---
name: set-dressing
description: Set dressing and environmental storytelling placement for interiors and exteriors using prop density, narrative clusters, and readability rules via MCP.
license: MIT
metadata:
author: https://github.com/arjun988
version: "1.0.0"
domain: blender
role: specialist
triggers: set dressing, dressing, storytelling props, interior dressing, clutter, narrative placement, set decals
related-skills: prop-artist, scene-assembly, environment-artist, horror-style, qa-review
---
# 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
1. Pick a story beat (meal abandoned, workbench used, escape rushed)
2. Place 3–7 props that sell the beat
3. Add 1–2 wear/decal cues
4. Stop — do not fill every surface
## Prop Sources
- `prop-artist` for 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 |