Working on a project where i kinda got stuck in a level design/environment art role, although I think I'm heading in the right direction, I'd still like to read some stuff about it to make sure I'm making something fun and easy to navigate.
Of course, but if we are doing realistic environments, it helps a lot because we can do our work more credible. For a level designer, all this is like the human anatomy for a character artist. Also, we don't need to know too many measures, and in games it may be an approach.
Architecture is something to look for, and more for level designers if they want to do solid environments and not nonsense hallways and walls with repeated prefabs. If you can have access to architecture books, the better, you can find measures for ALL. I also have decoration magazines and catalogs of building materials…
Cliffy B wrote something pretty good a while ago around the UT2004 era I think. There was also a really nice write-up by the creator of Dust2 somewhere. Sorry I don't have the links, I read them quite a while ago. Shouldn't be too hard to find them through a bit of googling though.
the thing with real world measurement is, that it doesn't always apply for every game and genre, knowing such thing is nice, but it doesn't count at all if the game plays bad, because of to small corridors, doors and other stuff. If a door gets deathra in a shooter because you have freedom to move its bad no matter if the…
Polycount Wiki to the RESCUEEEEE http://wiki.polycount.com/CategoryLevelDesign Hourences has some especially good stuff. http://www.hourences.com/book/bookgameplay.htm