8 Rookie Mistakes Every Video Game Modder Always Makes

7. Tipping The Scale

While we€™re on the subject of real-world settings, let€™s talk about sizing your world appropriately. Everything you create should have consistent measurements (even if you€™re slogging through an alien environment like the battered wreckage of a Dentrassi Cruiser) but problems with scaling will be much more noticeable if you€™re creating content for a game set on Earth. Video game characters tend to sprint everywhere, and most of the time they€™re not clever enough to do things like tuck in their elbows when moving through doorways €“ stuff we do automatically. As such, there€™s a delicate balance that€™s maintained when a game€™s environments are being constructed. Lara Croft€™s personal gym needs to be huge so that she can flip and somersault easily around it, but she still needs to look like an adult when she€™s standing by a piece of scenery. Get the balance of scale wrong and your character will either struggle to move through buildings at speed, or wind up the size of a child, with lots of room to run around but no way to see over the waste paper basket. New mappers often plonk down an arbitrary space first to use as a canvas, and then come unravelled trying to fill it with interesting stuff. Instead, look closely at the size of doorways, ledges and ladders that are already in the game to get an idea of what€™ll feel €œcorrect€, then think about the player €“ how long do you want it to take them to get from one end of your level to the other? That€™ll give you your starting measurements. And don€™t forget to leave space to swing the camera!
 
Posted On: 
Contributor
Contributor

Chris has over a decade's experience as a game designer and writer in the video game industry. He's currently battling Unity in a fight to the death.