What Is It?
Blockout is a rough level assembly using basic shapes (cubes, blocks) to test layout, gameplay flow, and spatial readability.
Metrics
One of the most important components. Metrics include:
🞿 Character height and collider size
🞿 Dimensions when crouching or prone
🞿 Jump height and distance (from standstill and running)
🞿 Door and passage sizes
🞿 Fall damage thresholds
🞿 Movement speeds
🞿 Ramp and stair angles
🞿 Camera position and FOV
🞿 Weapon range and type
I log all these in a “General Info” section of the concept document for reuse across levels.
Test Ground / Metric Playground
Before building the first level, I create a test scene — a metric playground — to verify all player metrics in a live environment. It helps catch scale issues early. Critically, the environment is built to match the metrics, not the other way around.
Building the Blockout
Once the playground is validated, I begin level blockout:
🞿Transfer the sketch layout
🞿Use basic geometry (cubes, primitives)
🞿Test navigation, spatial rhythm, and sightlines
Before moving on, I save screenshots and record walkthrough videos — for portfolio or documentation.
Toward a Playable Prototype
In this phase, primitives are replaced with basic meshes. Enemies, items, scripts, and interactive elements are added. This is the first fully playable version of the level where key gameplay beats can be tested.
Readability and Flow
At this stage, I test whether the space communicates its intent: where to go, what to do, what’s important. I establish visual landmarks, silhouettes, height variations — key components of spatial clarity.
Playtesting
Greybox levels go through several playtests:
Internally (by the level designer and the team)
Cross-discipline (QA, narrative, art)
The result is a playable gameplay skeleton, ready for visual iteration.
Pushing Toward Visual Legibility
Whiteboxing brings visual believability to the greybox. At this stage, rough geometry is replaced with low-poly models using basic materials. Initial lighting is introduced to convey basic atmosphere.
Models don’t have to be final, but they must have correct proportions and recognizable forms. The goal is to make the level not just playable, but also visually coherent and emotionally legible.
Interface and Interactions
Here, I test UI and interactions: triggers, cutscene activation points, highlight areas, hotspots. Placeholder text is replaced with working scripts or visual markers.
Light and Volume
I add preliminary lighting and test how space reads in both bright and shadowed areas. Are important elements visible? Is there too much visual noise? Lighting is also used to guide the player and draw focus.
The whitebox stage produces a recognizable draft of the level — still not polished, but already showing its identity.
Final Visual Pass
Once the level is working mechanically, it’s time for polish. Level artists add final models, textures, shaders, lighting setups, ambient effects, sound, and VFX. Every asset is finalized.
What gets added:
🞿 Fully animated NPCs and enemies
🞿 Cutscenes and dialogue
🞿 Quest objects and scripted interactions
🞿 Environmental storytelling (battle damage, props, signs of life)
Final Testing
This is a full team effort — art, design, QA, and narrative all contribute. Several rounds of integration tests ensure everything functions correctly and the player experience matches the design vision.
This phase is about refinement, optimization, and preparing the build for release.