make-blender-game-assets ยท diff
git:20260918.c9794ad to git:20260922.a6dd949
1 added, 1 removed. Audit A to A.
---
name: make-blender-game-assets
description: Create original Blender assets with editable sources, GLB exports and inspection through a Three.js loader.
disable-model-invocation: true
---
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.
- Use applicable common/Make guidance, actual game baseline and source assets. Production staffing is flexible under core execution rules. Preserve these dependencies:
+ Use the actual game baseline and source assets. Production staffing is flexible under core execution rules. Preserve these dependencies:
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.
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.