best use | Renderer approach | Risk |
|---|---|---|---|
| Assembly Islands | Selected central Workshop direction for distributed build activity. | Multiple low blocks with mixed footprints, bins, and staggered tool posts. | Medium. Too many islands can reduce the center-room read. |
Launch Control should read as the merge room itself: a transparent Grid cube with a large red button in the center and clear walk destinations on all four sides.
A transparent cube room with a single central cube control and four cardinal walk pads. The cube can own the blocker footprint while the pads remain the stable agent destinations for approach, approval, and post-merge movement.
This direction is intentionally simple: one room volume, one central control, and explicit side destinations that can map cleanly to dashboard layout targets.
| Element | Purpose | Renderer approach | Risk |
|---|---|---|---|
| Glass cube | Gives the NE merge room a unique architectural silhouette. | Transparent wall faces, cyan edge strokes, low-opacity top outline, and floor grid. | Low. Keep wall alpha below the agent body opacity. |
| Button cube | Primary merge affordance and visual anchor for Launch Control. | One central cube with a red circular button sitting on the top face. | Medium. Must stay visually strong without reading as an error state for the room. |
| Walk destinations | Four stable agent parking targets around the button. | Small floor pads at north, east, south, and west sides connected by dashed paths. | Low. Pads should not imply blockers; they are destinations, not furniture walls. |