Generation does not always work. Every honest system in this space has a failure rate, and the interesting question is what happens on the failures.
The common answer is to ship whatever came out and let you discover the problem in your engine. It looks better on a success-rate chart and it is worse for you, because you pay, wait, import, and only then find the thing is not usable — and by then the charge is a support conversation rather than a decision.
The policy here is to refuse and refund rather than degrade silently. If the asset cannot meet the tier you asked for, the run does not quietly hand you a lower tier with the same invoice. There is a refusal policy in the engine configuration that is tier-aware, so the bar it is checked against is the bar you actually bought.
This is not generosity, it is the only version that survives contact with a professional user. Someone shipping a game does not want a 60% chance of a usable asset and a 40% chance of an afternoon lost — they want to know which one happened before they spend the afternoon.
- Quality tiers are explicit: game_ready, dcc_editable, print_ready.
- A run that cannot meet the tier refuses rather than downgrading.
- Refusal is a refund, not a credit toward trying again.