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Task-Evidence Matrix

Evidence should answer the claim being made. More evidence is not automatically better; unrelated evidence creates noise and false confidence.

For each material claim, name the production consumer, intended environment, and dependencies that can change the outcome. Select the smallest consumer-complete verification route that includes them. This does not mean maximizing test scope. A unit test can completely answer a pure-rule claim; claims about input, composition, middleware, frame continuity, platform behavior, or player experience require those consumers. Lower-level evidence remains valuable support and diagnosis, but does not prove omitted boundaries.

Every material result has coordinates:

DimensionExamplesQuestion answered
ClassStatic, deterministic, composed runtime, visual, experientialWhat kind of claim can this support?
ProvenanceLocal, CI, hosted, maintainer, reviewer/playerWho or what produced it?
ScopeEditor, native, web, multiplayer, middleware, platformWhere does it apply?
OutcomePassed, failed, inconclusive, unavailable, not attemptedWhat happened?
RevisionImmutable source commitWhich code/content was exercised?
Effective toolchainActual editor/compiler/middleware versionWhat actually ran?

The current invocation must produce the operation's declared completion signal. A zero exit without that signal is inconclusive, and an older result file at the expected path is not evidence that the current invocation ran. Use a fresh result path or verify invocation identity and freshness before reading it.

When independent commands can occur in the same frame, transaction, request, or lifecycle callback, define their precedence or explicitly mark the combination unspecified. A claim-complete evaluator must exercise combinations that can materially change state. Passing each command in isolation does not prove their composition, and a green suite does not make divergent untested semantics equivalent.

TaskPrimary evidenceAdditional human judgmentCommon false proof
Pure gameplay ruleUnit, property, or deterministic rules testBalance may still need playtestCompilation
Runtime systemFocused tests plus composed runtime smokeBehavior readabilityIsolated mock only
Composition or lifecycleFull startup, reset, transition, and teardown smokeTransition feelConstructor compiles
UI layoutLive production UI at relevant viewports, scale factors, content states, and layer composition; capture only for a named remote or comparison consumerHierarchy and polishUXML or prefab imports, or screenshots from a substitute composition
UI interactionScripted mouse, keyboard, and controller paths through the real input adapter, focus owner, modal gate, and production view; composed inspection of the intended player affordanceDiscoverability, responsiveness, focus feel, and accessibilityOne input path, direct callback, or visible but unwired control works
Object, material, or texture integrationNative asset, prefab, scene, or game view containing the relevant production renderer at the angles and gameplay distances needed by the claim, plus artifact/material integrity checksSilhouette, fit, style, and finishFront view, successful import, or a detached substitute renderer
AnimationObserved continuous playback through the production animation path at the relevant camera and distance; exact normalized-time samples only when they answer a diagnostic or comparison questionWeight, rhythm, appeal, and transition feelAnimator state exists, isolated stills, or timed state cuts encoded as video
Closed gameplay loopDeterministic input rehearsal through the composed scene and authoritative state, plus inspection that the ordinary production surface presents the required actions and modeHuman play judges comprehension, usability, engagement, desire to continue, pacing, and funVirtual input reaches the final state through hidden knowledge
Visual effectDeterministically reset live playback through the production renderer and gameplay context, plus renderer/material integrity checks; fixed time samples only when diagnosis or comparison needs themTaste, timing, legibility, and impactParticle system exists or one flattering frame
Scene or environmentLive production camera anchors and routes at representative quality, lighting, and gameplay statesComposition, navigation cues, atmosphere, and gameplay readabilityScene opens without errors or an isolated beauty shot looks good
Procedural generationInvariant tests plus live production review of permanent representative/failure seeds and bounded exploratory seedsRoute readability, variety, rare composition qualitySmall synthetic fixture, aggregate counts, or discarded bad seeds
Physics or traversalPreserved reproduction, diagnostics, Play ModeMovement feelMathematical plausibility
PerformanceProfiler capture, frame timings, allocation evidenceAcceptable experience on target hardwareAsync method signature
LoadingStage timings and observed frame gaps through the production loading overlay under real workOverlay continuityWork was split into tasks
Standalone player buildProject-owned build receipt, clean revision, exact scene list, settled build log, and complete artifact-tree hashWhether the player launches, performs, distributes, and is acceptable to releaseBuildPipeline returned success
Standalone player launchExact built artifact, project-owned readiness receipt, nonce, bounded process result, settled player log, and unchanged artifact-tree hashReal input, visual correctness, representative performance, distribution, and release acceptanceThe app process exited zero
Audio or middlewareAuthoring event, generated output/media, runtime backend/emitter event, handoff, and stateMix and emotional effectAudio file or authoring preview works
Asset or prefab integrationSerialized reference audit plus the production resolver/factory in a composed sceneScale, grounding, material fitAsset exists in project or isolated preview
Content tuningAuthored value trace and playtestBalanceValue changed in inspector
Architecture refactorCharacterization tests, dependency check, composed startupNavigabilitySmaller files
DocumentationCode and tool cross-check, link validationComprehensibilityText is internally consistent
Release or checkpointClean status, intended diff, required build or smokeRelease decisionCommit exists

Gameplay Design And Experience Claims

Automated gameplay evidence is strongest where the claim can be defined in state, time, geometry, input, or an encoded policy. It becomes advisory when the claim concerns likely human interpretation, and it cannot grant experiential or product acceptance.

Evidence classAgent contributionClaim boundary
Direct mechanicalRules, transitions, invariants, reachability, softlocks, curves, distributions, latency, and explored strategiesValid for the declared model, seed range, policy, hardware, and production consumer
Advisory proxyLikely clarity, difficulty, pacing, readability, balance, novelty, repetition, or accessibility riskHypothesis for design discussion or playtest; not a player finding
Human designer judgmentTarget player, fantasy, intended feeling, identity, priorities, tradeoffs, and acceptable compromiseProject direction, not audience evidence
Direct human playFirst-time comprehension, control feel, perceived fairness, engagement, frustration, delight, comfort, and desire to continueValid for the people, build, context, and method observed
Representative player researchFindings from players matching a named target populationSupports that population only; sampling and study limits remain

Telemetry says what happened. Observation and self-report help establish how it was experienced and why. A synthetic player demonstrates the policy and utility function it encodes, not a human response. See Human-Led Gameplay Design and Systems-Heavy Gameplay Evidence.

For a systems-heavy loop, keep these narrower claims separate:

ClaimDirect or supporting evidenceHuman evidence still requiredCommon false proof
Alternatives existProduction state inspection, rule tests, reachable-action enumerationWhether the intended player perceives the alternativesOptions exist in source
Alternatives remain viableSensitivity analysis, policy search, telemetry, and counterexample seeds under declared assumptionsWhether players understand and value the tradeoffEqual pick or win rates
Consequence is presentedEvent-to-feedback trace, latency, channel agreement, persistence, and blocked-reason checksCausal clarity, impact, comfort, and emotional fitA sound, particle, or number appears
UI supports a decisionProduction comparison state, deltas, focus, input parity, overflow, and recovery checksReadability in motion, discoverability, cognitive load, and confidenceAll variables are visible
Onboarding teaches the coreFirst-use state path, trigger coverage, replayable help, and recovery checksUncoached first-session comprehension and transferTutorial text was shown
Loop supports the declared motivationAvailable control, challenge curves, recovery, progress signals, social routes, and expression opportunitiesFelt volition, competence, connection, curiosity, ownership, or restorationRewards, activity, retention, or automated completion
Pacing matches the designResponse, decision, encounter, session, and long-term timing tracesTension, fatigue, boredom, relief, and desire to continueFaster completion
Progression changes playUnlock graph, option-space delta, build diversity, and power-curve analysisWhether new possibilities feel motivating or meaningfulNumbers or bars increase
Balance serves a goalDeclared balance objective, outcome distributions, counterexamples, and policy analysisFairness, identity, perceived power, adaptation, and enjoymentEvery choice has the same rate
Accessibility barriers are addressedConfiguration, remapping, focus, contrast, motion, timing, sensory redundancy, and procedural-barrier checksComfort and usability for the people represented by the claimAn accessibility menu exists
Players enjoy the loopMechanical evidence can stabilize the build and generate hypothesesDirect human play; representative players for audience claimsRetention, session time, a theory checklist, or a fun score

Visual Evidence Selection

Use engine-native Visual Work when a visual claim depends on angle, state, time, resolution, distance, or procedural seed. The surface must contain the production consumer and context material to the claim. Use an existing engine preview or direct game route for one-off review. A codex, gallery, bestiary, model viewer, world previewer, or inspect mode belongs in the ordinary project backlog when a named player, author, or recurring developer job independently earns it; it is not STAGE evidence infrastructure. Export durable evidence only when the claim needs persistence, comparison, CI, or review outside the engine.

The coordinates below describe state that may need to be reproduced; they do not require a capture set. For a co-located one-off review, use only the coordinates material to the question and leave the live native surface ready for the human. Exact camera matrices, retained samples, and immutable baselines belong to stable comparison or external-review workflows with decision-bearing artifact consumers.

A project map can make native subjects, recurring questions, human and agent entry points, actual native state and playback semantics, presentation authority, lifecycle, operations, and limitations discoverable. It does not prove that an operation ran, the stated frame was rendered, or the subject looks correct. Record native execution, observed output, and human judgment separately.

ClaimCoordinates when repeatability is materialKeep separate
Subject is visually intactStable subject locator, relevant native views and distances, lighting/quality state, and resolution when materialHuman style approval
Animation does not visibly snapExact clip/state, reset policy, continuous production playback, and diagnostic samples only where neededPerceived motion quality and input responsiveness
VFX has no missing or fallback renderingExact production sequence, deterministic seed/reset when supported, continuous playback, and renderer/material integrityImpact and timing in live combat
UI remains legibleNamed state, viewport, scale factor, input focus, composed layer policyAccessibility and navigation feel
Environment remains readableNamed production anchors/routes and quality/lighting state; exact camera coordinates only for comparisonExploration and combat feel
Procedural visuals retain qualityPermanent representative/failure seeds, bounded exploratory seeds, and comparable production views when neededExhaustive seed coverage
Candidate matches approved intentImmutable human-approved baseline and semantic-key comparisonAcceptance of any observed change

Objective checks answer whether evidence is intact and grossly plausible. AI review answers what appears noteworthy under declared rubrics. Human review answers whether the result satisfies product intent. Do not collapse these three decisions into one status.

An offscreen composite can prove that named world and UI layers render together at an agreed viewport when each layer is asserted independently. It does not, by itself, prove the exact interactive backbuffer, input behavior, legibility in motion, visual quality, or player understanding.

A virtual-device rehearsal can prove that input mappings and composed runtime owners reach an intended mechanical outcome. It does not prove that the ordinary production surface presents the action. Inspect the intended control, prompt, tutorial, convention, or diegetic cue separately and verify that it uses the same production path. Neither result, by itself, proves a physical device, operating-system handoff, input feel, accessibility, player understanding, or enjoyment. Preserve mechanical, presentation, and human acceptance results as separate evidence entries.

A standalone player-build receipt can prove which clean revision, Unity toolchain, scenes, and artifact bytes were assembled. It does not prove that the artifact launches or behaves correctly outside the Editor. Record launch, platform performance, signing, distribution, and release acceptance as separate evidence entries.

A standalone player-launch receipt can prove that the exact artifact started, loaded an included scene, passed named project-owned readiness checks, and exited cleanly under a bounded probe. It does not prove physical or user input, rendered-frame correctness, representative performance, distribution, or human acceptance unless those are independently observed.

Durable Evidence Receipt

Create a durable receipt only when a named handoff, audit, comparison, CI, release, or recurring-risk consumer needs one. Ordinary work may report the same facts in the conversation, change record, test output, or commit. When a receipt is justified, record:

  • claims made;
  • evidence collected for each claim;
  • provenance, scope, source revision, and effective toolchain;
  • evidence not collected and why;
  • human-reviewed aspects;
  • remaining uncertainty;
  • rollback point.

Use the evidence receipt template.