Contents
Engine-independent guidance
Calibrate level dimensions against the playable character and camera
On this page
The principle
Establish reusable spatial measurements with the actual controller and camera. Recheck affected spaces when movement or viewing assumptions change.
Applies when
Traversal, cover, sightlines, or modular construction depend on shared dimensions.
Does not apply / Exceptions
Measurements are project-specific, not universal architectural rules. Deliberate discomfort or unusual proportions may be appropriate; preserve functional access unless blocking it is intentional.
Rationale
Clearance and apparent scale are different problems. A doorway can pass collision tests yet feel cramped; a movement change can invalidate an otherwise familiar jump.
Implementation
Build a small metrics test map containing passages, steps, slopes, jumps, and representative cover. Check both physical passage and perceived comfort. Record tested controller and camera settings alongside the dimensions.
Editorial application: keep a compact change checklist. If a jump parameter changes, revisit required gaps; if the camera changes, revisit visibility and perceived clearance. Record expected and observed results separately so a passing old test is not mistaken for current evidence.
Disagreement
Consistent dimensions improve reuse; deliberate variation can support particular experiences. Treat measurements as defaults with documented exceptions.
Notes
Confidence 3: practitioner guidance. No fixed door width, jump distance, or field of view is prescribed. The change checklist is an editorial application, not a quoted production method.
Connected principles
Source trail
Evidence strength describes support for this guidance, not a probability that it is right for your situation.
Citation and record details
GDC-L1-LEVEL-0010 · contextual guidance · canonical
Recorded verification date: 2026-09-18. This is not a claim of an engine test.