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nexus/wiki/concepts/Grey-Box-Blockout.md
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---
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%