2.5 KiB
2.5 KiB
title, type, tags, sources, last_updated
| title | type | tags | sources | last_updated | ||||||
|---|---|---|---|---|---|---|---|---|---|---|
| Grey Box Blockout | concept |
|
|
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
- 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%