Look-dev round 3 · bigger layouts · cameras pulled way up

Overlook Dailies

All three styles advanced from round 2. This round the camera goes high and the character goes small: each scene is a much bigger, denser layout judged as a world rather than a character showcase — built against high-camera reference games (shown beside each screen). PS1 is the exception you authorized: instead of a high orbit that would fight the style, it went to the era's own distant-camera signature — fixed corner cameras that cut between rooms. Verdicts as always: keep / kill / redirect.

hover a screen to give it the keyboard WASD — move screens 01+03: click mouselook · drag orbit · wheel zoom screen 02: WASD only, compass-fixed — cameras cut on room change