Individual skill

asset-judge-loop

The build→judge→rebuild loop for MULTI-asset 3D work — whenever a scene, environment, village, level, diorama or any batch of more than ~3 assets is being built (in Blender, via MCP, procedurally, or by generation), and especially when builder subagents are doing the work. The parent orchestrates; builders never self-certify; every "done" claim triggers a FRESH independent judge subagent that sees only renders, manifest and references, and the loop repeats until the judge passes or the operator stops. Exists to defeat effort dilution — the measured failure where 3 assets get real craft and 6 ship as boxes — and score-gaming via shaders/lighting while geometry rots. Load it at task start, alongside 3d-asset-quality, whenever the work is bigger than one object.

skills/asset-judge-loop/SKILL.md

Read pinned source

Source commit d907ca964dd2b86b973eadb165f7413a971bb131

What was checked

Matches the observed repository HEAD
Yes
Scanner rules are current
No
Repository scan complete
No
Skill scan complete
No
Observed behavior
Not checked yet
Last checked
Nov 6, 2026

These are observations at the recorded commit, not a guarantee of safety. Review the source before running it.

Install this skill

Choose an agent in your Stack or copy a command below. Commands fetch the pinned commit and copy only this skill directory. Existing destinations are refused. Copying a command does not install anything.

An install command is unavailable: current rules, complete repository and skill scans, an eligible behavior level and a permitted license are required.

Repository context

Repository stars (not skill ratings)
12
Repository last updated
Sep 1, 2026
License
MIT

Observed agent integration: No specific integration evidence. Standard SKILL.md installation does not imply verified compatibility.

Files and excerpt

File metadata and permitted, redacted excerpts come from the recorded scan. Source links are pinned to that commit.

Browse files
Read excerpt

# The judge loop: nobody passes their own work

Companion to `3d-asset-quality`, which defines the bar for ONE asset. This skill defines how a
BATCH of assets actually reaches that bar. Load both.

## The two failure modes this exists to kill

Both were observed, repeatedly, on real runs:

1. **Effort dilution.** Told to build nine assets to the same bar, a model spends real craft on
   three and ships six as textured boxes. The wider the scope, the worse the spread. No prompt
   wording fixes this — the builder's own "done" is the broken instrument, so done must be a
   verdict someone else issues.
2. **Score gaming by global levers.** When a score exists, models drift to shaders, lighting and