pipelines/COMPARATOR_PIPELINES_REFERENCE.md
Provenance. Josh, 2026-08-05, verbatim: *"What about their pipelines?"* The comparator-lens program
(docs/proposals/COMPARATOR_LENS_PROGRAM.md) had studied the teachers' outcomes — what their games
achieve — and had never studied their production. This pack is the research answer: how the teachers
actually BUILD, read against our own factory, with every adoptable technique routed to a lane and every
rejection carrying its reason.
What this file is. The consolidated, cited pack. Three researchers ran in parallel and landed their
findings as **in-place addenda on the owning PIPE_* dossiers** (the pipe-dossiers-bind law). This file
does not duplicate them — it is the index, the verification ledger, and the **routed adoption
worklist**. Read a dossier section for the domain detail; read this for provenance and routing.
Standing rule this pack enforces. Cited-or-cut applies to adoptions exactly as it applies to canon.
An adoption whose mechanism was never read directly is a hallucination risk wearing a citation.
---
| Domain | Dossier section | Teachers covered |
|---|---|---|
| Quest authoring · world population | pipeline_review/tech_research/PIPE_CONTROL_PLANE_2026-07-29.md §8 | CD Projekt Red · Nintendo · Rockstar · Bethesda |
| World building · density · measurement | pipeline_review/tech_research/GEODATA_TERRAIN_CHAIN.md §8 | Ubisoft (Far Cry 5) · Guerrilla · Nintendo · CDPR/Rockstar |
| Itemization · loot · factions · live tooling | pipeline_review/tech_research/PIPE_CONTROL_PLANE_2026-07-29.md §7 | Blizzard (WoW, D4, Overwatch) · Epic · Game Freak |
| Zone/region production | pipeline_review/tech_research/PIPE_ART_2026-07-29.md §8 | Blizzard (WoW zone process) · Game Freak |
| Ability-VFX authoring | pipeline_review/tech_research/PIPE_ART_2026-07-29.md §7 | Square Enix (FF7R / Rebirth) · EA (Frostbite) |
| Creature moveset · combat feel | pipeline_review/tech_research/PIPE_ANIMATION_2026-07-29.md §7 | Capcom · Santa Monica · id Software · 343 |
| Creature assets · rigs · automation | pipeline_review/tech_research/PIPE_3D_2026-07-29.md §7 | Capcom (Monster Hunter Wilds) |
| Audio lane (routing pass, not research) | pipeline_review/tech_research/PIPE_AUDIO_MUSIC_2026-07-29.md §7 | Capcom · Naughty Dog/Santa Monica round-table · Nintendo |
| The lane that had no dossier | pipeline_review/tech_research/PIPE_QUEST_WORLD_2026-08-05.md (minted this pass) | binding home for quest/world |
---
| Tier | Meaning |
|---|---|
FIRST-PARTY | The studio's own published tooling documentation, own talk page, or official dev blog |
TALK-RECAP | A named journalist or practitioner recap of a named GDC/CEDEC session, speaker identified |
COMMUNITY-DOC | Open-source schema definitions or emulator documentation of shipped data — reverse-engineered but verifiable by reading the files |
REVERSE-ENGINEERED | Community documentation of shipped data files with no developer statement behind it |
SECONDARY | Press or conference write-up of a talk whose slides could not be read verbatim |
---
The synthesizer independently re-fetched the load-bearing claims — the ones that drive an adoption —
rather than trusting the researcher returns. **Thirteen claim clusters were checked. Twelve confirmed
verbatim. Three precision defects were found and corrected in place. One block remains flagged.**
| # | Claim cluster | Source | Result |
|---|---|---|---|
| V1 | Phase scope-exit: every live node inside a phase dies when the signal passes an Out socket | CDPR REDkit HOW-TO (FIRST-PARTY) | CONFIRMED — *"Once the signal passes this all other nodes inside the phase will die."* |
| V2 | Signal model: starts at Start, can be in two or more places at once, End kills all remaining signals | CDPR Quest Editor (FIRST-PARTY) | CONFIRMED |
| V3 | loot_template composition: Reference splices, GroupId is one-of-group, self-reference crashes, sum-100 guarantees a drop and below-100 risks empty, references compete inside groups | AzerothCore wiki (COMMUNITY-DOC) | CONFIRMED on every sub-claim |
| V4 | RandPropPoints carries Epic[5]/Superior[5]/Good[5] plus float twins | wowdev/WoWDBDefs (COMMUNITY-DOC) | CONFIRMED (with a precision note — see 3.2) |
| V5 | Far Cry 5: 64×64 m sectors · nightly multi-machine rebuild · determinism required for map junctions and navmesh · three refresh scopes · biome knobs (viability, priority, priority radius, density ramps, size-linked-to-viability) · 2.5-year terrain churn | Carrier GDC 2018 talk notes (TALK-RECAP) | CONFIRMED on every sub-claim |
| V6 | Capcom: nightly mayapy automation for texture bake / LOD / asset commit · Ziva VFX · ngSkinTools · Simplygon · Quad Remesher · MotionBuilder · in-house Anim Tool · PBD · skeleton→muscle→skin-and-fat order · three animation sources · ~60-person character section | Autodesk production feature (vendor-published) | CONFIRMED on every sub-claim, including the verbatim nightly-automation sentence |
| V7 | The Witcher 3: 35+ hours of dialogue vs 2.5 hours of cutscenes · 1,463 systemic dialogues · generator parses VO audio · 180-degree rule · ~35 idles per skeleton type · ~2,400 anims reused via additive/bone-mask/blend-weight | gameanim.com GDC 2016 breakdown (TALK-RECAP) | CONFIRMED — except the hand-polish claim (see 3.2) |
| V8 | FF7 Rebirth: Niagara user parameters adjust count/velocity/scale on one base effect; the documented example is a background class ("Life Spot"), not hero magic; VAB replaces VAT; 4K/8K generics; 60fps forced load balancing | CGWorld (trade feature) | CONFIRMED including the scope correction — the researcher's own correction was right |
| V9 | FF7 Remake: luminance separated from colour as an independent parameter · 8×8 = 64-frame sheets with emissive/opacity/normal/occlusion · 64³ Perlin VolumeTexture for Materia · Arnold sky spheres · four VFX streams · shared test map | CGWorld (trade feature) | CONFIRMED, luminance quoted verbatim in the original Japanese |
| V10 | Epic/Nomad: 20,000 concurrent cooks · 2,000+ hosts · 14M cooks in six months · spread-not-binpack · node-class routing · four-phase lifecycle (validate-in / main / SLA watchdog / crash+cache) · 500-node clusters on a hash ring | HashiCorp case study (PRIMARY, Epic engineer quoted) | CONFIRMED on every sub-claim |
| V11 | BotW/Nintendo: triangle rule at three scales · rectangles hide · "gravity" attractors · heat maps showing concentrated then redistributed traffic · 2,344 nightly map screens · 120 sections × 4 zoom · 5-minute ROM builds · Jenkins 48% · in-world task signs · bug reports carrying coordinates/scene/event · 6,000 ZELDA_ERROR sites · 617 freezes in two days · LayoutEditor/SLink/AssetBinder · two UI designers | CEDEC 2017 Matt Walker translation (TALK-RECAP) | CONFIRMED on all fourteen sub-claims |
| V12 | Diablo IV: Greater Affixes 1.5x, Ancestral-only, discovery-only · six temper categories · Masterworking every 4th tier · fixed 925 Item Power above level 95 · affixes reduced to 3/2 | news.blizzard.com (PRIMARY) | CONFIRMED on all five |
| V13 | Audio-lane facts: RE Engine plays SFX/BGM into the live capture scene · GoW impact envelope (low-end slam → high-frequency slash) · hit stop holds both parties · camera legibility repaid in audio and animation · SLink assigns sounds by clicking an actor | digitaltrends · blog.playstation.com · CEDEC translation | CONFIRMED, each re-fetched before routing |
| # | Defect | Correction landed |
|---|---|---|
| D1 | The return claimed "all 1,463 dialogues were touched by hand" and drew from it an adoption of *universal hand-polish, 100% author touch as the plan*. The source says the opposite in part: the generator left *"some less-important dialogues hardly touched."* | PIPE_CONTROL_PLANE §8.1 C10 + teach-point 6. Corrected shape: generator output as the baseline for 100% of rows, with hand-polish TIERED by narrative importance. The corrected reading is the cheaper one and the one with evidence behind it |
| D2 | The return attributed Rebirth's total Cascade→Niagara rebuild to Cascade's maintenance having ended. A direct re-fetch gives a different and sharper deciding factor: Square's proprietary engine modifications were so extensive that Epic's automatic conversion tool could not be used | PIPE_ART §7.6. The corrected reason transfers harder to us, because our own posture is heavy customisation of an engine we do not own — deeper customisation means less of any future migration is automatable |
| D3 | C2's scope-exit rule was cited to two pages; only one carries it. RandPropPoints's "one row per item level" is the runtime meaning of the ID, not something the .dbd states | PIPE_CONTROL_PLANE §8.1 C2 and §7.1. Citations tightened to the page that actually carries each claim; the adoption does not depend on the row-semantics reading |
Bethesda / Radiant aliases (PIPE_CONTROL_PLANE §8.4, B1-B4). UESP returned **HTTP 403 on both
ck.uesp.net and en.uesp.net**, across two independent passes — the whole domain is unreachable from
this environment, not one page. A second search-index pass *did* corroborate the ordered-fill semantics
(aliases fill in order at quest start; order matters where aliases depend on each other). What remains
unread by any direct fetch is the exact fill-type name list and the **alias-versus-base-actor design
rule**.
The adoption was therefore SPLIT rather than swallowed:
two *verified* legs (CDPR's category-tagged action points, FIRST-PARTY; Rockstar's five-verb scenario
vocabulary, REVERSE-ENGINEERED). It never needed Bethesda.
extracts.
---
Machine-readable mirror: docs/research/comparator_pipeline_adoptions.json.
60 adoptions routed · 11 explicit no-adopts · 1 gated (QW-8) · 1 open director fork (QW-16).
quest_world → PIPE_QUEST_WORLD_2026-08-05.md)| # | Technique | Teacher | Verdict | Route |
|---|---|---|---|---|
| QW-1 | Phase-scoped quest graph with structural scope-exit | CDPR | ADOPT — highest leverage | quest runtime |
| QW-2 | One facts surface with per-fact expiry behind state_writes | CDPR | ADOPT | CONDITION_EXPRESSION_GRAMMAR.md write side |
| QW-3 | --start-at-phase entry point for QA replay | CDPR | ADOPT | quest runtime · QA loop |
| QW-4 | Population as spawn-set × timetable × category-tagged points | CDPR + Rockstar | ADOPT | T0_Region_Index.ambient_population_band_default becomes a table |
| QW-5 | Composition percentages must sum correctly or a gate fails | Rockstar | ADOPT | harness/ population check |
| QW-6 | A tiny closed ambient-verb vocabulary; variety from the join | Rockstar | ADOPT as constraint | persona / dwelling registries |
| QW-7 | Behaviour on the slot, not the entity | CDPR + Rockstar | ADOPT | persona · faction-standing · companion re-read |
| QW-8 | Alias/slot-filled quest templates over keyword-tagged locations | Bethesda | GATED — re-verify first | participant_entity_refs fill contract |
| QW-9 | Quest count drives world size, not the reverse | CDPR | ADOPT as framing | region sizing |
| QW-10 | Every delayed consequence produces a player-legible callback | CDPR | ADOPT as a gate | world_memory_write needs a surfaced downstream read |
| QW-11 | Bug reports emitted by the game carrying coordinates + phase + facts | Nintendo | ADOPT | QA-loop bug emitter payload |
| QW-12 | Deterministic nightly world rebuild on a sector grid | Far Cry 5 | ADOPT | GEODATA_TERRAIN_CHAIN §8.5 · the idle 5090 overnight window |
| QW-13 | Three-scale relief (landmark / view-blocking / tempo) as a computed gate | BotW | ADOPT | T0_Region_Index, computed off DEM layers |
| QW-14 | QA traversal heat maps as the standing world-quality instrument | BotW | ADOPT | the AI QA loop is our player; traversal is loggable |
| QW-15 | Per-node placement posture (hand-crafted in slice, rule-driven outside) | CDPR vs FC5 | ADOPT as a field, not a stance | T0_Region_Index |
| QW-16 | Bake-time vs run-time placement | Horizon | OPEN — director fork | stated, deliberately unresolved |
| QW-17 | Derive abiotic layers once per region (slope, curvature, occlusion, flow, illumination, altitude) | Far Cry 5 | ADOPT | new Step 2b in the world chain |
| QW-18 | FC5 biome rule vocabulary as the PCG target shape | Far Cry 5 | ADOPT | closes GEODATA Residual Unknown 6 |
| QW-19 | In-world task pinning to a coordinate, not a document line | Nintendo | ADOPT | region pages / board |
control_plane)| # | Technique | Teacher | Verdict | Route |
|---|---|---|---|---|
| C-1 | Budget-curve table keyed (tier × grade × slot); the item row holds allocation only | WoW | ADOPT | mint the curve table; T0_Item_Derivation_Rule references it |
| C-2 | reference_drop_id + group_id on drop tables | WoW-derived | ADOPT — highest leverage schema add | T0_RNG_Drop_Table; guards in harness/check_drop_seed_join.py |
| C-3 | Rarity grade as a derived multiplier over an existing affix row | D4 | ADOPT | materialization_policy = DERIVED_MULTIPLIER |
| C-4 | Many short category-keyed vocabularies over one long flat pool | D4 | ADOPT as constraint | T0_Item_Axis_Registry incl. the three NONE_YET axes |
| C-5 | Flatten the magnitude axis at the top of the curve | D4 | ADOPT | build-space sweep end-of-curve rule |
| C-6 | Per-faction arrival conditions | WoW | ADOPT | faction_arrival_condition on the condition grammar |
| C-7 | Standing propagation up a faction tree with modifier and cap | WoW | ADOPT | T0_Faction_Registry + FACTION_STANDING_WIRING_SPEC.md |
| C-9 | Four-phase job contract (validate-in · main · SLA watchdog · crash+cache) | Epic | ADOPT | DR-2 job contract §3 |
| C-10 | Per-class scheduling hints; exclusive class for heavy orders | Epic | CORROBORATES the C-14 ruling | routing table gains a scheduling-class column |
| C-11 | Measure control-plane overhead as batch N grows (1/20/200) | Epic | ADOPT | new §6 benchmark-day question |
| C-12 | Hotfix/CVar layer for balance numbers | Fortnite | ADOPT — scoped question | engine lane |
| C-13 | Generated output returned into the running editor session | UEFN | ADOPT — stretch | ASSET_DROPIN_CONTRACT.md |
| C-14 | Preview and share content BEFORE committing | Overwatch | ADOPT | boards/publish staging surface |
| C-15 | Species and form as rows on one fixed schema | Pokémon | ADOPT as constraint | variants are FORMS, not entities (GAP-185) |
| C-16 | Rig-archetype (mould) animation inheritance | Pokémon | ADOPT — routed to animation | body_mould_ref on the creature roster |
art_vfx)| # | Technique | Teacher | Verdict | Route |
|---|---|---|---|---|
| B-1 | A baked VFX source-asset library under the family system (flipbooks + baked sim carrying emissive/opacity/normal/occlusion; volume textures for aura and field beats) | FF7R | ADOPT — the missing layer | declared rung of the art lane; wave 7 |
| B-2 | Separate LUMINANCE from COLOR as its own axis | FF7R | ADOPT — sharpest single transfer | docs/element_visual_law.json + wave-7 parameter surface |
| B-3 | Niagara MODULE library + data-asset parameter surface FIRST, then the 31 families | FF7R | ADOPT as build order | wave 7 sequencing |
| B-4 | The family architecture must settle BEFORE volume authoring (a VFX library is rebuilt, never ported) | FF7 Rebirth | ADOPT | confirms ENGINE_OPTIMIZATION_DOCTRINE D9 |
| B-5 | Aftermath beat coupled to the place's own wind | FF7 Rebirth | ADOPT | the AFTERMATH beat |
| B-6 | One shared proving map with looping parameter preview | FF7R | ADOPT | shared by VFX · animation · audio |
| CA-1 | Four-class kit manifest per region (foliage, architecture, props, terrain textures) before layout | WoW | ADOPT | CONCEPT_ART_PRODUCTION_PROGRAM.md D1-05 extension |
| CA-2 | Kit DIORAMA built and looked at before the first real region of that kit | WoW | ADOPT — genuine gap | region factory step; visual-verification directive |
| CA-3 | Persistent in-engine REFERENCE ZONE of finished kit assets | WoW | ADOPT | ASSET_DROPIN_CONTRACT.md, RefZone_<region> |
| CA-4 | Authored layout diffed against the compiled minimap as a gate | WoW | ADOPT — post-first-region | WorldPartitionMiniMapBuilder |
| CA-5 | Consistency held by a shared trained artifact, not per-asset discipline | Pokémon | CORROBORATES the style-LoRA ruling | no change |
3d, animation)| # | Technique | Teacher | Verdict | Route |
|---|---|---|---|---|
| A-1 | Temp-animation stage reviewed with cue VFX present, gating the final brush-up | Capcom | ADOPT — re-orders our wave | creature moveset cadence |
| A-2 | Three-source animation policy declared per move (reuse / generated / hand) | Capcom | ADOPT as a required field | creature move rows |
| A-3 | Mocap/generated motion is MATERIAL, not delivery | Capcom | ADOPT — validates the honest supply statement | PIPE_ANIMATION |
| A-4 | Signature-mechanic register that stays OPEN across waves with a named owner | Santa Monica | ADOPT | first entries: cast-delivery projectile, FG-01/FG-11 committed-swing window |
| A-5 | "Windup shrinks, tell survives" as a measurable A/B | id Software | ADOPT | against FG-01's measured 0.146 s windup |
| A-6 | Shelf playtest as a pre-commit gate with the critic read recorded | 343 | ADOPT | QA loop is the playerbase |
| A-7 | Root-cause decomposition required in critic findings | 343 | ADOPT | "the recovery window, not the windup" |
| A-8 | Skeleton-before-deformation order + real-anatomy citation per creature | Capcom | ADOPT | PIPE_3D creature rigs |
| A-9 | A declared skin-weight repair stage | Capcom | ADOPT — the genuine gap found | creature finishing chain |
| A-10 | Nightly blender --background --python for bake / LOD / commit | Capcom | ADOPT verbatim — highest value, lowest cost | the 24/7 5090 box |
| A-11 | ONE scripted Blender↔UE exchange tool owning rig-switch and attachment cases | Capcom | ADOPT as pattern | drop-in contract |
| A-12 | Asset metadata arrives WITH the asset (id, poly count, shader, collision) | Capcom | ADOPT | drop-in manifest extension |
| A-13 | Per-appendage-class templates (tails, wings, mandibles, cloth) | Capcom | ADOPT as a class | creature roster |
audio) — synthesizer-routed, each fact re-verified| # | Technique | Teacher | Verdict | Route |
|---|---|---|---|---|
| S-1 | Cue audio wired into the proving map at authoring time, not after | Capcom | ADOPT — principle only | shared proving map |
| S-2 | Impact envelope: low-end effort → high-frequency slash | GoW round-table | ADOPT as cue-design law | the impact beat |
| S-3 | Escalate the intensity axis, hold the identity axis — tier escalation is a low-end-mass delta with the high-frequency read held constant | synthesis of S-2 + B-2 | ADOPT — cross-lane law | audio + VFX presentation ladder |
| S-4 | Audio binding declared on the entity row where the entity is authored | Nintendo (SLink) | ADOPT as pattern | registry-as-authoring-surface |
---
| # | Rejected | Teacher | Reason |
|---|---|---|---|
| N-1 | Rockstar's quest/mission authoring approach, wholesale | Rockstar | Not a pipeline teacher. Missions are compiled bytecode with native hashes rotated every patch; internal tools and language are undocumented. Any lane claiming to follow it is claiming something unverifiable. Recorded so budget stops going here — their comparator value stays on the outcome lenses |
| N-2 | Ziva VFX muscle simulation | Capcom | Maya-bound, paid, outside the ruled Blender-headless chain. The quality delta is named honestly, not papered over: their skin slides over simulated muscle; ours will not |
| N-3 | Motion-capture stage infrastructure (36–150 camera studios) | Capcom | We have no stage and will not have one; the *principle* (review motion with its audio in context) is adopted instead |
| N-4 | Capcom's headcount (~60-person character section, hundreds of devs) | Capcom | Recorded precisely so that a future "we do what Capcom does" claim is read against it. Automation and ORDER transfer; headcount never does |
| N-5 | Houdini Engine fur reduction / alpha optimisation | Capcom | Not this cycle |
| N-6 | DOOM's resource-loop-replaces-pickups design | id Software | A genre-specific answer to a scarcity problem we do not have |
| N-7 | Client-side binary DB2 table format | WoW | The format is not the lesson; the allocation/magnitude split is |
| N-8 | Alternate ladder curves per faction | WoW | NO-ADOPT NOW, recorded: the nine bands are ruled canon and stay the default; ladder_ref is already shaped for a second ladder if a joinable ranked order ever earns one. Do not mint speculatively |
| N-9 | Seasonal wipe and ladder cadence | D4 | Single-player narrative RPG; the item-space lessons transfer, the cadence that motivated them does not |
| N-10 | Multi-cluster federation at 500 nodes | Epic | One box. Only the *reason* transfers — coordination cost became the bottleneck before the workers did (routed as C-11) |
| N-11 | Print-the-2D-map-onto-terrain sculpting | WoW | Our terrain chain starts from real geodata, which already supplies the base the printed map substitutes for |
---
1. Three independent pipelines converged on "behaviour goes on the SLOT, not the entity" — CDPR's
category-tagged action points, Rockstar's five scenario kinds, Bethesda's aliases. Two of the three are
verified. Our persona, faction-standing and companion systems each deserve one question: *is this
authored onto the entity, or onto a slot the entity can fill?*
2. Two teachers rebuild derived world data every night, on 2017-era hardware (Far Cry 5's sectors,
BotW's 2,344 map screens). **Our 5090 is idle overnight by design. The nightly rebuild is the single
most obvious unused capacity in the plan.**
3. **Two of the four world teachers automated placement heavily and two rejected it — all four shipped
genre-defining worlds.** The split is team shape, not quality. Recommendation, flagged as inference:
CDPR posture inside the AAAAA slice (Prologue → Ch 13), FC5 posture across the other 66 nodes, carried
as a per-node field rather than a project-wide stance.
4. Non-programmer authoring of systems is the endgame of a mature pipeline — two UI designers shipped
BotW's UI; Guerrilla's published direction is visual programming for every discipline. Every
harness/apply_*.py in this repo is that same move, externally validated.
5. "Escalate the intensity axis, hold the identity axis" appears independently on two lanes: separate
luminance from hue (VFX), separate low-end mass from the high-frequency read (audio). Synthesizer
inference, flagged.
6. Provenance trap, named for the whole program. The widely-quoted "40-second rule" and "three POIs on
the horizon" are practitioner writing, not Nintendo. No published numeric BotW spacing rule was
found. If a lane cites those numbers it must cite the practitioner, not the game.
---
| Gap | Status |
|---|---|
| No dossier owned quests / world population — the largest content surface in the game | CLOSED this pass: PIPE_QUEST_WORLD_2026-08-05.md minted as the ninth dossier |
No PIPE_VFX dossier — VFX law is scattered across ASSET_DROPIN_CONTRACT §2/§7, D1-27_ELEMENT_VISUAL_LAW and ENGINE_OPTIMIZATION_DOCTRINE §5.4 | BOARDED. The ability-VFX addendum landed on PIPE_ART §7 by necessity and is written as that dossier's seed; cheapest close is promoting it with the scattered law gathered in |
| No audio-pipeline comparator research was ever run | NAMED, not hidden. PIPE_AUDIO_MUSIC §7 is a routing pass over other lanes' findings, not a research pass. Boarded for the next fan-out |
| No kit diorama and no in-engine reference zone anywhere in the corpus | Routed as CA-2 / CA-3 |
| No skin-weight repair stage in the creature chain | Routed as A-9 |
| Drop tables cannot compose | Routed as C-2 |
---
1. Creation Kit / UESP alias documentation — 403 across the whole domain, twice. Gates QW-8.
2. Santa Monica's GDC 2023 combat-accessibility deck (Adam Oliver, "Breaking Barriers") — fetched
empty. The most on-target public source for telegraph and readability structure.
3. GDC 2024 "Tunes of the Kingdom" — the SOUND half. Only the physics half was extracted; a named
audio speaker presented the rest.
4. CEDEC 2015 Luminous VFX Editor deck (Square Enix, first-party) — not read; the best remaining
first-party source for hardening the luminance-axis adoption.
5. The Overwatch data-building deck — image-only PDF, could not be rendered; its five goals are cited
SECONDARY with the caveat declared in place.
6. Four GDC talk videos behind the combat-feel section (MHW postmortem, Taking an Axe, Push Forward
Combat, Breaking Barriers) — written coverage only. Watch before quoting a number into a gate.
7. CGWorld FF7R feature part 1 — carries an often-repeated claim about attack actions being authored
jointly by designers, camera staff and animators; reached us only as a search summary. UNVERIFIED.
---
**No public talk documents a solo-director-plus-agent-fan-out pipeline, and none documents a per-element
VFX family at our key space (31 elements × 8 live tiers). Every adoption above is a cadence, order or
discipline transfer** — never a headcount transfer, and never a matching precedent. Our architecture is
validated *by analogy*, which is exactly why the quality teeth must be measured on our own build rather
than inherited from anyone's published practice.