Post

done this before but now can't find it, so... posting this so i can find it again from an old remedy talk. max payne level design scale. his house before and after they realised you can't just build shit at real-life scale and expect it to work as a level. i am always pulling this out for folks

73 reposts331 likes

I remember a discussion that was referenced about how when Valve was making a level during the development phase of HL2, it was an ice breaker ship, and it was just so cramped, combat and movement was just not viable. I think that's around the time they switched from Half Life graphics to HL2's.

They went all-out on modelled pipes and handrails on that ship, and your player collision will snag on every single one. Around that time they also used to model their junk props on real-life scale, which made them tiny, easily two times smaller than the final versions.

i've played a few versions of that ship, i think they only finally cut it sometime in 2002 (certainly they were gonna show it at e3 2002). cramped as hell for sure. fine for some game but not that game

i'm reminded of how Castlevania: Lords of Shadow 2 had extremely messed up scaling that was impossible not to notice, though considering it apparently had severe development issues it's not surprising.

a lot of folks think this is strictly a third person camera accommodation but it isn't (though that is always a factor when you make that type of game), and it also isn't just about movement speed or pace or anything to do with what type of game you're making, it's "3d space on flat screen" problems

It's a rectilinear projection issue - the 3d geo is projected to 2d preserving straight lines at the expense of everything else vs the human eye emphasizing what we're looking at, making a fisheye bulge of lines in peripheral vision. Curious if realistic scale w/ Panini projection would feel good.

the same reason it's hard to get a good photo of a group of people in a small room even though it's easy to have full awareness of them as a person who is present there

this is why i find it extremely difficult to find an FOV sweet spot because i feel like as soon as you start fucking around with it your sense of the environment and it's scale gets so warped. Whether it feels like you're too close or too far etc.

You don't have to exaggerate the scale as much if your player character is smaller than 2m tall / 1m wide, but that only works in first person games. I've gotten away with fairly realistic environment sizes for a 5'6 (168cm) tall player. The props still need to be big though.

This was a fun thing in VR ports…scale becomes obvious, so now the player can tell when your soda cans are actually the size of basketballs. (I’m thinking of Firewatch but other examples abound.)