Process
Blockout
You might say: greybox, whitebox, blockmesh prototype
A blockout is a low-detail playable version of a space made from simple shapes so movement, scale and encounters can be tested.
- What it does
- Exposes whether the geometry supports intended play before art and detail harden decisions.
- Ask
- Can a player move, orient and solve the intended challenge in this rough space?
- Typical
- Paper or primitive boxes to engine greybox; iterate with playtests before an art pass.
- Trouble
- The team polishes a route whose scale, sightlines or traversal fail once players move through it.
What to look for
- Simple shapes around a playable route
- Movement through rough geometry
- Encounters tested in the space
Sources
- The Level Design Book, Layout, Layout, Why design a layout?
A layout drawing cannot tell you if your level works, only a blockout and playtest can begin answering that question.
Use it on your project
teardown-apply: hold "Blockout" (level-blockout) from the teardown at https://teardownatlas.com/game-design/ against my project
Paste it into a coding agent that has the teardown skills.
An AI agent wrote this map with the teardown skill. It can contain errors: check the sources before you rely on a part. About and legal