Non-combat rooms (shops and random encounters) should have an illustrated background, unique to each district.

District 1: The Bazaar

As described in Part 2 - The Bazaar. Don’t draw from the perspective of someone right at the tabletop of one of the stalls; instead, make it a wider shot such that you can see ~2.3 stalls, as well as neon signs, tangled wires, and littered scraps.

The other backgrounds you draw should have the same angle/perspective.

District 2: The Scavenger Market

Previously described in District 2 - The Wastes, but I’m replacing it. This background should be a shot of an abandoned train station platform. Match the sun-scorched, deserted visual style of the rest of The Shunt (particularly paying attention to the combat backgrounds). The place should be dusty, rusty, and dirty.

I’m imagining it’s a split-platform style station. The camera’s on one side of the tracks, and you can see the edge of the platform (barely), the train tracks, and the other platform on the other side.

District 3: The Showroom

As described in District 3 - The Corporation, The Showroom is where KDE displays some of their most advanced technology.

Basically, draw a room that looks like an Apple Store, but with futuristic tech instead of iPhone 217s. You’d be drawing the latest models of simulants, prosthetics limbs, drones, tritanite batteries, and even weapons. You can also take inspiration from some of the item descriptions.