## What this is A 3D recreation of The Thornpike Job, a fictional 1920s heist of the fictional Thornpike Museum where the legendary Thornpike Diamond is kept. Five named thieves visibly plan and execute the caper across five cinematic acts. The Planning Room is a warehouse on a warm-tungsten palette with a big chalkboard, blueprint table, and coffee pot. Casing the Museum is the street outside on a noon-bright palette with fake-tourist disguise and security guard schedule. Infiltration is the museum interior on a night-blue palette with marble floor, display cases, and the vault door. Escape Route is the alley on a motion-blur teal palette with the getaway car and rooftop chase. The Fence Shop is the back room on a mahogany-amber palette with jewelry desk, banker's lamp, and cash counting. Cinematic transitions move the camera between acts every sixty to ninety seconds — filmstrip wipe, iris-out, smash-cut white flash. Wheelsman "Cricket" Lola (shaving twelve seconds off the escape route), Bagman "Big Mickey" Tate (extracting the diamond without setting off the alarm), Shadow "Whisper" Vienna (silent infiltration through the east window), Talker "Smooth" Cassius (charming Director Daphne Whitestone for inside info), and Climber "Spider" Rook (rappelling down the skylight) each have a goal, a need, a plan, a current step, a contingency if things go sideways, and a mood — all visible in the AGENTIC THINK PANEL. Plus Director Daphne Whitestone (doesn't know they're thieves), Inspector Halloran (gracious cop, suspects something), and Mr. Sebold the fence (calm, methodical). The PLAN BLUEPRINT OVERLAY animates chalk-line plan strokes on the Act 1 chalkboard as the thieves discuss. Goal trails on the floor. Decision diamonds pop when contingencies activate. Interaction sparkles fire when thieves coordinate. Twenty director cameras cycle. Eighty instanced ambient civilians, cops, and museum-goers fill the world. The job *remembers*. localStorage saves heist outcomes, who-trusts-whom, who-owes-whom, the cut split, and last-seed twists between reseeds. Each ten-minute reseed runs the next job — new museum target, new heist twist, new trust dynamics, new cut split. You don't play it. You watch it. And it remembers. ## Why this is mind-blowing The cinematic chyron is the secret weapon: "Cycle 4 Act 3 — Big Mickey lifts the diamond. Cricket starts the engine on Cassius's signal. Inspector Halloran's badge glints in the alley." That single line stitches three acts in one beat — Big Mickey on the Infiltration vault-dial close camera with the diamond catching the night-blue light (decision diamond as the alarm timer hits 47 seconds, contingency-window opens, plan-step ticks 3 of 4), Cricket on the Escape getaway-car interior camera with engine purring on Smooth's nod (interaction sparkle as Cassius's signal lands), and Inspector Halloran on the Escape alley wide camera with a gracious flick of his badge (alliance graph adds a "Halloran suspects" edge). Multiply that by five thieves each with a brain panel showing goal/need/have/plan/step/contingency/mood, a chalkboard that animates plan-strokes in Act 1, decision diamonds + sparkles surfacing every coordination beat, a trust + cuts ledger that compounds across reseeds (Cricket trusted Cassius last cycle so the cut is bigger this cycle), and an Ocean's-Eleven-cozy chyron beating five-act cinematic arcs, and you've got an Inception-jewel-thief-cozy stream that genuinely earns its agentic scope. Tone is heist-caper FUN not violent: gracious cops, no graphic anything, ALL FICTIONAL — no real museums, no real diamonds, no real period figures.