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Art direction for stealth-game spaces in Blender with shadow volumes, patrol-friendly layouts, and concealment materials.
Passed 10 of 23 test cases with the skill, and 13 of 23 without it.
3 fixed13 passed either way3 still failing4 broke
Tokens, turns and time describe resource use, not a dollar price.
One of 3 test cases the skill fixed. Same model, same prompt, with and without the skill.
In the game mechanics document for *Project Obsidian*, a stealth action game, the lead designer suggests treating lighting purely as an aesthetic post-processing effect while determining enemy detection purely through line-of-sight raycasts and stance (crouch vs. stand). Propose an alternative detection system architecture that integrates environmental light levels directly into guard detection mechanics.
| Checked | Without skill | With skill |
|---|---|---|
| Calculates detection speed using a mathematical formula where local light intensity acts as a multiplier on enemy vision range or detection rate. | Passed | Passed |
| Defines discrete illumination zones with distinct visual detection rate modifiers. | Missed | Passed |
The instructions your model reads when the skill loads.
Shadows are gameplay. Noise materials. Vertical infiltration routes.
test cases passed, vs 13 / 23 without
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