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. Sunlit imaginative factory-building world with sweeping copper conveyors, tall structural columns, walkable maintenance gantries and a clear hierarchy of machines. Remove Auri and Little. Main elevated view follows the source grand scale. Lower views provide a usable ground-level path through the SAME plant and a close scene of one backward conveyor junction collecting small bolts at the wrong outlet. Make belts and walkways coherent rather than arbitrary pipe spaghetti. A joyful noncombat building space, not an industrial accident. No game branding.
