#GreyBoxing
greyboxing a place
March 10, 2026 at 11:30 AM
Trying camera modes and #Godot greyboxing. | #gamedev #indiedev
February 15, 2025 at 5:47 AM
"greyboxing"
January 25, 2026 at 11:26 PM
Another level greyboxing
#gamedev #indie #echorailway
March 15, 2026 at 3:16 PM
i fear that I may be, once again, stretching the term greyboxing
March 3, 2025 at 6:51 PM
greyboxing, beigeboxing, orangeboxing, it's more or less all the same right?
June 26, 2026 at 9:35 PM
Oh no, this sounds like one of those cases of bosses looking at greyboxing and thinking it looks bad, so the devs are being forced to spin up the plagiarism engine to show them something shiny because they can't conceptualize what it'll look like when it's done. I feel terrible for the devs.
We asked the Crystal Dynamics team about its use of generative AI in developing Tomb Raider: Legacy of Atlantis. Here’s what Jeff Adams, experience director on the game, had to say.
June 11, 2026 at 4:00 PM
Me greyboxing: Hahahah, fuck yeah! Yes!!!

Me texturing and detailing: Well this sucks. What the fuck
March 16, 2026 at 9:52 AM
I’m greyboxing… it’s really a cool way to plan levels, huh… 😍

The colors ended up looking kinda like Jet Set Radio and now the untextured/undetailed level is kind of a cool vibe on its own?

Also I made the greyboxing process more pleasant for myself… (cont.)
September 14, 2026 at 1:04 AM
i believe in greyboxing literalism
November 23, 2025 at 8:20 PM
Going a little overboard with greyboxing.
#leveldesign #source2 #HalfLifeAlyx
May 18, 2025 at 12:57 AM
My little greyboxing efforts are starting to come together! Having a lot of fun learning how to play with the cameras as I set these zones up and all!
April 3, 2026 at 3:56 PM
Courtesy of my brother, 2nd level greyboxing/prototyping!
May 1, 2026 at 6:01 PM
Greyboxing
June 16, 2024 at 11:27 PM
dude making little greyboxing textures is so fun. i could do this all day and I probably *will(
April 27, 2025 at 6:46 PM
But again, this can be, and has been, easily achieved with non-genAI tools like tts (which can be seamlessly integrated into your content authoring tools so you can change stuff easily) or just recording yourself. Greyboxing anything deeper is pointless because actor performance will always deviate
March 14, 2026 at 3:24 AM
June 7, 2025 at 4:06 PM
I going to start posting my really iterative (and repetitive and spoilery) greyboxing with #pupptruckproto so you can mute or follow it if you'd like
March 11, 2025 at 6:47 PM
especially when greyboxing stuff and messy quick prototypes are key to actually getting to the good parts as quickly as possible
March 22, 2026 at 11:14 PM
Getting into city planning/greyboxing stuff is extremely exciting for me, as I've never gotten so far into developing a "real" game, haha.

And Dreamcast allows me to model a lot more "carelessly" first. This scale and topology would never fly on PS1...
September 14, 2026 at 11:26 PM
There we go, finally done with the greyboxing for one of the floors in the ruins under Bod's city! Loooots of camera work being done for it to all flow smoothly X3!
September 18, 2026 at 4:57 PM
This is how every new Shallow Pond level starts. A blank playground. We all need to start somewhere, right? 🤓

Used to do a lot of greyboxing, but these days I mostly throw actual assets in and revise later. A bit like underpainting.

#gamedev #retrogame #3dplatformer #cozygame
September 25, 2026 at 1:05 PM
this is what Escape Velocity levels look like before greyboxing! my husband builds a puzzle with my lego collection and I replicate it in Unreal. everything past that happens via testing and later, Blender
makin levels!
July 24, 2025 at 8:11 PM
Designing levels just got a lot faster! I was originally greyboxing and creating environments with splines, but I switched over to terrains instead. Think it just matches my workflow more. #gamedev #indiegame
June 6, 2025 at 4:44 PM
fascinated with this answer because making placeholder assets and putting them in levels to help visualise what the final product will look like has been a part of making games for so long. devs are used to greyboxing. who is this type of work for
We asked the Crystal Dynamics team about its use of generative AI in developing Tomb Raider: Legacy of Atlantis. Here’s what Jeff Adams, experience director on the game, had to say.
June 12, 2026 at 5:22 AM