Source, build, ship.
One continuous pipeline in three stages: licence a hero asset, budget the scene you build it into, then survive a real frame budget with it. About 35–40 minutes total, in breakout rooms throughout.
One submission per team, at the very end of stage 3. Every room gets a different brief, decided by your team name.
Your brief
Stage 1 (here): pick a hero asset for this brief and give it a real licence verdict. Stage 2: build the rest of the scene around it, under real triangle / draw call / texture caps. Stage 3: whatever that scene costs to render becomes part of a real per-frame budget, alongside grounding, lighting, audio and legibility.
Three listings, same object, three different trade-offs. What you pick here is not just a licence verdict — it is the asset you are stuck building the rest of your scene around.
Three listings, one hero prop
Pick one to inspect its licence and its cost. You can compare all three before you lock anything in.
Your verdict on this listing
No going back once you lock it in — this is the hero asset stage 2 builds around.