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

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

5 reposts70 likes

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

sorry, HANDLES ON TOILET STALLS you can see this with the house in Adios too, it's not sized correctly outside, but internally we worked very hard to make it ~appear~ naturally sized

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.