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" level. A floor plan in top view showing a small establishment inspired by the

" level. A floor plan in top view showing a small establishment inspired by the castles of the Mario Bros universe,  designed with a functional structure for artisanal production ,  but with dynamic and challenging interiors such as a video game level .  Each area is full of interactive details :

 Production area :  Work tables suspended on floating platforms ,  connected by small mobile bridges .  Some blocks of the floor rise and fall intermittently ,  forcing you to jump to reach certain materials .  Tools and resources are stored in boxes that are opened by hitting them from below ,  in the style of question blocks .
 Exhibition Area :  plan Shelves on rotating platforms that require coordination to access finished products .  Some objects are located behind destructible blocks that resemble the bricks of the game .
 plan Office and storage : An elevated room ,  accessible through a green tube that automatically transports the user . inside,  a mobile platform connects desks and shelves ,  and a spiral staircase ends in a surprise block with virtual rewards .
aisles:  Decorated with conveyor belts that move in opposite directions ,  creating a challenge when walking .  Runners also have traps such as pits with piranha plants that emerge ,  but they are accessible using hidden switches .
 The building is surrounded by thick walls with small watchtowers in the corners , , some of which have falls controlled by hidden elevators . The outdoor garden includes green pipes that carry directly to different areas of the . . Each corner is designed with vibrant colors and interactive elements ,  like floating blocks ,  trampolines and shiny coins that appear when overcoming obstacles .

 The plan combines functional aesthetics for the establishment with the dynamic fun of a classic Mario B
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andres jimenez
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" level. A floor plan in top view showing a small establishment inspired by the castles of the Mario Bros universe, designed with a functional structure for artisanal production , but with dynamic and challenging interiors such as a video game level . Each area is full of interactive details : Production area : Work tables suspended on floating platforms , connected by small mobile bridges . Some blocks of the floor rise and fall intermittently , forcing you to jump to reach certain materials . Tools and resources are stored in boxes that are opened by hitting them from below , in the style of question blocks . Exhibition Area : plan Shelves on rotating platforms that require coordination to access finished products . Some objects are located behind destructible blocks that resemble the bricks of the game . plan Office and storage : An elevated room , accessible through a green tube that automatically transports the user . inside, a mobile platform connects desks and shelves , and a spiral staircase ends in a surprise block with virtual rewards . aisles: Decorated with conveyor belts that move in opposite directions , creating a challenge when walking . Runners also have traps such as pits with piranha plants that emerge , but they are accessible using hidden switches . The building is surrounded by thick walls with small watchtowers in the corners , , some of which have falls controlled by hidden elevators . The outdoor garden includes green pipes that carry directly to different areas of the . . Each corner is designed with vibrant colors and interactive elements , like floating blocks , trampolines and shiny coins that appear when overcoming obstacles . The plan combines functional aesthetics for the establishment with the dynamic fun of a classic Mario B
Tamaño
688X1024
Fecha
Nov 24, 2024
Modo
Estudio
Tipo
cell
Checkpoint & LoRA
SeaArt Infinity
Checkpoint
SeaArt Infinity
#Arquitectura
#render
#Juego
#Diseño arquitectónico
#SeaArt Infinity
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