Sonar Deck
The interior of a deep-sea submersible at night, from the pilot's seat. Eight backlit gauges sit in brass bezels with needles that drift on their own pivots, a sonar sweep turns beside a scrolling depth log, switch banks and rivets run across a curved steel console, an anglepoise throws the only warm light in the room, and beyond a thick riveted porthole the water is teal-black with marine snow drifting up through it. The engine question underneath was whether uGUI MASKING — the thing every scroll view, radial gauge and minimap circle depends on — works at all in a scene built entirely from code. The piece answers it in its own frame: two identical sweeps sit side by side, one inside a circular mask and one with none.

Concept prompt
The interior of a deep-sea submersible at night, seen from the pilot's seat: a curved steel instrument console wrapping around the viewport, crowded with round backlit gauges and dials in brass bezels, a circular green sonar scope glowing at the centre with concentric range rings, rows of labelled toggle switches and rubber-capped buttons, a paper depth-log spooling out of a slot, coiled cables and exposed rivets, a small anglepoise lamp throwing warm light across the panel; beyond the thick round viewport the water is deep teal-black with drifting motes of marine snow and a few distant bioluminescent glows, cold instrument green and warm amber against near-black steel and deep ocean teal, tense quiet mood, high-end stylized 3D game render, no text, no watermark, no UI
