git:20260918.4a145ae to git:20260918.c9794ad

10 added, 10 removed. Audit A to A.

---
name: make-blender-game-assets
- description: Create original Blender game assets with editable sources, GLB exports and inspection through a game's Three.js loader.
+ description: Create original Blender assets with editable sources, GLB exports and inspection through a Three.js loader.
disable-model-invocation: true
---
- Reuse or establish [library context](../../references/library-context.md). No independent review is included. Resolve the art brief, gameplay camera, asset scope, runtime preview/loader, budgets and owned output directory using the [asset contract](../../references/blender.md). For a standalone asset request, supply a small project-local Three.js preview if the game is unavailable; identify final integration as unverified.
+ Apply [library context](../../references/library-context.md). Resolve the art brief, gameplay camera, asset scope, runtime loader/preview, budgets and owned output directory under the [asset contract](../../references/blender.md). For standalone work without a game, provide a project-local Three.js preview and mark final integration unverified. This workflow includes no independent review.
- Produce assets under core execution rules with the applicable common criteria and Make guidance, asset contract, actual game baseline and relevant source assets. Staffing is flexible; a production step does not require a fresh maker. Preserve these dependencies across assignments:
+ Use applicable common/Make guidance, actual game baseline and source assets. Production staffing is flexible under core execution rules. Preserve these dependencies:
- 1. Inspect Blender/export capabilities and the brief. Plan the asset family, shape language, modular relationships and budget allocation. Resolve unspecified art choices; report a gap if an essential gameplay contract is absent.
- 2. Create silhouette/proportion blockouts for the key asset and a representative environment piece when in scope. Inspect orthographic/three-quarter and gameplay-camera renders. Choose and refine the forms before fine detail.
- 3. Complete those representative models, materials, necessary UVs/bakes and animations. Save editable sources and export GLB with explicit object/clip selection. Inspect through the game loader/preview at gameplay scale and communicate any contract conflict before multiplying it through the asset set.
- 4. Build the remaining set under the proven style/export settings. Follow the Blender reference for topology, material/texture and animation decisions; do not add unused rigging or texture work.
- 5. Inspect exports structurally and visually, including required clips. Check bounds, pivots/sockets, texture dependencies, collider fit and measured costs. Supply game-camera views alongside source contact views. Report what still needs integrated play verification.
- 6. Return `.blend`, GLB, dependent assets, scripts/export settings, asset metadata, inspected views, reproduction commands and unresolved deviations.
+ 1. Probe Blender/export capabilities. Plan the asset family, shape language, modular relationships and budgets. Choose unspecified art details; report missing essential gameplay contracts.
+ 2. Block out the key asset and a representative environment piece when in scope. Inspect orthographic/three-quarter and gameplay-camera views; refine forms before detail.
+ 3. Finish representative models, materials, needed UVs/bakes and animation. Save editable sources and explicitly selected GLB objects/clips. Inspect through the game loader at gameplay scale; resolve contract conflicts before producing the set.
+ 4. Build remaining assets with the proven style/export settings and Blender reference. Omit unused rigging or texture work.
+ 5. Inspect export structure, visuals and required clips; verify bounds, pivots/sockets, textures, collider fit and measured costs. Supply gameplay-camera and source contact views; identify remaining integrated-play checks.
+ 6. Return `.blend`, GLB, dependencies, scripts/settings, metadata, inspected views, reproduction commands and deviations.
- Use a separate asset directory so code/content work can continue without conflicts. Gather completed asset outcomes and return the actual result; the caller integrates exports and checks actual gameplay. Continue suitable makers for production feedback or the caller's repair pass under its scoped settings; no extra review or unbounded remake loop is implied.
+ Own a separate asset directory for concurrent code/content work. Gather completed assets before returning them for caller integration and gameplay checks. Continue suitable makers for production feedback or a caller-allocated repair pass with its scoped settings; add no review or unbounded remake loop.