```python
import bpy
import math
from mathutils import Vector

# Clear the starting scene
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete(use_global=False)

# Create the single 2-meter cube centered at the world origin
bpy.ops.mesh.primitive_cube_add(
    size=2.0,
    enter_editmode=False,
    align='WORLD',
    location=(0.0, 0.0, 0.0)
)
cube = bpy.context.active_object
cube.name = "Cube_2m"
cube.location = (0.0, 0.0, 0.0)
cube.dimensions = (2.0, 2.0, 2.0)
bpy.ops.object.transform_apply(location=False, rotation=False, scale=True)

# Neutral material for clear form readability
material = bpy.data.materials.new("Cube Neutral Material")
material.diffuse_color = (0.42, 0.48, 0.58, 1.0)
material.use_nodes = True
bsdf = material.node_tree.nodes.get("Principled BSDF")
if bsdf:
    bsdf.inputs["Base Color"].default_value = (0.42, 0.48, 0.58, 1.0)
    bsdf.inputs["Roughness"].default_value = 0.3
    bsdf.inputs["Metallic"].default_value = 0.0
cube.data.materials.append(material)

# World background
world = bpy.data.worlds.new("Studio World")
bpy.context.scene.world = world
world.use_nodes = True
world.node_tree.nodes["Background"].inputs["Color"].default_value = (0.025, 0.035, 0.055, 1.0)
world.node_tree.nodes["Background"].inputs["Strength"].default_value = 0.25

# Camera
bpy.ops.object.camera_add(location=(4.4, -5.2, 3.4))
camera = bpy.context.object
camera.name = "Presentation Camera"
camera.data.lens = 52
camera.data.sensor_width = 36
direction = Vector((0.0, 0.0, 0.0)) - camera.location
camera.rotation_euler = direction.to_track_quat('-Z', 'Y').to_euler()
bpy.context.scene.camera = camera

# Area-light helper
def add_area(name, location, energy, size, color):
    bpy.ops.object.light_add(type='AREA', location=location)
    light = bpy.context.object
    light.name = name
    light.data.energy = energy
    light.data.shape = 'DISK'
    light.data.size = size
    light.data.color = color
    direction = Vector((0.0, 0.0, 0.0)) - light.location
    light.rotation_euler = direction.to_track_quat('-Z', 'Y').to_euler()
    return light

add_area("Key Light", (3.5, -4.0, 5.5), 850.0, 4.0, (1.0, 0.92, 0.82))
add_area("Fill Light", (-4.0, -2.0, 2.5), 500.0, 3.5, (0.72, 0.82, 1.0))
add_area("Rim Light", (2.5, 4.0, 4.5), 900.0, 3.0, (0.75, 0.85, 1.0))

# Render and color-management settings
scene = bpy.context.scene
scene.render.engine = 'BLENDER_EEVEE_NEXT'
scene.render.resolution_x = 1536
scene.render.resolution_y = 1536
scene.render.resolution_percentage = 100
scene.render.image_settings.file_format = 'PNG'
scene.render.film_transparent = False
scene.render.filepath = "//cube_presentation.png"

scene.view_settings.look = 'AgX - Medium High Contrast'

# Keep the cube active and selected
bpy.ops.object.select_all(action='DESELECT')
cube.select_set(True)
bpy.context.view_layer.objects.active = cube

# Save the complete scene
bpy.ops.wm.save_as_mainfile(filepath="/tmp/cube_scene.blend")
```