The first pillar of this architecture is strict role separation. The Orchestrator handles scheduling, verifying verdicts, and deciding escalations, but does not write code, does not score, and does not declare WIN on its own; the Builder handles building, fixing, and delivering screenshots, but does not score and does not use any adjudicative language; the Critic only outputs verdicts, does not change code, does not prescribe remedies, and does not soften standards; the Diagnoser only performs root-cause analysis when stuck in a loop, does not change the game, and does not lower standards.
The intent of this split is straightforward: separate "producing" and "judging the production" into different roles' hands, so that no single role can push the process to the finish line alone. The Critic cannot fix along the way, the Builder cannot judge along the way, the Orchestrator cannot write along the way—each link is stripped of the convenience of overstepping.
The companion Skill game-builder-blender-assets is enabled only when the locked reference image is 3D, using Blender to create shot-critical assets such as the protagonist and first-person weapons and export them as GLB, with each asset handled by an independent expert sub-agent. As for the specific implementation of this "independent expert sub-agent," the source does not explain.