Worldbuilding

Level Scale Reference

Direct answer

Believable spaces come from a handful of dimensions: a 2.1 m door, a 2.6 m residential ceiling, a 17 cm stair rise, 1.1 m waist-high cover and a 2 m comfortable corridor. Games then widen circulation by roughly a third, because a camera needs more room than a body does.

m

Human-derived dimensions rescale with this. World objects like vehicles stay put.

%

How much wider than reality your corridors and doorways are, to give the camera room.

The human figure

DimensionSizeBehaviour
Standing height1.8 mscales
Eye height standing1.65 mscales
Shoulder width0.46 mscales
Crouched height0.95 mscales
Prone height0.35 mscales
Comfortable reach up2.1 mscales
Step-up a player accepts without a jump0.4 mscales

Architecture

DimensionSizeBehaviour
Door height2.1 mscales + widened
Door width, single0.9 mscales + widened
Door width, double1.8 mscales + widened
Ceiling, residential2.6 mscales + widened
Ceiling, office or shop3.2 mscales + widened
Ceiling, industrial hall8 mscales + widened
Corridor, comfortable2 mscales + widened
Corridor, tight and deliberate1.2 mscales + widened
Window sill height0.9 mscales
Handrail height1 mscales
Stair rise per step0.175 mscales
Stair run per step0.28 mscales
Ladder rung spacing0.3 mscales

Combat and traversal

DimensionSizeBehaviour
Waist-high cover1.1 mscales
Full-height cover1.9 mscales
Crouch-only cover0.9 mscales
Comfortable jump across3 mscales
Comfortable jump up1.2 mscales
Safe fall without damage3.5 mscales
Mantle-able ledge1.5 mscales

The world outside

DimensionSizeBehaviour
Car length4.5 mfixed
Car width1.8 mfixed
Car height1.5 mfixed
Road lane width3.5 mfixed
Two-lane street with pavements12 mfixed
Terraced house frontage6 mfixed
Storey height, outside3 mfixed
Street lamp height8 mfixed
Mature oak height20 mfixed
Shipping container, 20 ft6.06 mfixed

Method & assumptions

How this is worked out

Every dimension marked as human-derived is stored as a ratio to a 1.8 m figure and rescaled when you change the character height. If your protagonist is 2.4 m tall, a door at 2.1 m stops reading as a door, and the table tells you it now wants 2.8 m.

Architectural and circulation figures additionally take the widening percentage. Real corridors are built for bodies; game corridors have to accommodate a camera that sits behind and above the character, plus a combat encounter. Thirty per cent over the real figure is the usual starting point, and it is the single most common reason a faithfully measured building feels cramped in engine.

World objects — vehicles, roads, trees — do not rescale. They are the anchors that tell the player how big everything else is, which only works if they stay the size the player already knows.

Questions

How tall should a door be in a game?

2.1 m matches reality and works for a 1.8 m character, but most games go to 2.2 or 2.4 m so the camera does not clip and the player does not feel they are ducking. Scale it with your character height if that height is not roughly human.

How wide should a corridor be?

Real corridors are 1.2 to 1.5 m. Games want 2 to 2.5 m for a first-person view and 3 m or more for a third-person camera, because the camera sits behind the character and needs somewhere to be. Narrower than 1.2 m reads as deliberately claustrophobic.

Why does my level feel cramped despite correct measurements?

Because correct measurements are for bodies, not cameras. A third-person camera needs roughly a third more room in every direction, and combat needs more again. Building from architectural drawings without that allowance is the most common cause of a level that measures right and plays wrong.