Instruction files are first-class files in MDL. You can inspect the exact stored runtime, addendum, image, and avatar instructions for a game, edit them directly, and reason about hosted behavior without hidden prompt composition.
The Instructions workspace section shows the exact instruction files stored for a game. The main runtime instruction file remains the canonical authoring surface for turn generation, additional instructions can be frozen into universe generation contracts for MGPT, and the generated scene image instruction file separately guides Generated Scene illustration behavior.
Generated Scene prompts should treat reference images as continuity inputs for a new illustration, not as finished plates. The goal is to keep the same location identity while staging a different shot: a changed camera position, crop, depth, foreground, or angle that fits the current story beat.
This matters because simply placing characters over an existing background reads as cheap and visibly AI-generated. The strongest Generated Scenes feel magical because they can stay in the same room, street, courtyard, path, or landscape while changing the scene entirely: reverse angles, closer framings, doorway views, foreground occlusion, side views, and partial landmark crops all preserve place identity without reusing the original view.
MDL still owns the engine-level state shape and rendering semantics. Instructions can explain how to use those fields well, but the engine remains responsible for what fields like background, foreground, specialScene, specialBackground, specialCharacter, specialChoices, music, and sfx mean at runtime. The retired top-level keys scene, characters, description, and generatedScene should not appear in new instruction or schema content.