The scenario is the wireframe
Before any 3D, the training was designed as flows: walk a route, spot the hazard, respond, get corrected. Each scenario was mapped as a state machine of trainee decisions, wrong turns included, so the simulation always has an answer to what a person actually does.
The HUD was wireframed like a product, not a game: what the trainee must see at all times, what appears only on error, and what stays out of the way.
- A hazard taxonomy became the backbone: every part of the scene belongs to a risk class.
- Failure paths designed first; success is just the path with no corrections.
