Create a beautiful cinematic LOCATION REFERENCE CARD on a clean ivory-white presentation board, landscape 3:2. One dominant widescreen establishing view across the upper two thirds, two smaller clearly separated alternate camera views of the SAME environment below it, plus a restrained strip of 4 material close-ups. No floor-plan diagram. No captions, text, logos, watermarks, QR codes or UI. No foreground people or creatures; remove characters from the supplied environment reference. Architectural elements, doors, windows, furniture and light direction must agree across views. Use tactile, richly resolved cinematic realism with restrained fantasy detail, soft atmospheric depth and readable spatial composition. Avoid plastic game-engine surfaces, neon overload, random clutter and inconsistent rooms. This is environment design, not a character sheet. The reference establishes visual identity; extend unseen angles conservatively. NEW LOCATION DESIGN for a character introduction: covered pedestrian service arcade beneath the arena, with the reference stadium influencing materials but NOT visible as an open arena floor. A long traversable stone walkway, dark glazed-stone wall within fingertip reach on one side, intermittent glass and brushed-metal fixtures, and a colonnade open to rain on the opposite side. Continuous solid roof: rain falls outside, not through it. Warm amber Workshop-facing entrance behind the camera, cool blue arena entrance ahead, one plausible side entrance where another character can arrive unseen. Damp stone reflects light subtly. Main view tracks down the empty path, reverse view shows warm entrance, third shows cool arena doorway and side entrance. Quiet cinematic anticipation, no people, glitter trails, holographic effects, neon alley signage, trash or locked-door action.
