#Visual Rubric — grading against Total War: Rome II
The standard for this project. Critics score rendered frames against these criteria,
not against source code. Every item is something a Rome II frame actually does, chosen
because it is diagnostic — the specific tells that separate a shipped AAA strategy
game from a competent WebGL demo.
Scoring per criterion: 0 = absent, 1 = attempted but wrong, 2 = acceptable,
3 = matches Rome II, 4 = exceeds it.
A subsystem passes at mean ≥ 3.0 with no criterion below 2.
#A. Lighting & atmosphere (the highest-signal category)
#
Criterion
The specific tell
A1
Warm/cool split
Sunlit surfaces are warm; shadowed surfaces take a distinctly cool blue-grey sky bounce. Flat grey shadow = instant fail.
A2
Aerial perspective
Distant terrain/city progressively desaturates and shifts toward sky colour. Should be strong — Rome II's distance haze is very pronounced.
A3
Shadow quality
Tight and dark at contact points (feet, wall bases), softening with distance from the occluder. No acne, no peter-panning, no crawling while the camera pans.
A4
Sun direction legibility
You can tell where the sun is from the shading alone, without seeing it.
A5
Sky depth
Gradient from horizon haze to zenith, cloud form with real silhouette and silver lining toward the sun. Not a flat blue dome.
A6
Exposure & contrast
Filmic S-curve. Highlights roll off rather than clipping to white; shadows retain detail rather than crushing to black.
A7
Ambient occlusion
Contact darkening in crevices, under eaves, between men in a rank. Subtle — not a dirty grey outline around everything.
A8
No flat ambient
Nothing looks lit by a uniform hemisphere. Every surface has directional information.
A still frame is photographic — it has a subject and depth layers.
G2
Colour grade
Warm, rich and saturated, with a coherent grade. Corrected after checking real Rome II frames: an earlier draft of this rubric said "sun-bleached, slightly desaturated", and that was wrong as a target. Rome II puts gold helmets, white linen, red and ochre shields, green pasture and a deep blue-grey sky in one image. A monochrome dust-beige frame is a far worse error than mild over-saturation. Still avoid orange-teal.
G2b
Dynamic range
Deep near-black shadows and clipping highlights coexist in one frame. If nothing in the image is below ~15% or above ~90% luminance, the range is too narrow.
G3
Anti-aliasing
No stair-stepping on wall edges or spear shafts; no shimmer on distant ranks.
G4
Post restraint
Bloom on genuine highlights only. Subtle vignette and grain. No lens-flare spam.
G5
Believability
The instinctive reaction is "screenshot from a game I could buy", not "impressive for a browser".
Look at the frame before reading anything about it. Form a first impression and
write it down. First impressions catch what analysis rationalises away.
Score every applicable criterion with a one-line justification citing what you see.
Be harsh. Grade inflation makes you useless. If the mean is above 3.0 you are
claiming this matches a game with a multi-million-dollar art budget — hold that bar.
Most first passes should score 1.5–2.5.
Name the single highest-leverage fix: the one change that would most improve the
frame. Be specific and actionable ("distance haze is far too weak, raise density
~4× and tint it toward sun colour"), never vague ("improve the lighting").
Do not credit intent. If code exists for an effect but the effect is not visible in
the frame, it scores 0.
State the verdict explicitly: PASS (mean ≥ 3.0, nothing below 2) or FAIL,
with the mean and the list of sub-2 criteria.