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How do you create a sense of scale?

deolol
polycounter lvl 6
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deolol polycounter lvl 6
Hi there, I know it sounds like a simple question but its boggled me when it comes to the more technical side of things

I want to create a scene which gives makes the player feel insignificant/amazed when they look at the false vast environment, be it from a window or some other vantage point whilst they traverse a corridor or some other enclosed area in both horizontal and vertical axis. For example looking down from a high building and seeing glimmers of traffic, actually getting a sense of scale or seeing ships/spacecraft zooming on by into the distance between buildings far in the distance.

How would one go about achieving this effect? Primarily it would be for aesthetic purposes but I've never modelled beyond a closed quarter environment and it's always felt dead, in the sense that the world is in that one room or that one corridor and when you look out its either barren or lifeless.

I'd like some input on aspects such as;
- Do you model objects in a far away distance or simply change scale & trickery to convince the player
- FOV and if it makes a difference in making a player feel more/less immersed in a large environment
- Maybe others if you have input :)

It seems like a hard task but its a satisfying result when a game can convince you of your insignificance.

This is my favourite but by no means the best example, heading to this vantage point you were in narrow, claustoprobic corridors and rooms and as you enter this room you are reminded of how small you are in the city: http://img191.imageshack.us/img191/1104/112466.jpg

Some concept art that also make me think about it:
http://mingrutu.deviantart.com/art/Underground-gone-with-the-gun-290126111
http://artlister.tistory.com/entry/conceptart-artworks
http://cghub.com/images/view/239938/

Theres so much more but hopefully you get the idea :D Thanks..

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