The prototype’s home screen uses a running world behind the menu. A temporary camera provides the view while the player is hidden and gameplay input is blocked. Entering the game restores the player camera and controls.
That handoff needed more than a pleasing background. The menu and its submenus had to work at different viewport sizes, and opening them could not disturb existing saves. Development checks covered those routes and the return to gameplay. The composition itself still needed work: a large foreground tree was one of the remaining visual issues.
The live backdrop should not be mistaken for a finished character introduction. A custom-character departure sequence and its walk or jump behavior were not connected in this checkpoint. What existed was the simpler, useful foundation: the menu could show a live environment while keeping the player’s actions on the correct side of the interface.