Treeset

Synthetic evaluation examples

Six fictional roles. Different asset-planning needs.

See how a broad request could become individual asset instructions and review criteria. Explore different game constraints and follow-up requests.

What a real evaluation would check

The constraints and checks below are evaluation targets. They do not establish that a planned file was generated or passed inspection.

  1. Check that individual instructions preserve the brief’s requirements.
  2. Inspect actual generated files, meshes, materials and engine behavior separately.
  3. Keep consented real-user feedback and provider, model, timing and cost records in separate evidence.
SIM-01

Pixel-game size and palette consistency

Solo pixel-game developer — fictional role

Synthetic scenario · authored plan · Claude not executed

A fictional developer is organizing the first asset batch for a small forest exploration game. This does not describe a real game or participant.

Illustrative input brief

Plan an idle character, a forest berry icon, and a grass floor tile for a forest exploration scene. Leave animation for a later task; only still images are needed now.

Simulated request

Simulated request: Design the first image batch so character scale stays consistent.

Authored plan example

Authored plan example: Plan one idle character, one berry icon, and one seamless floor tile as separate PNGs, with dimension and palette checks for each file.

Simulated follow-up

Simulated follow-up: Keep large decorations out of the floor tile and inspect nearest-neighbor enlargement after real generation.

Illustrative production plan

Requested limit: 3 assets. Filenames below are proposed outputs, not actual files.

Top-down pixel art with a defined 12-color palette, upper-right lighting, and a one-pixel outline. Preserve pixel edges when enlarged.

  1. forest_runner_idle.png

    Player idle pose for the exploration scene

    Plan a 32×32 transparent idle character. Align the feet to bottom center and use the chosen 12-color palette with a one-pixel outline.

    • The PNG must be 32×32 with a transparent background.
    • Compare color samples with the agreed palette and inspect for blur or semi-transparent edges.
    • Inspect the silhouette and foot anchor at 4× nearest-neighbor enlargement.
  2. forest_berry_icon.png

    Recognizable berry icon for the inventory

    Place a single berry cluster in a 16×16 transparent PNG. Use no text and keep the character's palette and lighting direction.

    • The file must be 16×16 without clipping the icon.
    • A reviewer checks whether the berry remains recognizable at native size on a dark UI background.
  3. forest_grass_tile.png

    Repeatable ground for the exploration map

    Plan an opaque 32×32 grass floor tile. Match edge brightness and patterns for tiling; omit large objects and text.

    • Inspect seams and obvious repeating patches in a 3×3 tiled preview.
    • Check that tile contrast stays below the character outline in a real composite scene.

Post-production review checklist

  • Review dimensions, alpha, and palette across all files.
  • Check that the still-image plan does not promise animation frames or unsupported capabilities.

Evaluation criteria

  • Evaluate whether size, palette, and lighting requirements remain consistent across the three files.
  • The plan must allow seams and alpha to be rechecked on actual files after generation.

Questions to investigate

  • Do not assume an image generator will obey pixel-level constraints exactly.
  • Keep acceptance of the plan separate from actual display in a game engine.

Proposed response to the follow-up

Proposed revision: Reduce ground contrast and add a nearest-neighbor review. This revision has not been generated or validated.

Observed results, satisfaction, processing time and token cost: not measured. This record cannot establish real user testing or Claude execution.

SIM-02

Low-poly prop budgets for mobile

Mobile low-poly developer — fictional role

Synthetic scenario · authored plan · Claude not executed

A fictional developer is planning readable props for a small mobile delivery game.

Illustrative input brief

Plan a delivery crate, a stop sign, and a transport cart. Collision shapes will be made separately in the engine; each GLB should contain only the visual model.

Simulated request

Simulated request: I want polygon and material limits defined at the planning stage for mobile props.

Authored plan example

Authored plan example: Specify a triangle cap and dimensions for each of three GLB props. Reserve collider and frame-rate checks for later engine validation.

Simulated follow-up

Simulated follow-up: Keep the cart handle readable, but leave wheel animation outside this scope.

Illustrative production plan

Requested limit: 3 assets. Filenames below are proposed outputs, not actual files.

Use low polygon counts, softened corners, opaque solid-color PBR materials, meters, Y-up, and a bottom-center origin. Prioritize silhouettes on small screens.

  1. delivery_crate.glb

    Silhouette for the delivery target

    Plan a 0.6×0.5×0.5m crate with no more than two opaque solid-color materials, at most 600 triangles, and a bottom-center origin.

    • Check that the exported GLB contains at most 600 triangles and two materials.
    • Check bounds, units, origin, and silhouette from the default camera.
  2. delivery_stop_sign.glb

    Prop marking a delivery stop

    Plan a 1.2m sign using a large symbol instead of text, with at most two opaque materials and 450 triangles.

    • Review whether the sign symbol is legible in an actual mobile preview.
    • Check the final GLB's triangle and material caps and the pole's ground contact.
  3. delivery_cart.glb

    Static cart illustrating the delivery route

    Plan a static 1m-long cart with distinct handle and wheel shapes, at most three materials and 1,200 triangles. Do not include rigging or animation.

    • Verify the target caps of 1,200 triangles and three materials on the actual file.
    • The handle, cargo area, and wheels should have distinct silhouettes in a small camera view.

Post-production review checklist

  • Use consistent scale, axes, and origin rules across all props.
  • Perform later material compatibility and rendering-cost checks on a real device. This document contains no performance measurements.

Evaluation criteria

  • Evaluate whether budgets, materials, and camera readability can be checked per prop.
  • Evaluate whether manual engine review is clearly separated from production-tool capabilities.

Questions to investigate

  • Triangle counts alone cannot guarantee mobile performance.
  • The cart is a static visual model, not a physics or driving implementation.

Proposed response to the follow-up

Proposed revision: Emphasize the cart handle's silhouette check and exclude wheel animation. No performance improvement has been observed.

Observed results, satisfaction, processing time and token cost: not measured. This record cannot establish real user testing or Claude execution.

SIM-03

GLB export review and source preservation

Technical artist reviewing 3D exports — fictional role

Synthetic scenario · authored plan · Claude not executed

A fictional technical artist is defining engine-handoff rules while preserving prop sources. This is not a record of defects discovered in actual files.

Illustrative input brief

Plan newly named review GLB versions of a shelf and workbench. Check negative scale, flipped faces, missing external textures, and origin position without overwriting sources.

Simulated request

Simulated request: Outline a review sequence for possible engine differences in existing GLBs. Do not alter sources.

Authored plan example

Authored plan example: Use new _review_v01 filenames and plan transform, face orientation, material, and bounds checks. Record defects only after inspecting actual files.

Simulated follow-up

Simulated follow-up: Separate automatically verified checks from checks a person must perform in the engine.

Illustrative production plan

Requested limit: 2 assets. Filenames below are proposed outputs, not actual files.

Low-poly indoor props using meters, Y-up, and opaque PBR. Height and ground contact must match the engine grid.

  1. indoor_shelf_review_v01.glb

    Engine-handoff review version of the shelf

    Plan a new export version of a 1.6m shelf, targeting at most 1,000 triangles. Review transforms and face orientation and embed required resources in the GLB.

    • Verify a distinct path and filename and check that the source remains unchanged.
    • Check GLB validity, embedded resource references, triangle count, and finite bounds.
    • Also inspect face orientation and ground contact in a real viewer and target engine.
  2. indoor_workbench_review_v01.glb

    Workbench version for unit and material review

    Plan a separate GLB version of a 1.4×0.85×0.7m workbench, targeting at most 1,200 triangles. Review opaque PBR materials, meter units, and a bottom-center origin.

    • Check bounds against target dimensions and inspect for negative scale.
    • Inspect materials, alpha modes, and resource references, then compare visual results in the actual engine.
    • Leave undiagnosable checks unverified instead of marking them passed.

Post-production review checklist

  • Record source paths, new output paths, file hashes, and review status during a real run.
  • If Blender is used, disable script auto-execution and do not execute generated code as an asset input.
  • Record automated structural checks separately from visual engine checks.

Evaluation criteria

  • Evaluate whether the plan supports source preservation, versioned outputs, and unverified states.
  • Evaluate whether structural facts are separated from judgments requiring visual review.

Questions to investigate

  • A valid GLB structure does not guarantee visual quality in a game engine.
  • No actual files were inspected, so this example contains no defect diagnosis or passed review record.

Proposed response to the follow-up

Proposed revision: Include an unverified review state and separate engine checks. This does not mean an actual defect was fixed.

Observed results, satisfaction, processing time and token cost: not measured. This record cannot establish real user testing or Claude execution.

SIM-04

Separating multilingual briefs from image instructions

Korean/English content designer — fictional role

Synthetic scenario · authored plan · Claude not executed

A fictional designer is translating Korean design intent into English asset instructions while separating UI copy from image production.

Illustrative input brief

Plan a quest-board background, map icon, and crafting-material icon in Korean and English. Keep text out of images and manage UI copy in separate game string resources.

Simulated request

Simulated request: I want map and material meanings preserved when translating the Korean brief into English.

Authored plan example

Authored plan example: Plan three text-free PNGs with paired Korean/English instructions. Leave copy translation and cultural suitability for separate human review.

Simulated follow-up

Simulated follow-up: Leave the board center clear for longer translations and avoid a country-specific outline in the map icon.

Illustrative production plan

Requested limit: 3 assets. Filenames below are proposed outputs, not actual files.

Warm hand-painted fantasy UI with teal and sand colors and consistent outline thickness. Do not rely on flags, language-specific text, or color alone to convey meaning.

  1. quest_board_background.png

    Quest-board background for multilingual UI copy

    Plan a 1,024×768 PNG with the central 60% left free of decoration. Include only fantasy board material and borders, with no text or text-like marks.

    • Check the requested dimensions and clear central region on the actual output.
    • Overlay Korean and English UI strings separately to check contrast and overlap.
    • Inspect for unreadable pseudo-text or watermarks.
  2. quest_map_icon.png

    Icon representing quest navigation

    Plan a folded map and location pin in a 128×128 transparent PNG. Avoid country outlines and text, and keep the shared outline style.

    • Compare Korean and English instructions for the same visual intent.
    • Check whether the map and pin remain recognizable in a grayscale preview.
  3. quest_material_bundle.png

    Icon representing a crafting-material list

    Plan a wood-and-metal material bundle in a 128×128 transparent PNG. Match the map icon's line weight and lighting and communicate without text.

    • Both instruction languages must include the same materials and constraints.
    • Review size, line weight, and lighting consistency beside the map icon.

Post-production review checklist

  • Compare materials, dimensions, and excluded elements across both languages.
  • Record copy translation, visual meaning, and cultural suitability as separate reviews.

Evaluation criteria

  • Evaluate whether both languages preserve constraints and keep text separate from images.
  • Evaluate whether longer translations and grayscale readability can be reviewed later.

Questions to investigate

  • Writing English instructions does not validate translation quality or cultural suitability.
  • Text artifacts and UI contrast must be checked on real images and game screens.

Proposed response to the follow-up

Proposed revision: Specify the clear board center and a country-neutral map. No translation or image-output success has been measured.

Observed results, satisfaction, processing time and token cost: not measured. This record cannot establish real user testing or Claude execution.

SIM-05

Scope control and handoff for a game-jam team

Small game-jam team — fictional role

Synthetic scenario · authored plan · Claude not executed

A fictional small team is preparing essential props in a shared style under a short production schedule. This is not a record of a real team's schedule or results.

Illustrative input brief

Plan only a cargo crate, a goal beacon, and a floor pattern for a small robot-delivery scene. Exclude the robot, rigging, and music; all three files must support independent handoff.

Simulated request

Simulated request: We need a minimal batch that keeps style consistent across independently assigned work.

Authored plan example

Authored plan example: Fix the scope at three files with shared color, unit, and naming rules. Independent work is a design intention, not a record of a parallel run.

Simulated follow-up

Simulated follow-up: A static beacon is enough. Leave flashing and victory effects for the engine.

Illustrative production plan

Requested limit: 3 assets. Filenames below are proposed outputs, not actual files.

Blocky sci-fi props with teal accents, gray bases, and simple silhouettes. Models use meters, Y-up, and bottom-center origins; the floor pattern contains no text.

  1. jam_cargo_crate.glb

    Movable target in the delivery game

    Plan a blocky 0.7m crate using the shared teal accent and opaque materials, targeting at most 900 triangles.

    • Check units, origin, and triangle cap on the final file.
    • Compare accent color and silhouette with the beacon in one scene.
  2. jam_goal_beacon.glb

    Static beacon marking the delivery goal

    Plan a static 1.1m beacon with at most 800 triangles. Use basic PBR color without emission for the goal silhouette; exclude animation.

    • Check that the goal silhouette remains recognizable without animation or emission.
    • Verify bottom-center origin and ground contact in the actual scene.
  3. jam_floor_route.png

    Floor pattern suggesting a delivery route

    Plan a simple direction pattern as an opaque 512×512 PNG. Use the shared teal-and-gray palette and omit text and product logos.

    • Check file dimensions and opaque alpha.
    • Review whether the route remains readable from a perspective camera without competing with props.

Post-production review checklist

  • Include filenames, formats, shared colors, and size constraints in each handoff.
  • Review style and placement in a scene containing all three actual files.

Evaluation criteria

  • Evaluate whether per-prop instructions remain independent while preserving shared style constraints.
  • Evaluate whether the plan avoids adding features or assets beyond the three essentials.

Questions to investigate

  • Splitting a plan is not evidence of successful parallel execution or measured time savings.
  • Runtime effects, collision, and interaction remain outside visual-asset scope.

Proposed response to the follow-up

Proposed revision: Specify a static beacon and move victory effects to later engine work. Parallel execution and time savings have not been measured.

Observed results, satisfaction, processing time and token cost: not measured. This record cannot establish real user testing or Claude execution.

SIM-06

Offline educational production and privacy boundaries

Privacy-conscious educator — fictional role

Synthetic scenario · authored plan · Claude not executed

A fictional educator is using de-identified briefs and local production because classroom material may contain personal data. No actual students or classroom materials are used.

Illustrative input brief

Plan a shareable exercise kit without names, photos, or original student work. Only a simple block-sample GLB and unlabeled palette PNG are needed. Do not transmit inputs to an external AI service.

Simulated request

Simulated request: I need a production plan that does not send classroom sources or student material outside the device.

Authored plan example

Authored plan example: Plan only two local/manual files from a non-personal text brief. Do not run remote Claude calls in this scenario; mark remote features as incompatible with its constraint.

Simulated follow-up

Simulated follow-up: After a real export, I also want to check for hidden author names or local paths in shared files.

Illustrative production plan

Requested limit: 2 assets. Filenames below are proposed outputs, not actual files.

Basic geometry and clear color contrast using local or manual production. Exclude student data, school logos, real photos, and people; use shape as well as color for distinction.

  1. classroom_shape_blocks.glb

    Exercise sample for comparing shapes without personal data

    Plan local/manual creation of a static GLB with basic 0.3m block shapes, targeting at most 600 triangles. Include no people, names, or school identifiers.

    • Inspect for personal names, school identifiers, external URIs, and unnecessary author metadata.
    • Review GLB structure, triangle count, units, and shape distinction on the actual file.
    • Do not mark offline validation complete before checking the network behavior of every tool used.
  2. classroom_palette_tiles.png

    Exercise palette for discussing color contrast alongside shapes

    Plan unlabeled color-and-pattern tiles in a 256×256 PNG using a local editor. Include no names, photos, QR codes, or school logos; do not encode answers through color alone.

    • Check dimensions, pattern distinction, and readability in grayscale.
    • Inspect PNG text metadata for personal information or local paths before distribution.

Post-production review checklist

  • De-identify inputs before a real run, preserve originals, and use new output paths.
  • Identify network-using operations such as downloads, updates, and remote generation separately before classroom production.
  • Inspect contents, metadata, and external references of actual shared files before distribution.

Evaluation criteria

  • Evaluate whether the no-external-transfer constraint takes precedence and incompatible features are identified.
  • Evaluate whether file contents and metadata can be reviewed before actual sharing.

Questions to investigate

  • Remote Claude API calls are incompatible with a no-external-transfer requirement. This example neither runs them nor claims local Claude execution.
  • This fictional design does not certify privacy protection or legal compliance.

Proposed response to the follow-up

Proposed revision: Add metadata review and per-tool network checks before sharing. No actual personal data, transfer logs, or classroom outcomes were collected.

Observed results, satisfaction, processing time and token cost: not measured. This record cannot establish real user testing or Claude execution.