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The author shares a workflow for creating a rough 3D game with Codex, Blender MCP, and Astra: first generate a target concept image, then continuously refine the game visuals through screenshot comparisons while maintaining 60 fps.
State which objects must remain separate, named and editable; otherwise a visually convincing shell may still be unusable.
Ask the model to run the scene, inspect visible failures and repeat until concrete frame-rate, interaction and layout checks pass.
For large worlds, split the work into districts, assemblies or milestones and approve each section before expanding scope.