Heh that is pretty old stuff :P It depends, at the very beginning of a game or project you will likely have nothing to whitebox from. It kinda changes as you make progress into production, as you will find yourself then having access to a wide range of finished props or structures, and then it becomes that kind of hybrid…
Not sure I've seen it said here yet, all that you guys said is right, bout gameplay, iteration time etc. But it's also a massive help to artists to help them plan things and see a closer vision to the final scope the level or game represents. The more accurate and broken down your whitebox/greybox pass is, the easier it…
There's two uses mainly; As Placeholder geometry... In a production pipeline, if a designer is waiting on level components, then if a dimensionally and functionally correct placeholder or standin is created. This will be used instead of final art so they can do their job without this art bottle neck. To facilitate…