--- title: "Grey Box Blockout" type: concept tags: ["game-design", "level-design", "prototyping", "design-validation", "playtest"] sources: ["level-designer.md"] last_updated: 2026-05-07 --- ## Definition Grey Box Blockout(灰盒原型阶段)是关卡设计三阶段交付模式的第一阶段——使用未贴图几何体(灰盒)快速构建关卡原型,通过早期 Playtest 验证布局可读性、节奏控制和遭遇战平衡。**核心纪律:所有设计决策在灰盒阶段锁定,美术美化零例外必须先通过灰盒测试**。 ## Three-Phase Delivery Model ### Phase 1: Grey Box(灰盒) - 仅用未贴图几何体(纯色方块、简单坡道)构建关卡 - **立即 Playtest**:如果灰盒不可读,艺术美化无法修复它 - 验证:玩家能否无需地图导航关键路径? ### Phase 2: Dress(美术) - 美术团队在灰盒验证后的几何体上添加材质、道具、细节 - 美术人员必须遵守灰盒阶段锁定的布局,不得改变核心几何 ### Phase 3: Polish(打磨) - 特效、音效、灯光微调 - 最终 Playtest 验证 - 性能优化 ## Blockout Specification Template 每个 Room/区域需要记录: ```markdown ## Room: [ID] — [Name] **Dimensions**: ~[W]m × [D]m × [H]m **Primary Function**: Combat / Traversal / Story / Reward **Cover Objects**: - 2× low cover (waist height) — center cluster - 1× destructible pillar — left flank - 1× elevated position — rear right (accessible via crate stack) **Lighting**: - Primary: warm directional from [direction] — guides eye toward exit - Secondary: cool fill from windows — contrast for readability - Accent: flickering [color] on objective marker **Entry/Exit**: - Entry: [Door type, visibility on entry] - Exit: [Visible from entry? Y/N — if N, why?] **Environmental Story Beat**: [What does this room's prop placement tell the player about the world?] ``` ## Key Metrics - 灰盒阶段关键路径可读性:100% 测试玩家无需询问方向即可导航 - 灰盒阶段遭遇战:每个战斗至少 2 种可行战术路径在灰盒中验证 - 灰盒阶段节奏:Pacing Chart 与实际测试时间偏差 < 20% ## Connections - [[Level Designer]] 执行 Grey Box Blockout 作为六阶段工作流的核心步骤 - [[Navigation Affordance]] 在灰盒阶段验证关键路径视觉可读性 - [[Encounter Design]] 在灰盒阶段单独测试每个遭遇战 - [[Technical Artist]] 在灰盒阶段完成时接收 Art Pass Handoff 文档 - [[Pacing Chart]] 在灰盒阶段通过 Playtest 验证时间偏差 < 20%