Choose a workflow for 3D concepts, meshes, materials, animation, game VFX, UI, levels, audio and native visual review.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Verify a visual game change using controlled native captures, targeted behavioral checks and a reviewable evidence record. Use for animation, VFX, HUD or scene changes whose appearance must be judged in the actual game.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
설치 방법 보기설치하기 전에 에이전트에게 전달되는 지시 내용을 확인할 수 있습니다.
Read the requested change and its accepted baseline. Choose a short test that can reveal the difference. Preserve the current scene and unrelated systems; inspect editor state before taking control, and coordinate if another agent is already using the same editor. Do not restart an active tool merely for a capture.
Use the game's actual camera, lighting, materials and normal playback speed. Keep seed, subjects, route/action and framing comparable for OFF/ON or before/after captures. Record any unavoidable difference. A slow-motion close-up is useful diagnostic evidence, but it should not replace normal gameplay zoom.
A review lab should isolate the changed feature while retaining its production code path. Do not "fix" a comparison with a separate demonstration implementation. If synthetic input is needed, separate it from physical devices and restore the prior input settings afterward. Discard transient test orders rather than saving them into the authored scene.
For animation, inspect contact, seams, interrupted transitions and responsive controls. For VFX, inspect contrast, overlap, attachment and cleanup. For UI, inspect readability, overflow, input blocking and real state. For terrain, inspect scale, grounding, traversal and the gameplay camera.
Counters, hashes and saved values can prove wiring or unchanged inputs. They do not prove visual quality. A screenshot does not prove a timed transition, and a passing browser study does not prove native rendering cost. Measure the relevant system only, and keep unrelated sound/narration quiet during visual-only checks.
Record the source revision, saved configuration, exact scenario, capture type, observations and remaining issues. Label generated art, browser schematics, isolated engine previews and native gameplay clearly. A successful agent check does not imply the user accepted the result.
Provide short local loops or videos for motion and stills for detail. Keep the original capture and a lightweight review copy with provenance. Do not repeatedly recompress an already compressed delivery. Update the current specification when behavior changes; put chronological details in the development log.
Example: compare a shield impact OFF/ON on dark and pale ground with identical gameplay. Deliver the visible comparison plus cancellation and cleanup results; leave final aesthetic acceptance explicit. Dependencies: native engine access and a local capture method; a report viewer is optional.
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Choose a workflow for 3D concepts, meshes, materials, animation, game VFX, UI, levels, audio and native visual review.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.
Rig and animate supplied characters in Blender, revise motion from references, and deliver editable sources plus a verified game export.
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Prepare strict-front character sheets, isolated parts and optional multiview references for 3D modeling from an approved image.
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Generate and edit images, create video, audio, 3D assets or material maps through fal.ai MCP or the Python queue client. Use for fal model discovery, reference uploads, generation, recovery and local delivery.
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Prepare a precise handoff for an agent or developer implementing a feature, continuing a task or reviewing a finished change.
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Integrate approved character clips into a game's movement and combat systems, including turn compensation, gait phase, event timing and interruptions. Use after animation authoring or to repair runtime transitions.
한국어 요약은 준비 중입니다. 원문 설명을 표시하고 있습니다.