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 keyboardWASD — movescreens 01+03: click mouselook · drag orbit · wheel zoomscreen 02: WASD only, compass-fixed — cameras cut on room change