make-blender-game-assets · git:20260918.4a145ae · 2026-09-18 · sha256 75347fa478284f19
make-blender-game-assets git:20260918.4a145aeA
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--- 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. 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. 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: 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. 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.