Clutter is generally a bad thing. But in game development, clutter is the addition of scene elements which help make the space feel real. Think back to your last time visiting a carnival or street fair. What elements, other than the game booths, brought the experience to life? Was it vendor stalls, exotic food trucks, mechanical rides, or live animals? Was it the city street, state fairgrounds, or big top that defined the environment? Use your imagination and decide what the scene needs to be complete. But remember, we are still at the gray box stage, so keep the details to a minimum. Use empty GameObjects and folders to keep the Hierarchy and Project windows organized:
- Research carnival imagery
- Add primitive game objects to flesh out the scene
- Save the scene and the project
Figure 7.12 is a sample of how your environment might look as clutter; the secondary items are added to the scene. In our scene, we found a few trees and fences in the Asset Store, before creating the ferris wheel, trash cans, crates, and entrance sign:
![](assets/398da291-9525-47e3-993a-1b266c801668.jpg)