level-blockout · git:20260913.96ad920 · 2026-09-13 · sha256 5c590bebce79155f
level-blockout git:20260913.96ad920A
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--- 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.