git:20260913.96ad920 to git:20260914.6145d0a

4 added, 0 removed. Audit A to A.

---
name: level-blockout
description: Use when a level needs a greybox that proves traversal metrics, encounter footprint, sightlines, gates, and pacing before art production or final set dressing begins.
---
# 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.
+ ## Art replacement handoff
+
+ Pass movement/camera metrics, protected spawn/door/traversal envelopes and stable collider/gate identities to [scene-assembly](../scene-assembly/SKILL.md). Art replacement must preserve those constraints. Its static room-graph preflight does not replace this skill's runtime spatial probes or progression-aware validation.
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