The 3D Handbook
Topic

Blockout (greyboxing)

A playable rough draft of a level built from simple shapes, used to test layout, scale and flow before any art is made.

level-designprocessblockout

A blockout (also called a greybox) is a playable rough draft of a level, built from simple shapes. Epic's documentation describes greyboxing as "making a playable rough draft of a level to get a sense of its gameplay before polishing its look" (Epic Developer Community documentation: Greyboxing in Unreal Editor for Fortnite). World of Level Design describes it as "using primitive geometric shapes to block-out your level or environments" (World of Level Design: Blockouts in UE5).

A blockout lets you find problems while they are cheap to fix. Moving a grey box takes seconds; moving a finished, lit, textured building takes days.

The Level Design Book defines a blockout as "a 3D rough draft level built with simple 3D shapes, but without any details or polished art assets" (The Level Design Book: Blockout). It gives two main reasons to build one: blockouts "support experimentation", and, unlike a design document, "you can playtest a blockout" (The Level Design Book: Blockout).

#What a blockout is for

#How to build one

The workflow is similar across engines; see level editors and blockout tools for the tools themselves.

  1. Start with big masses. Rooms, buildings, terrain heights, main paths. World of Level Design advises using "large modular pieces first" (World of Level Design: Blockouts in UE5); see modular kits.
  2. Work to metrics. Use your character's movement numbers (jump height, climb height, corridor width) from day one. See grids and metrics and units, scale and axes.
  3. Colour-code, don't texture. Epic suggests colouring blocks so elements are easy to tell apart (Epic Developer Community documentation: Greyboxing in Unreal Editor for Fortnite). A typical scheme: one colour for walkable floors, one for climbable surfaces, one for cover, one for out-of-bounds.
  4. Play it. Epic: "Consider the first pass of your level your blockout, then iterate" (Epic Developer Community documentation: Greyboxing in Unreal Editor for Fortnite).
  5. Only then add art. "Add props and art once you are happy with how the level plays" (Epic Developer Community documentation: Greyboxing in Unreal Editor for Fortnite).

Open worlds follow the same order at a larger scale. On The Witcher 3, layouts started as grey boxes that were then replaced with final meshes, decorations, paths and foliage, and story changes could still send an area back for rework (80 Level: World Building of Witcher 3).

The first part of a greybox layout for a first-person shooter level, with automatic UVs and no art. Orbit from above to read the paths and cover, then drop to eye level and judge sightlines the way a playtester would.DJMaesen, via Sketchfab
Early-stage building blockouts made for Unity's Neon Challenge before texturing. Notice how much of the final skyline and massing is already decided at this untextured stage.TooManyDemons, via Sketchfab

#In different tools

#Metrics in the blockout

A blockout only tests something if its dimensions match the game. Emilia Schatz describes creating "rough blockout geometry to define the shape of our spaces" at Naughty Dog, with strict rules that no edge sits in an ambiguous range (80 Level: Defining Environment Language for Video Games).

Epic's checklist is a good minimum: vehicles fit through spaces meant for driving, platforms sit at heights players can reach, and no spaces are boring or over-accessorised (Epic Developer Community documentation: Greyboxing in Unreal Editor for Fortnite).

#Playtesting the blockout

Play your blockout yourself after every major change, then watch others play it. Things to look for:

  • Where players hesitate, backtrack or get lost (a wayfinding problem).
  • Where they miss the intended route or a key object (a focal point or landmarks problem).
  • Whether combat spaces give enough cover and enough exits.
  • How long sections take compared with your plan.

Expect big changes. Andreas Lohse's portfolio blockout "quickly changed throughout the first week from a larger alley scene to something more narrow" (80 Level: Get Away: Lighting & Composition in…). Changes of this size are normal at the blockout stage.

How Respawn prototyped Titanfall 2's campaign with rapid "action block" levels, using the "Into the Abyss" mission as a case study; useful for seeing rapid blockout prototyping applied to a whole campaign. Watch on YouTube

#Lighting the blockout

Techniques studios such as Respawn and Naughty Dog use to establish level flow through blockmesh design, and how lighting helps players read a level. Watch on YouTube

#Common problems

#Further reading and watching

References

  1. Epic Games · Greyboxing in Unreal Editor for Fortnite · Epic Developer Community documentation, 2026 · docs · accessed 2026-10-20
  2. AlexG · Blockouts in UE5 · World of Level Design, 2022 · article · accessed 2026-10-20
  3. The Level Design Book · Blockout · The Level Design Book · web · accessed 2026-10-21
  4. Felix Leyendecker (interviewed by Kirill Tokarev) · Environment Design: Modularity, Color & Composition · 80 Level, 2017 · article · accessed 2026-10-20
  5. Edgar A. Martinez · "The Last of Us: Part 2" - Med - Ratking Combat · ArtStation · web · accessed 2026-10-21
  6. Jon Arellano · God Of War Ragnarok - Odin's Study · ArtStation · web · accessed 2026-10-21
  7. Michał Janiszewski (CD PROJEKT RED) · World Building of Witcher 3 · 80 Level, 2016 · article · accessed 2026-10-21
  8. Emilia Schatz · Defining Environment Language for Video Games · 80 Level, 2017 · article · accessed 2026-10-20
  9. Andreas Lohse (interviewed by Arti Sergeev) · Get Away: Lighting & Composition in Environment Art · 80 Level, 2020 · article · accessed 2026-10-20
  10. The Gnomon Workshop · Environmental Storytelling: Composition and Shape Language with Eddie Bennun · The Gnomon Workshop · course · accessed 2026-10-20
  11. Tobias Karlsson, Jenny Brusk and Henrik Engström · Level Design Processes and Challenges: A Cross Section of Game Development · Games and Culture 18(6), SAGE (open access, CC BY 4.0), 2023 · paper · accessed 2026-10-21
  12. The Level Design Book · Modular kit design · The Level Design Book · web · accessed 2026-10-21
  13. Steve Lee (Level and Game Design) · The Unreal level I made to work on Bioshock Infinite · YouTube · video · accessed 2026-10-21
  14. Game World Observer · Lessons learned from building test level for BioShock Infinite: vertical gameplay and fake Skyline travel · Game World Observer, 2023 · article · accessed 2026-10-21
  15. ArtStation · 7 Environment Art Courses on ArtStation Learning · ArtStation Magazine, 2022 · article · accessed 2026-10-21

Also consulted

Last updated 2026-10-22