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---
title: "Blockout Discipline"
type: concept
tags: []
last_updated: 2026-04-26
---
## Definition
灰盒纪律Blockout Discipline是关卡设计中强制执行的开发流程规范——**设计决策必须在灰盒阶段锁定**,未经灰盒 playtest 验证的布局不得进行美术包装。
## Three Phases
### Phase 1: Blockout灰盒
- 仅使用无纹理的几何体构建关卡
- 立即 playtest——灰盒不可读美术救不了
- 验证:新玩家能否在无地图情况下导航?
- **设计决策在此阶段锁定**
### Phase 2: Dress美术
- 在已验证的灰盒基础上添加美术资产
- 标注哪些几何体是 gameplay-critical不可改变形状vs. 纯装饰性
- 记录每个区域的预期光照方向和色温
### Phase 3: Polish打磨
- 添加环境叙事道具
- 验证音效是否支持节奏弧线
- 使用全新玩家进行最终 playtest——测量时不提供任何帮助
## Core Rule
> "Never art-dress a layout that hasn't been playtested as a grey box."
## Metric
- 100% 的 playtest 参与者在无提示的情况下完成关键路径导航
- 节奏图表与实际 playtest 时间误差在 20% 以内
## Related Concepts
- [[Level Designer Agent Personality]]Blockout Discipline 是 Level Designer 的强制规则
- [[Encounter Design]]Encounter tuning 在灰盒阶段完成
- [[Pacing Architecture]]:节奏验证基于灰盒 playtest 数据
## Sources
- [[Level Designer Agent Personality]]