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title, type, tags, sources, last_updated
title type tags sources last_updated
Grey Box Blockout concept
game-design
level-design
prototyping
design-validation
playtest
level-designer.md
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:

## 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