Event 360 Lab

The game's key lifecycle events — spawning, growth, the ADAPT roll, offspring, pilot transfer, and death with its two endings — directed as looping scenes in three synced cameras, with the transition craft (fade-to-black, vision clearing, camera descents, cross-cut hand-offs) a future in-game 360 POV will inherit.

Event 360 Lab

The game's key lifecycle events — spawning, growth, the ADAPT roll, offspring, pilot transfer, and death with its two endings — directed as looping scenes in three synced cameras, with the transition craft (fade-to-black, vision clearing, camera descents, cross-cut hand-offs) a future in-game 360 POV will inherit.

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The beats between the fighting

The [Adaptation 360 Lab](/adaptation-360) art-directs *dealing* a part and the [Affliction 360 Lab](/affliction-360) *receiving* one. This third rig covers the moments that make a run feel like a life: the lifecycle events. Pick one and it loops forever — same world, three cameras (🌎 observer dish · 👁 first person · 🪬 the sphere) — so each beat can be polished in isolation:

| Event | The scene | The craft | |---|---|---| | 🐣 Spawn | hatch | darkness → incubation ripples → the world blooms in (fade + a vision-clearing blur ramp) → the waking scan → first swim | | 📈 Growth | surge | a milestone lands: a ripple from your own body, streamlines, and a momentary hfov widening — the dish feels smaller; three milestones, then the molt resets the ladder | | 🧬 Evolve | splice | DNA banks to full → the splicer's arc sweeps the rim → the rolled organelle (part + tier) fades onto your body in all three views and *stays there* — up to three parts accumulate before the lineage sheds them | | 🫧 Offspring | budding | the membrane pulse builds → mitosis shake → a daughter splits free (cyan ally, ringed in the CV views) and joins the colony — twice, then the brood disperses | | 🔁 Pilot switch | transfer | a hard cut through black (0.35 s out, 0.5 s in) and you are someone else, somewhere else — the floor, the glass and the gyro all agree — then the waking scan | | 🪦 Death | the fade | energy fails in stages (warnings at 50/25) while color drains and movement falters → the camera sinks to the agar → fade to black → one of two endings |

.. exec::docs.event_360.event_360

A death has two endings

The FATE control picks how the dark resolves:

back in *from a family member's position* — different floor, different wall geometry, new heading — with the waking scan and "the line holds — v3 takes the colony". The lineage chip counts the generations as the loop hands life down.

with the run's lineage and time, for a full beat. And then — ripples in the dark, the fade lifts, and v1 wakes again: the endgame loops into the spawn art, because the dish forgets nothing and forgives everything.

The transition layer

What this rig adds to the 360 design language is transitions as first-class scene material: a stage-wide fade plane driven per tick (it covers all three POVs, so a cut reads identically wherever you're watching), filter ramps (spawn's blur-to-clarity, death's desaturation), directed camera writes that *own* the lens during a beat (the death descent disables the ambient director), and hand-offs that survive the cut — the world state teleports during black, never on screen. The emote sheet supplies only the reflexes (the waking scan, the mitosis shake, the failing flinch); everything sustained is scripted.

Scaling path

Shipped (2026-06-12): the transitions now run inside [/petri-dish-evolution](/petri-dish-evolution)'s 🪬 360 camera, driven by a real engine event queue — the hatch bloom on spawn, the transfer cut on pilot switches, the snap-cut succession when a pilot dies with family, and the endgame fade that holds the dark before the result card. This rig remains where each beat gets art-directed.

These are exactly the events /petri-dish-evolution already fires — spawn, growth milestones, the ADAPT drawer, reproduction, pilot switching (including the forced switch on death), and the end screen. When the 360 POV graduates into the game, EVO's events replace these scripts and the fades, ramps, descents and hand-offs carry over unchanged. Nothing here touches the game.

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*Source: /event-360*

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