# Event 360 Lab > The game's key lifecycle events โ€” spawning, growth, the ADAPT roll, offspring, pilot transfer, and death with its two endings โ€” 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. --- .. toc:: ### 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 โ€” same world, three cameras (๐ŸŒŽ observer dish ยท ๐Ÿ‘ first person ยท ๐Ÿชฌ the sphere) โ€” so each beat can be polished in isolation: | Event | The scene | The craft | |---|---|---| | ๐Ÿฃ Spawn | `hatch` | darkness โ†’ **incubation ripples** โ†’ the world blooms in (fade + a vision-clearing blur ramp) โ†’ the waking scan โ†’ first swim | | ๐Ÿ“ˆ Growth | `surge` | a milestone lands: a ripple from your own body, streamlines, and a momentary **hfov widening** โ€” the dish feels smaller; three milestones, then the molt resets the ladder | | ๐Ÿงฌ Evolve | `splice` | DNA banks to full โ†’ **the splicer's arc sweeps the rim** โ†’ the rolled organelle (part + tier) fades onto your body in all three views and *stays there* โ€” up to three parts accumulate before the lineage sheds them | | ๐Ÿซง Offspring | `budding` | the membrane pulse builds โ†’ mitosis shake โ†’ a daughter splits free (cyan ally, ringed in the CV views) and joins the colony โ€” twice, then the brood disperses | | ๐Ÿ” Pilot switch | `transfer` | a **hard cut through black** (0.35 s out, 0.5 s in) and you are someone else, somewhere else โ€” the floor, the glass and the gyro all agree โ€” then the waking scan | | ๐Ÿชฆ Death | `the fade` | energy fails in stages (warnings at 50/25) while **color drains and movement falters** โ†’ the camera sinks to the agar โ†’ **fade to black** โ†’ one of two endings | .. exec::docs.event_360.event_360 ### A death has two endings The FATE control picks how the dark resolves: - **๐Ÿซ‚ The line continues** โ€” the smoothest cut in the lab: from black, the world fades back in *from a family member's position* โ€” different floor, different wall geometry, new heading โ€” with the waking scan and "the line holds โ€” v3 takes the colony". The lineage chip counts the generations as the loop hands life down. - **๐Ÿชฆ Last of the line** โ€” the dark holds: **"THE DISH RECLAIMS YOU"** over the black, with the run's lineage and time, for a full beat. And then โ€” 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 โ€” 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 ๐Ÿชฌ 360 camera, driven by a real engine event queue โ€” 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 โ€” 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. --- *Source: /event-360*