#graybox
Let's take a look at what really happened to AO3:
November 1, 2026 at 3:11 AM
there are many reasons to graybox

clearer evaluation of visual hierarchy, iteration speed, accurate expectation setting, clarity of process

but also consider, you do not want your "temp model" to find its way to an external partner (like a marketing agency) and have it keep popping up for years
would love to see a thread of small practical pieces of advice developers just starting out or unfamiliar with a genre might not know!

I’ll start: if you’re using a tag-based system, don’t just give everything an individual tag—look for thematic groups where similar events can lead to same outcome
Biggest lesson I learned was, snap your floats! Build on a grid. Large floats take up a lot of extra calculations and the results may vary depending on the hardware. This can cause a lot of unpredictable bugs. Things move around or fall out of the world. A lot of indie projects make this mistake.
October 31, 2026 at 6:25 AM
[ #ormagipress ]
Gradually getting more things to share to make up for lack of 'marketing pizzazz'...

But regardless of whether I am in a graybox test hellscape or not... the titan eventually catches up.

...and that's not the worst it can do by far...
#madewithgodot #indiegame #indiedev
October 28, 2026 at 8:06 AM
That dark atmosphere in the maze looks SO good, going from graybox to final render is such a satisfying jump. a horror maze like that would be wild in VR tbh
October 22, 2026 at 4:45 PM
Before school playing DKC3 on SNES

Then coming home in the aftermoon to see a graybox hooked up to the tv and dad hands me the controller and this was playing
October 21, 2026 at 12:11 AM
oh and I have been naming my computers after robots or spaceships since I was in high school... so at this point our gaming PC has a stack of SSDs called

Normandy
Hyperion
Citadel
EDI
Graybox
October 21, 2026 at 9:11 PM
It’s finally done!
From graybox to the final, finished render.
The dark atmosphere is locked in, and the maze is ready. Super proud of how this location turned out.

#gamedev #indiedev #UE5 #indiegame #leveldesign #FoldedFear
October 19, 2026 at 3:25 PM
The current idea in my head is each level will be separated by hand drawn cutscenes featuring narration and dialogue of the protagonist, the actual gameplay?

Ever play Dusk or Turbo Overkill? We're going for that, so far my graybox level hits the movements perfectly
October 17, 2026 at 12:32 AM
Ah, yes. Keiji's graybox. We have dismissed that claim.
October 16, 2026 at 4:51 AM
For me I have people give me a concept, maybe a few pictures off of Pinterest, and then I take half up front with a guaranteed date, with updates from graybox, materials, lighting, bringing in for some tests on vrchat, with other half being paid upon upload to said acct.
October 15, 2026 at 6:29 PM
level designers need to trap the guy who made this chart in a graybox alley and teach him a lesson
New EA patent has some unusual ideas about game dev roles.
October 8, 2026 at 1:56 AM
Concept art and graybox assets have always been influenced by mood boards, stock photos, and references. The human artists still model, light, texture, and optimize the final shipping assets. Also, isn’t DLSS a local resolution upscaler? It’s been around for a bit.
October 9, 2026 at 4:38 PM
When I talk about Blender on Android, strangely people always ask back as I plan to do realistic sculpts, 4k bakes and heavy simulations, when in my head the plan was to go from blockout/graybox to low poly models like this (ps. not dunking this style, this man style is Awesome and I'm big fan)
October 9, 2026 at 12:04 AM
About time I got back on the graybox nonsense
October 7, 2026 at 2:37 PM
October 3, 2026 at 7:38 AM
Job ID: 2026-10507
Extract: The postdoctoral researcher will design and validate graybox tunneling algorithms for multi-objective combinatorial optimization, focusing on parallelization and scalability on HPC platforms.
October 3, 2026 at 7:38 AM
I understand the "make as real as possible". It can certainly help with higher up folks or with folks that can't fill in gaps from an earlier proto.

But, I would flag that I have seen massive value from early graybox protos. Even paper prototypes.

Ultimately it can come down to your audience
October 1, 2026 at 8:50 PM
Thought to myself, "Can I leverage geometry nodes some more for making assets?" and put together some quick little modules for a big ruined tower. Did a quick test, it exports well though loses the optimization of being made of instances. #GodotEngine
September 29, 2026 at 3:22 AM
today i gotta finish doing graybox for most rooms in the priiism demo, only one is fully done, and then clean this farmhouse and pack all my stuff and go home. eager for my own bed but i've loved playing "farmer who writes LISP" for a couple weeks.
September 24, 2026 at 12:00 PM
Decided to destroy Keiji’s graybox because it was something deeply personal to him, and that’s what he wanted. I have a feeling I might’ve missed some content because of that, and now I’m really curious what was so important in there… but I guess I’ll find out another time
September 22, 2026 at 12:46 AM
Everyone should have basic 3D skills because it's important to be able to go 'ok I'll graybox it out' when your wife is stressing about how many trim tiles to order for your bathroom
September 20, 2026 at 10:55 PM
SHURIKEN. (2v2 wingman)
Experimentative small fun project.
Tell ur momma, doggo, everyone.
Enjoy!

#cs2 #ld #leveldesign #blockout #graybox #fps #ninja #shuriken #japan

steamcommunity.com/sharedfiles/...
September 10, 2026 at 8:11 PM
this is a *very* rough graybox with a bunch of unity cubes. gonna export this into blender and do it the right way, this was just to get a sense of scale in an environment that i'm already comfortable in
September 6, 2026 at 4:09 AM
Finished 4 initial drafts of areas today. And decided to add a HUB type area. Opting for a faster workflow, by doing a rough graybox of all the areas of the 100% in godot. Intricate areas like within the Castle, and Forgotten Dregs will require significantly more detail.

#indiedev #gamedev #godot
September 4, 2026 at 11:42 PM
Classic psychological warfare. They're using Keiji's graybox as a weapon.
September 3, 2026 at 4:57 AM