A single-mission Blender environment production prompt: build a photorealistic, fully editable destination restaurant and cocktail bar on a high-rise sky floor — from art bible and renderable graybox through an evidence-based render-review loop with six fresh-context critics, to a sixteen-camera final delivery governed by a 100-point rubric and cold-start validation.
| Compute | Linux headless · 1 × NVIDIA RTX 4090 — GPU render device; no display server. |
| DCC | Blender CLI 4.1.1 — no MCP, no add-on assistants. Write Blender Python and debug renders directly through the CLI. |
| Harness | Claude Code — subagents required for the gauntlet review loop (fresh-context critics). |
| Starting Assets | None — no pre-made scripts, no plugins, no MCP servers, no skills. Everything is generated from scratch. |
| Budget · Autonomy | 100M+ tokens · 12 h+ continuous run — fully autonomous, zero human intervention. |
You are the lead environment artist, Blender technical artist, hospitality interior architect and restaurant operations designer, lighting artist, and final quality owner for this project. Perform the actual work in the current working directory; do not answer with only a plan, tutorial, or sample code.
The user may be unavailable. Make conservative, reversible assumptions, record them, and continue. Do not pause for non-blocking aesthetic choices, optional downloads, or missing convenience plugins. Stop only for credentials, a potentially destructive external action, or an ambiguity that cannot be resolved without materially changing the authorized project. Continue until the explicit quality gates in this brief are satisfied — not merely until the first functioning file or attractive render exists.
Before committing to the implementation, inspect the current directory, Blender version and executable, available render engines and devices, GPU/CPU capability, installed add-ons, and any existing assets. Optional add-ons and downloads must not become blockers; provide native Blender alternatives. Use an isolated skyline_restaurant_bar/ directory if unrelated files are present.
Maintain the following working documents and milestones throughout production:
If context is compacted or work resumes later, reread this brief plus ART_DIRECTION.md and TASK_STATE.md, open the latest valid checkpoint, and continue rather than rebuilding blindly. Keep TASK_STATE.md carrying the last successful commands and renders, known failures, and the current rubric score so any future session can resume mid-flight.
Art bible and planning set. Convert the brief into an art bible, measured spatial plan, asset inventory, material language, fixed camera set, technical budget, and acceptance map.
Renderable graybox. Build a complete graybox covering the whole environment — including context, circulation, service zones, primary silhouettes, and all fixed cameras. Use real dimensions and human-scale proxies.
Immediate preview judgeset. Render inexpensive preview judgeset images immediately to expose layout, scale, adjacency, and camera failures.
Asset family substitution. Replace placeholders by coherent asset families, developing macro composition first, functional medium structure second, and close manufacturing or construction detail third. Keep the entire scene renderable after each asset-family pass.
Final dressing and lighting. Establish final material separation, environmental context, lighting hierarchy, storytelling props, and camera composition. Reserve high samples and expensive effects for confirmed final views.
Use the complete final camera list in this brief as the fixed judgeset. Perform at least four complete cycles of:
Criticism must be based on the rendered images — not code, the scene tree, viewport descriptions, or the builder's summary. For each finding, record the camera/file evidence, severity, affected subsystem, likely root cause, and an actionable correction. Repair systemic issues affecting several frames before isolated polish.
If sub-agents are available, use fresh-context specialists who receive only the scene goal, final renders, and rubric:
Hospitality planning critic. Judge guest arrival, cover count, table clearances, service paths, restroom access, and terrace safety.
Restaurant operations critic. Judge bar, open kitchen, pass, storage, wash-up, wine service, and back-of-house plausibility.
Luxury interior critic. Judge material restraint, joinery, furniture hierarchy, acoustic comfort, and crafted detail.
Food-and-table detail critic. Judge table settings, bar mise en place, kitchen props, scale, and believable use.
Night lighting critic. Judge interior/exterior exposure, practical pools, reflections, skyline depth, and focal hierarchy.
Blender technical critic. Judge render stability, paths, organization, instances, material links, and delivery.
Regression discipline. After every repair cycle, compare the same camera against the preceding version and label the result improved, unchanged, or regressed. Fix or roll back material regressions. Update the contact sheet, TASK_STATE.md, and score evidence after each full cycle.
Structural escalation. If the score remains below the exit threshold and improves by less than one point across two consecutive complete cycles, perform a structural pass. Revisit guest/service circulation, dining density, bar depth, kitchen-pass relationship, ceiling hierarchy, window exposure, skyline layering, and the hero composition instead of adding more small props, surface noise, or decorative lights.
| Dimension | Points | Gate ≥85% |
|---|---|---|
| Hospitality planning and circulationArrival, covers, service routes, privacy, accessibility, terrace logic | 15 | 12.8 |
| Restaurant and bar operational authenticityKitchen, pass, bar equipment, storage, wine, wash-up, service detail | 20 | 17.0 |
| Furniture, tableware, and asset completenessQuantity, variety, craft, and close-range credibility | 15 | 12.8 |
| Architecture and luxury material languageProportion, joinery, construction, acoustics, restrained finish quality | 15 | 12.8 |
| Lighting, skyline, and atmosphereBlue-hour balance, practical hierarchy, reflections, exposure, city depth | 20 | 17.0 |
| Composition and dining narrativeCamera hierarchy, intimacy, movement, and lived-in storytelling | 10 | 8.5 |
| Technical quality and portabilityClean editable scene, performance, dependencies, and outputs | 5 | 4.3 |
| Total | 100 | exit ≥ 90 |
Before declaring completion, save all files, close the working scene, reopen skyline_restaurant_bar_final.blend from a clean Blender invocation, and rerender at least the hero camera through the documented command. Confirm that all dependencies resolve, no script or render error occurs, the output dimensions are correct, and every file in renders/final/ comes from the latest scene. Refresh the contact sheet and reports.
The final response must list actual project and render paths, the evidence-backed rubric result, and any remaining non-critical limitations honestly.
Create a complete, editable, photorealistic Blender environment depicting Skyline Restaurant and Cocktail Bar. Create a complete destination restaurant and cocktail bar above a dense global city at night, balancing theatrical arrival, intimate dining, visible culinary craft, and credible back-of-house operation.
The finished environment covers approximately 1,400–2,000 square meters on a high-rise sky floor with 120–150 covers and must read as a coherent, functioning real place from wide establishing views, normal eye-level circulation views, and close inspection. It is not a one-camera façade. Every named area has modeled depth, believable access, and enough furnishing to explain its use. The visual target is polished architectural visualization with the density, navigation clarity, material response, and environmental storytelling expected of a premium game environment.
Use Blender units in meters. Maintain human-scale clearances, credible door widths, guard heights, steps, ramps, work envelopes, equipment service zones, and accessible primary circulation. The complete scene includes all of the following connected areas:
The spatial organization must obey these relationships:
No required room may exist only as lettering on a closed door. Service spaces may be compact, but their interiors, thresholds, fixtures, and relationship to the public areas must be legible in the scene and final coverage.
Build coherent reusable asset families rather than unrelated primitives. Repetition may use linked duplicates or instances, but silhouette, orientation, wear state, accessories, and placement must vary enough to avoid copy-paste regularity.
Each important asset must work at three reading distances: a recognizable macro silhouette, functional medium-scale construction, and close-range joins, controls, hardware, fasteners, seams, gaskets, labels, edge treatment, and contact with adjacent surfaces. Thin boxes with textures are not acceptable substitutes for visible functional structure.
Walls, slabs, frames, doors, glazing, counters, roofs, platforms, curbs, rails, and built-in furniture must have credible thickness. Show how elements terminate and connect: reveals, thresholds, expansion joints, mullions, flashing, drainage, skirtings, trim, brackets, hinges, handles, anchors, access panels, and service penetrations where visible. Manufacturing edges require scale-appropriate bevels; large cast, carved, eroded, or rough elements require believable edge breakup without losing their designed form.
The principal palette is:
Use physically plausible Principled BSDF response and real-world texture scale. Directional grain, brushed finishes, poured material flow, fabric weave, erosion, tire tracking, water streaking, and other anisotropic or directional evidence must follow construction and gravity. Distinguish materials through base color, roughness, normal scale, metallic response, transmission, subsurface response where justified, and edge behavior — not through one repeated noise texture.
All visible geometry requires appropriate transforms, smoothing, normals, UV direction, grounding, and contact shadows. The final scene has no obvious intersections, floating objects, z-fighting, inverted normals, stretched textures, implausibly razor-sharp manufactured edges, or default gray materials. Repeated distant assets use sensible instancing and level of detail without causing visible popping or silhouette loss in the final cameras.
Set the scene around blue hour transitioning into night. Outside, provide a dense, layered skyline with neighboring towers, streets far below, distant haze or water, moving-light implication, and enough exposure detail to avoid a flat black backdrop.
Lighting direction: fading cool sky as ambient fill, warm 2400–3000 K table and cove practicals, focused art and bar accents, bright neutral kitchen task light, restrained backbar glow, and subtle terrace guidance lighting.
Use a clear key/fill/practical hierarchy. Preserve highlight detail, readable dark materials, grounded shadows, and simultaneous visibility of interior and exterior context. Practical fixtures need believable emitters, housings, mounting, throw, color temperature, and falloff. Atmospheric effects must support depth without washing out geometry or concealing incomplete work. Use AgX or the current Blender equivalent for controlled highlight roll-off and cinematic but credible color.
Compose each principal view with foreground, midground, and background structure. Avoid uniformly lit catalog views, arbitrary Dutch angles, excessively wide lenses, crushed blacks, blank white windows, or depth of field so shallow that the scene cannot be evaluated.
The place must feel operational rather than staged. Include restrained evidence such as:
Every prop must communicate function, recent activity, local climate, maintenance, or occupancy. Do not scatter random clutter to hide weak architecture. Use human figures only if their modeling, clothing, scale, pose, and integration improve the image; otherwise imply people through object state, lighting, traces of use, and partially completed tasks.
Create fixed, clearly named Blender cameras corresponding to the following files in renders/final/:
These images must collectively prove the completeness of every required zone, not merely repeat the hero angle. The hero render 03_restaurant_hero.png must be at least 2560×1440. Every other final render should normally be at least 1920×1080. All images must be actual Blender final renders, not viewport captures, and must contain the final scene rather than obsolete previews.
Cube.001-style names..blend.textures/; supporting scene-generation or rerender utilities belong in scripts/ when used..blend must remain editable: preserve useful modifiers, instances, collections, camera names, and material structure rather than flattening the entire environment into an opaque mesh.The following conditions make the final artifact unacceptable:
renders/final/ is absent, contains viewport screenshots, or does not cover the required scene..blend cannot open and render with all required textures and linked resources available.Place the project in a dedicated directory named skyline_restaurant_bar/ and provide at minimum:
The final .blend and render set must be portable and self-contained, with no missing images, fonts, caches, libraries, or absolute-path dependencies. The contact sheet must make coverage, visual consistency, and overall scene quality easy to assess.