level-blockout
Level Blockout
This skill owns greybox implementation and measurable spatial probes for a level design. It does not require every room to teach a new mechanic.
Modes
| Mode | Output |
|---|---|
| beat-sheet | ordered spatial beats and transition reasons |
| metric-kit | reusable greybox dimensions and traversal probes |
| greybox-play | playable blockout with temporary collision/markers |
Pull movement/camera metrics from the actual project (locomotion, platform-jump, camera-anti-clip) and design intent from level-design. When a room is intended to teach, use level-teach; combat, traversal, rest, narrative and connector spaces do not need fake teaching beats merely to justify their existence.
Art may begin when the project-defined blockout exit criteria are met. Those criteria can include navigation readability, traversal fit, encounter space, performance risk, streaming boundary, or stakeholder approval—not a universal “stranger must walk every room first” rule.
Acceptance
Run the greybox with representative character/camera metrics and no dependency on final textures. Record collisions, unreachable surfaces, camera failures, traversal times and gate behavior. Use gameplay-validation for actual playability evidence. Concept art alignment does not override failed spatial metrics.