--- 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 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; add no review or unbounded remake loop.