
INSTANT
Immediate grid-snapped movement and exact 90 degree rotations. Show three panels: before, input tick, after. Discrete cell destination with no interpolation. Small tabletop yaw snap inset. Solid voxel polyomino and landing ghost. Communicate immediate response.

SMOOTH
Smooth presentation over synchronous grid logic. Show voxel piece gliding between cells ~0.09s and rotating 90 degrees with curved arc. 2048 cube rolls 90 degrees per cell along slide, ~0.14s ease-out. Merge impact punch and spawn pop-in mini panels. Tabletop yaw/height/scale damp smoothly. Clearly separate trails from solid final state.

SNAPDRAG
Dual XR controllers each project an independent laser and each holds a DISTINCT voxel polyomino simultaneously. Central 3D puzzle well. Trigger hold grabs, laser aim plus physical push/pull moves in all six 3D directions; wrist tilt OR stick rotates in 90 degree ticks; trigger release drops. Insets: red free ghost outside well while solid actual piece stays valid inside, and independent left/right drops. Stick while holding rotates; hand push/pull controls depth. Labels concise.

MOVEMENT
Movement study across Instant, Smooth, SnapDrag, three clearly labeled panels. Instant jumps one grid cell, Smooth glides along path, SnapDrag controller laser moves voxel piece with a six-direction XYZ gizmo: left/right, up/down, forward/back. Show a solid actual piece following a translucent snapped target; no invalid placement.

ROTATION
Rotation study across Instant, Smooth, SnapDrag. Exact 90 degree voxel piece turns around X pitch, Y yaw, Z roll; instantaneous step versus smooth arc; XR wrist tilt threshold about 32 degrees produces a 90 degree tick with haptic ring, alternative stick/button input. Three clear before/after orientations.

SCALE
Tabletop diorama scale interaction, not changing puzzle cell logic. Same entire table shown small, medium, large with smooth transform ghost outlines, ruler and fixed cube count. Insets: Grip + stick presentation adjustment from plan; proposed touch pinch and two-hand spatial scale labeled CONCEPT. Preserve board topology. Explain scale applies to presentation.

SNAP
Grid snap and validation study. Four panels: free laser target, nearest snapped target, valid cyan ghost with solid piece smoothly catching up, invalid red ghost outside board while solid actual piece stays bounded at last valid position. Ghost can be outside bounds, actual piece cannot. Include cell grid and 90 degree orientation tick.

BLEND
Transform interpolation art study. Show same voxel polyomino progressing from old pose through translucent intermediate poses to new snapped target. Translation Lerp, rotation Slerp, exponential damping for tabletop transform. Three panels: piece translation ~0.09s, quarter turn, table yaw/height/scale easing. Blending means visual motion interpolation, not fusing geometry. Tiny timing curves.

MERGE
2048 cube merging. Four cinematic storyboard panels: two equal 2 cubes approach, cube roll toward shared cell, impact/material change, one resulting 4 cube. Clearly 2 + 2 = 4. Only one solid final cube, source ghosts fade; two source tiles remain visible during approach. Small impact pulse and result focus.

SLIDE
2048 movement in 3D board. Large tabletop showing row of numbered cubes roll toward empty cells, 90 degrees per cell around perpendicular travel axis, 0.14s cubic ease-out. Three insets: X/Z lateral slides, Y vertical flip in 4x4x4 variant, rapid-input continuity following current visual position. A laser swipe across board >=0.65 cells triggers slide in SnapDrag. Keep numbers consistent.

PUNCH
Merge feedback animation, not a physical fist. A single 2048 resulting tile marked 4 with three sequential silhouettes: scale 0.94, peak 1.14, settle 0.94. Overshoot squash/stretch pulse and subtle luminous ring, timing sketch. Solid cubes stay cell centered. Show merge impact initiates pulse; label MERGE FEEDBACK.

SPAWN
Puzzle piece and tile spawn study. Main hero: preview queue NEXT voxel shape becomes the secondary held piece when second XR hand grabs while first hand already holds a distinct piece; queue refreshes. Insets: fresh falling piece when no active falling piece remains, 2048 new tile at legal empty cell. Spawn is logical creation; separate small visual pop-in cue. Clear ordering arrows.

POP-IN
2048 new tile visual reveal storyboard: scale 0, 0.25, 0.65, 0.94 in same empty grid cell. Four panels, luminous material appears, soft contact shadow grows. Distinguish scale-in presentation from logical spawn already committed. Final tile reads 2. No merge. Include small easing curve.

XR CONTROLLERS
Input concept guide with central two-handed SnapDrag puzzle scene. Each controller has own laser holding different piece. Close-ups labeled TRIGGER: hold grab, release drop; TILT: wrist 32 degree threshold to 90 degree rotation; STICK: held-piece yaw/pitch; BUTTONS: axis rotation; GRIP + STICK: table transform. Hand motion and aim handle 3D move and depth, avoid assigning stick depth and rotate simultaneously. Haptic tick icons. Diagram readable controls.

HANDS / LASER SWIPE / TILT
PROPOSED HAND-TRACKING CONCEPT clearly labeled. Two natural hands with exactly five fingers; pinch hold analogous to trigger grab; release pinch drop; hand ray/laser points at voxel piece; swipe ray across 2048 board for slide; wrist tilt quarter-turn command; hand push/pull controls depth. Four panels with gesture arcs and large readable action labels. Show distinct left/right held shapes. These are design proposals beyond controller implementation plan.

KEYBOARD
DESKTOP INPUT CONCEPT GUIDE. Three clear panels with stylized separate key clusters: WASD movement, IJKL rotation cluster plus U/O roll as plan suggests, arrow keys and numeric keypad as proposed alternatives. Include user's written order ASDW / JKLI in small alternate-label note if useful; keep keycaps conventional keyboard physical layout WASD and IJKL. NumPad 4/6 left/right, 8/2 forward/back, 9/3 up/down proposed; arrows planar move proposed; Q/E quarter-turn and Shift+WASD alternative per plan. Label suggested mappings CONCEPT, do not claim implemented. Central puzzle and six-direction arrows. Avoid dense prose.

TABLET / MOBILE
PROPOSED TOUCH CONTROLS concept sheet. A tablet and a phone showing same 3D voxel puzzle diorama. Four clear gestures: one finger drag aims/snaps piece; two finger twist rotates table or selected rotation context; pinch scales entire presentation; directional swipe slides 2048 board. Explicit drop button for held piece, small depth slider for up/down or depth context. Show touch contact circles, gesture paths, large readable labels. Touch mappings are concept proposals. Ergonomic thumb reach zones, uncluttered UI.

JOYSTICK
PROPOSED GAMEPAD / JOYSTICK interaction guide. Show gamepad with dual sticks plus standalone arcade joystick silhouette inset. Left stick moves selected piece on board plane, right stick rotates pitch/yaw, shoulder modifier + left stick adjusts height, face button confirms/drops, alternate face buttons roll, grip/shoulder context adjusts tabletop scale/yaw. Held modifier contexts clearly shown, no simultaneous conflicting bindings. Voxel puzzle hero scene; one panel 2048 directional flick slide. Mark mappings CONCEPT.