| name | level-blockout |
| description | Frame a level blockout with routing, pacing, encounter slots, visibility, gating, and teaching beats. Use before detailed art or scripting. |
Level Blockout
When to use
Frame a level blockout with routing, pacing, encounter slots, visibility, gating, and teaching beats. Use before detailed art or scripting.
Inputs to gather
- level goal
- expected playtime
- mechanics taught
- content constraints
Recommended roles
level_designer
encounter_designer
technical_artist
Primary docs / outputs
studio/docs/templates/feature-brief.md
studio/docs/templates/playtest-report.md
Workflow
- Inspect the current repo/docs state first and cite concrete evidence.
- Choose the smallest useful output that moves the project forward.
- Express the work as a feature, mechanic, or content contract that engineering and QA can consume.
- Update or create durable docs when the result should persist.
- Recommend the next best role or skill if more work remains.
Category rules
- Lead with player outcome, then define scope, acceptance criteria, and edge cases.
- Keep mechanics and content contracts buildable by engineering and testable by QA.
- Surface tradeoffs among clarity, depth, scope, and production cost.
Deliverables
- blockout plan
- beat map
- critical route
- validation checklist
Validation bar
- acceptance criteria present
- risks/dependencies surfaced
- next implementation or test path clear