| 0 — Art direction | Hero image, site plan, section, elevations, materials sheet, character sheet — generated, pinned, hashed | Operator approves the hero (cheapest rejection point) + congruence pass done, spec-as-text written | reference-pack-authority |
| 1 — Playable sandbox | Template adopted WHOLE if one is used; capsule player; greybox world built from the layout's own collision data; core loop playable | verify-by-playing — real input, route traversed, camera owned | verify-by-playing |
| 2a ∥ Environment | Batch assets, coherent PBR surfaces, layout geometry | Judge passes the batch | asset-judge-loop, 3d-asset-quality |
| 2b ∥ Character | Model, rig, clips (generate high-poly → bake route) | Rig proven by MEASURED joint motion; sockets by read-back through the actual loader | 3d-asset-quality |
| 2c ∥ Perf datum | Measure the frame floor on greybox + first assets, quiet machine, backend named | A number with a distribution, not a mean | — |
| 3 — Assembly | World + character + mechanics integrated. Lighting and grade ONLY now, after geometry passes | Assembly judge round + verify-by-playing again | asset-judge-loop |
| 4 — Atmosphere | Weather, fog, ambience beds, music | Look-check against the pinned Tier-2 targets | — |
| 5 — Gameplay depth | Combat feel, AI, and the gameplay SFX WITH it | Played; cadence and feel measured, not asserted | verify-by-playing |
| 6 — Ship gate | Clean perf measurement, checkpoint tag, handover doc | Numbers + tag + HANDOVER.md | — |