A Blockout (also called graybox or whitebox) is a rough, playable version of a level, built with simple geometry and placeholder elements. It exists to test the gameplay, flow, and structure — before art, lighting, and polish are added.
It’s not about beauty. It’s about feel, function, and failure — fast.
1️⃣ Definition
A blockout is a low-fidelity spatial prototype, used to evaluate layout, scale, pacing, and interaction loops inside a 3D (or 2D) environment.
📍If your blockout feels fun with cubes and ramps, you're on the right track.
2️⃣ Why Blockouts Matter
Purpose | What It Unlocks | Example |
Test gameplay early | Combat, traversal, rhythm | DOOM (2016)’s arenas iterated before art |
Spatial clarity | Sightlines, pacing, pathing | Uncharted 4 prototyped cover and climbing |
System validation | Loops inside real geometry | Mario 3D World blockouts test jump arcs |
Art/Tech alignment | Avoid wasted production effort | Locked blockout = safe handoff for art |
Iteration speed | No polish → fast feedback | 10 bad levels in graybox > 1 overpolished failure |
📍Blockout isn’t “pre-art” — it’s core design in its rawest, most honest form.
3️⃣ Blockout Components
Element | Description |
Simple geometry | Boxes, planes, primitives (no decoration) |
Scale references | Player capsule, jump height, enemy size |
Navigation elements | Ladders, ramps, doors, climbables |
Gameplay zones | Combat arenas, stealth paths, resource nodes |
Triggers / logic | Basic scripting for events, AI, hazards |
Debug feedback | Labels, arrows, placeholder FX or sound |
📍Use metrics: player speed, jump distance, FOV — and test edge cases early.
4️⃣ Blockout Workflow
- Define fantasy / mechanic the level supports
- Sketch layout (2D or top-down)
- Build blockout in-engine with metrics
- Test loop: core systems, navigation, tension beats
- Iterate until playtestable and readable
- Lock layout for art, VFX, sound
- Art pass begins after the design is proven
📍Never “block out the art.” Block out the gameplay — and only then worry about art.
5️⃣ Tools and Methods
Tool | Use |
Unity – ProBuilder | Fast level construction with modular pieces |
Unreal – BSP / Modeling Mode | Geometry blocks and shapes for collision |
Custom editors | Grid-based level editors with visual metrics |
Placeholder kits | Grey cubes, ladders, doors, FX markers |
📍Your blockout should be fully playable — just not pretty.
✅ Blockout Design Checklist
📍If you can’t play it now — it’s not a blockout. It’s just a sketch.
Summary
Term | Blockout |
What it is | A rough, interactive prototype of a level built with placeholder assets |
Why it matters | Validates design decisions before costly polish |
How it works | Through layout, metrics, mechanics, and playtesting |
Design goal | Build a level that plays great even without art |
📍A blockout is the skeleton of a level. If it doesn’t hold up before the visuals — the visuals are just makeup on a broken bone.