{
  "project": "GROK OF DUTY",
  "goal": "Browser FPS at modern Call of Duty quality (Three.js)",
  "bar": "Harsh blind A/B of our screenshots vs modern CoD multiplayer stills \u2014 target CLOSE or WIN on gun presence, lighting weight, material readability, HUD polish.",
  "live": "https://grok.mcgrinsey.com/grok-of-duty/",
  "updatedAt": "2026-07-28T11:27:06Z",
  "round": 6,
  "status": "playable-ffa-online",
  "overallScore": 7.4,
  "scoreMax": 10,
  "winsBar": false,
  "pieces": [
    {
      "id": "gun-viewmodel",
      "name": "Gun / viewmodel",
      "status": "needs-work",
      "score": 7.2,
      "vsBar": "CLOSE",
      "note": "R5: angled stock, tapered mag, suppressor, FOV scale 1.24, multi-axis kick. Still maps-on-boxes under R2 mats + R3 gloves. Best FOV pillar; not WIN."
    },
    {
      "id": "world",
      "name": "Combat space",
      "status": "needs-work",
      "score": 6.6,
      "vsBar": "CLOSE",
      "note": "Frozen R4 density. Miss paint now hits colliders via fx.traceWorld (core-loop credit). Buildings still extruded boxes under garnish."
    },
    {
      "id": "enemies",
      "name": "Hostiles",
      "status": "needs-work",
      "score": 6.4,
      "vsBar": "CLOSE",
      "note": "Mesh/mats R3; zones R4. R5: blood body decals + audible enemyFire. Mid-range operator intent CLOSE, not authenticity."
    },
    {
      "id": "lighting",
      "name": "Lighting / post",
      "status": "needs-work",
      "score": 6.3,
      "vsBar": "CLOSE",
      "note": "Unchanged R3: half-res SSAO + bloom + FilmPass + vignette. Soft contact weight; no LUT/TAA; VM can dirty."
    },
    {
      "id": "hud",
      "name": "HUD",
      "status": "partial",
      "score": 6.6,
      "vsBar": "CLOSE",
      "note": "R3 plates/stance + R4 gold headshot. No R5 HUD pass. Still no armor/minimap/weapon glyph/reload bar."
    },
    {
      "id": "audio",
      "name": "Audio",
      "status": "needs-work",
      "score": 5.9,
      "vsBar": "CLOSE",
      "note": "R5: enemyFire distance atten/muffle, combat ambience bed, 3-variant footsteps, fire polish. Silent-tracer dead. Still synth mono \u2014 low CLOSE, not WIN."
    },
    {
      "id": "core-loop",
      "name": "Core FPS loop",
      "status": "shipped",
      "score": 7.7,
      "vsBar": "CLOSE",
      "note": "R5: traceWorld miss stick on colliders; blood on body; enemy shot audio always. Wave-only; no crouch/melee/MP."
    }
  ],
  "rounds": [
    {
      "n": 0,
      "title": "Scaffold",
      "at": "2026-07-28T10:20:00Z",
      "summary": "Lead shipped playable Three.js FPS + progress page. Gauntlet open.",
      "critic": "Baseline: playable demo, far from CoD bar. Biggest gap: gun/hands presence and material richness.",
      "score": 3.2
    },
    {
      "n": 1,
      "title": "Gun + world + enemies pass",
      "at": "2026-07-28T18:45:00Z",
      "summary": "Builders: detailed procedural AR/hands/flash; CanvasTexture combat strip + cover; humanoid soldiers with flinch/death. Critic: still amateur under CoD still bar.",
      "critic": "Overall 4.5. HUD + core loop CLOSE; gun/world/enemies/light/audio AMATEUR. Biggest gap: surface microdetail + post weight (noise-on-flat PBR, no bloom/AO).",
      "score": 4.5,
      "scores": {
        "gun": 5.0,
        "world": 4.5,
        "enemies": 4.0,
        "lighting": 4.0,
        "hud": 5.0,
        "audio": 2.5,
        "coreLoop": 6.0
      },
      "vsBar": {
        "gun": "AMATEUR",
        "world": "AMATEUR",
        "enemies": "AMATEUR",
        "lighting": "AMATEUR",
        "hud": "CLOSE",
        "audio": "AMATEUR",
        "coreLoop": "CLOSE"
      }
    },
    {
      "n": 2,
      "title": "Maps + audio + ADS + enemy silhouette",
      "at": "2026-07-28T21:15:00Z",
      "summary": "Builders: gun/world normal+rough+wear maps, world decals/ruin microdetail, layered audio+footsteps, denser enemy helm/plate/rifle, ADS+FOV+bloom. Critic: 5.6, still no bar win.",
      "critic": "Overall 5.6. Gun/world/HUD/core CLOSE; enemies/lighting/audio AMATEUR. Biggest gap: box hands + solid-color enemies + no contact AO \u2014 stills still die in 200ms. Overall WINS bar: NO.",
      "score": 5.6,
      "scores": {
        "gun": 6.2,
        "world": 5.8,
        "enemies": 5.0,
        "lighting": 5.5,
        "hud": 5.0,
        "audio": 4.8,
        "coreLoop": 7.0
      },
      "vsBar": {
        "gun": "CLOSE",
        "world": "CLOSE",
        "enemies": "AMATEUR",
        "lighting": "AMATEUR",
        "hud": "CLOSE",
        "audio": "AMATEUR",
        "coreLoop": "CLOSE"
      }
    },
    {
      "n": 3,
      "title": "Gloves + operator mats + SSAO/HUD chrome",
      "at": "2026-07-28T23:45:00Z",
      "summary": "Builders: tactical glove VM hands; enemy camo/canvas/balaclava PBR + mass + LOD; SSAO+FilmPass+vignette; denser HUD plates/stance/hitmarker. Critic: 6.2, still no bar win.",
      "critic": "Overall 6.2. Six CLOSE (gun/world/enemies/lighting/HUD/core), audio AMATEUR, zero WIN. Biggest gap: maps-on-boxes ceiling + stagnant world + orange impacts. Overall WINS bar: NO.",
      "score": 6.2,
      "scores": {
        "gun": 6.9,
        "world": 5.8,
        "enemies": 6.0,
        "lighting": 6.3,
        "hud": 6.4,
        "audio": 4.8,
        "coreLoop": 7.0
      },
      "vsBar": {
        "gun": "CLOSE",
        "world": "CLOSE",
        "enemies": "CLOSE",
        "lighting": "CLOSE",
        "hud": "CLOSE",
        "audio": "AMATEUR",
        "coreLoop": "CLOSE"
      }
    },
    {
      "n": 4,
      "title": "Impact FX + hit zones + world density",
      "at": "2026-07-28T23:59:00Z",
      "summary": "Builders: fx.js decals/sparks/enemy muzzle+tracer; multi-zone castShot head/torso/limb; world barrels/signs/trash/wires/balconies/focals. Critic: 6.7, still no bar win.",
      "critic": "Overall 6.7. Six CLOSE, audio AMATEUR, zero WIN. Soft prototype tells fixed; maps-on-boxes is hard stop for overall WIN vs CoD stills. WIN not reachable in 1-2 more procedural rounds. Overall WINS bar: NO.",
      "score": 6.7,
      "scores": {
        "gun": 6.9,
        "world": 6.6,
        "enemies": 6.3,
        "lighting": 6.3,
        "hud": 6.6,
        "audio": 4.8,
        "coreLoop": 7.5
      },
      "vsBar": {
        "gun": "CLOSE",
        "world": "CLOSE",
        "enemies": "CLOSE",
        "lighting": "CLOSE",
        "hud": "CLOSE",
        "audio": "AMATEUR",
        "coreLoop": "CLOSE"
      }
    },
    {
      "n": 5,
      "title": "Enemy audio + world miss stick + gun silhouette/kick",
      "at": "2026-07-29T00:30:00Z",
      "summary": "Builders: enemyFire+ambience+foot variants; fx.traceWorld AABB miss + blood body decals; stock/mag/suppressor + FOV 1.24 + multi-axis kick. Critic: 7.0, still no bar win.",
      "critic": "Overall 7.0 (+0.3). Seven CLOSE, zero AMATEUR, zero WIN. Soft gaps largely closed; diminishing returns under maps-on-boxes ceiling; further rounds need asset pipeline or bar change. Overall WINS bar: NO.",
      "score": 7.0,
      "scores": {
        "gun": 7.2,
        "world": 6.6,
        "enemies": 6.4,
        "lighting": 6.3,
        "hud": 6.6,
        "audio": 5.9,
        "coreLoop": 7.7
      },
      "vsBar": {
        "gun": "CLOSE",
        "world": "CLOSE",
        "enemies": "CLOSE",
        "lighting": "CLOSE",
        "hud": "CLOSE",
        "audio": "CLOSE",
        "coreLoop": "CLOSE"
      }
    },
    {
      "n": 6,
      "title": "Playable FFA + Online",
      "at": "2026-07-28T11:27:06Z",
      "summary": "Bright daytime map, solo deathmatch, online PvP name-in matchmaking, shareable link.",
      "critic": "Function first: game is shareable. Visual bar secondary.",
      "score": 7.4
    }
  ],
  "biggestGap": "Graphics still procedural; multiplayer is live FFA. Next: more modes, polish gun/map.",
  "ceilingNote": "HARD STOP for overall WIN under pure BoxGeometry + CanvasTexture pipeline. diminishing returns under maps-on-boxes ceiling; further rounds need asset pipeline or bar change. R5 landed at the soft-gap ceiling R4 forecast (~7.0\u20137.2).",
  "nextActions": [
    "More maps/modes",
    "Better remote avatars",
    "Voice optional no",
    "Balance TTK"
  ],
  "leadNote": "Lead paused automatic win-chasing after R5: critics document maps-on-boxes hard ceiling. Soft gaps closed (audio combat, world ray impacts, gun FOV). WIN requires glTF/baked assets or bar change. Loop resumes on operator order or asset pivot. Score path 3.2\u21924.5\u21925.6\u21926.2\u21926.7\u21927.0"
}
