Side-by-side comparison of Muse Spark 1.1 against frontier baselines on
scene-generation cases. Every scene is generated, assembled, and rendered in the same
simulation environment from the same prompt.
Table of Contents
01 Cyberpunk (scene)
Neon cyberpunk street scene. Generation with feedback loop.
Cyberpunk street — double-L
Task Prompt
Build the cyberpunk L-corner NIGHT street now, following CLAUDE.md and the skill at .opencode/skill/cyber-street-build/. Write your OWN incremental Python (no prebuilt script). Use the map path /Game/Maps/CyberCC_<run-id>. FIRST, to avoid an overwrite dialog that would freeze the editor: if that map already exists, delete it with unreal.EditorAssetLibrary.delete_asset first, THEN new_level it. Build phases A-F in small execute_python_script calls; save after each with save_current_level(). CRITICAL from the start: (1) keep dynamic lights UNDER ~100 total - do NOT pile on lights (that blows the scene to white and crashes the renderer); (2) the distant backdrop must be BUILDING/TOWER meshes, NEVER a billboard/panel that shows a photo/beach; (3) lock night exposure. After building, VERIFY BY BOTH: run the metric verifier (exec tools/verify_cyberpunk_scene.py), AND run the visual gate exactly as CLAUDE.md describes - exec render_vgate.py via the execute_python_script bridge tool, then Bash 'python analyze_frame.py', then READ vgate_last.png and judge the PICTURE yourself. Fix the worst metric checks AND the visual problems you SEE (over-exposure, beach backdrop, too many lights), and loop until metric>=92 AND VISUAL SCORE>=80 AND it genuinely looks like a dark cyberpunk night street. Finish with a summary of round-by-round metric+visual scores and what you fixed.
Both runs use the same agent scaffold — skill, metric verifier, and self-vision visual gate: the scaffold page
02 Cyberpunk (scene + crowd)
Neon cyberpunk street scene with pedestrian crowd. Generation with feedback loop.
Cyberpunk city with crowds
Task Prompt (crowd stage)
Stage 2 — add a pedestrian crowd to an existing finished cyberpunk street. Do NOT rebuild the street. Drive the editor ONLY via the execute_python_script MCP tool; write your OWN code (no prebuilt script; do not exec() files).
1. Read the crowd skill: skills/cyber-street-build/references/crowd.md (ZoneGraph lanes with the PedD2 profile + a BP_MassCrowdSpawner with the Density2 generator + MassCrowdAgentConfig_MetaHuman; the API + the density-must-match gotcha are there).
2. Load the street map (end PIE first if playing). Do NOT delete or rebuild it.
3. PLAN and PLACE your own ZoneGraph crowd. IMPORTANT for a good first-person walk (the camera walks the CENTRE of the +X street at y≈0 from x=0 to x≈3400): put DENSE inner lanes running ALONG that corridor (e.g. y≈±150 and ±300) covering the near range x=0..3400, PLUS sidewalk lanes, two-way flow. Keep most lanes on the +X main leg where the camera walks; do NOT put the bulk of your lanes on the long +Y corner leg (it soaks up the crowd where the camera never goes). ~12-16 ZoneShape lanes (PedD2), lanes grounded at z≈0. Add ONE BP_MassCrowdSpawner with the Density2 spawn-point generator + MassCrowdAgentConfig_MetaHuman, count ~180.
4. Save to a NEW map: EditorLoadingAndSavingUtils.save_map(world, <new map path>).
5. Verify STRUCTURALLY: print number of ZoneShape lanes, how many lane segments run along the +X corridor (|y|<520, x 0..3400), confirm exactly one BP_MassCrowdSpawner with the Density2 generator and PedD2 lanes at z≈0. Report your crowd plan + counts.
Work autonomously; do not ask questions.
Crowd stage on top of the Case 1 street build, same scaffold: the scaffold page
03 Desert and Winter Town
Generation with feedback loop.
Desert Town
Prompt
Create a large, organic, lived-in Middle Eastern desert town — like a real medina that grew over centuries, NOT a planned grid and NEVER ranks of identical buildings. Pack flat-roofed mud-brick and stone houses in dense IRREGULAR clusters along narrow winding, curving lanes and around small uneven courtyards; every house sits at a DIFFERENT angle with jittered spacing so nothing lines up in rows.
Leave 2-3 DEDICATED OPEN MARKET SQUARES — clear plazas kept free of houses, each in a different part of town. Fill EACH square with an ORGANISED bazaar: proper wooden market stalls and vendor tables laid out in loose, slightly-wonky ROWS with walking aisles between them, their tables displaying produce, spices and pottery, some shaded by striped cloth awnings, with a stone well and a couple of handcarts nearby — a clean, readable market, NOT a pile of scattered clutter. Do NOT cram the stalls between the houses; the markets belong in the open squares.
Between and around the squares, fill the space with the winding residential clusters. Scatter palm trees in natural clumps throughout, plus occasional lanterns, sacks and baskets along the lanes. Rustic and lived-in, NOT metropolitan, no modern city buildings, and NO regular grid or aligned rows of buildings anywhere. Sandy, gently undulating desert ground throughout.
Winter Town
Prompt
A large snow-covered winter village spread across the whole area — a whole community made of SEVERAL distinct neighbourhoods / sub-communities, NOT one uniform grid. Place at least 60 rustic timber-and-stone houses grouped into 4-8 separate clusters, each cluster gathered around its own little shared space (a well, a chapel, a market corner). Connect the clusters with main snowy roads and smaller branching lanes, leaving open snowy ground and roads between the sub-communities. Between and around the clusters add winter dressing: snow piles, bare trees in irregular natural clumps, firewood stacks, lanterns along the lanes, wooden fences, a few market stalls, carts, and barrels. Make it feel organic and lived-in — varied house spacing and orientation, natural clustering, not monotonous. Snowy ground throughout.
04 One-shot Desert Village
One-shot generation without feedback loop.
Muse Spark 1.1
Prompt
Produce a desert ruins landscape with a village. In the desert ruins map, there are ancient ruins strewn across the surface. I want you to scrap those ruins, but keep the landscape, and create a village. Make it feel like a real, lived in urban environment with middle eastern houses placed in a village like grid.
Hard Constraints:
Make sure to load in the desert ruins map and get rid of the collapsed pillars and columns, just give the base desert dunes (only delete pillars and columns, NOTHING ELSE)
Create the desert ruins village with a middle eastern village
DO NOT utilize any city buildings to create village component. We want something that has a bit of a "rustic" feel, not a metropolitan one
Make sure to spawn at least 50 buildings to construct the village, make it look very dense
Up to you:
The layout of the houses is up to you. Make it feel like a real village, but utilize the middle eastern village building assets and ensure that those are laid out in a realistic way. The exact, finegrained details of how you lay them out are up to you
Adding additional assets. If you want to add additional elements to make the scene better, such as adding flags, plants, roads (dirt roads specifically), that is totally up to you.
The only hard constraint is the village creation as well as the desert ruins landscape, all the other elements of the scene (ie exact house layouts, roads, and any assets that make the scene more unique), are up to you. Feel free to experiment with those additional assets, and make sure the scene feels unique
Frontier agent showcases — the same one-shot prompt run by other frontier coding agents