What's wrong with doors in games?

Ойындар

We will find what's wrong with doors in games and why the doors are so huge. You might not have noticed, but in most games the doors are much larger than in real life. It is quite interesting game detail. We will take a look at the differences between game cameras and human eyes. We will also test door sizes inside Unreal Engine to understand why real dimensions do not always work in games. We will also discover what door sizes work best for game environment.
0:00 What's wrong with the doors?
0:24 Real door sizes
0:42 Game examples
1:00 Testing door sizes
1:44 Human eyes and camera
2:39 Developers' goal
3:04 3rd person games
3:20 Conclusion
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Пікірлер: 63

  • @howyoudoin8005
    @howyoudoin80054 жыл бұрын

    At first, I couldn't relate because the door at my house is huge. Then I realized that I'm just short...

  • @faber7507
    @faber75074 жыл бұрын

    0:35 centimeter is cm not sm

  • @isaaclowe2500

    @isaaclowe2500

    4 жыл бұрын

    Well spotted man! hope he sees this as help and not you being rude! (Language can be tricky!)

  • @MrKurush
    @MrKurush3 жыл бұрын

    I never notice this thing until me and some collegues actually started working on a third person game and we made a lot of research about measurement and size of buildings... we were freaking out when we tried move with the character because all looked so wrong XD

  • @MrMoMo729
    @MrMoMo7294 жыл бұрын

    It would be cool to mention the difference of doorways in VR.

  • @batmangovno
    @batmangovno4 жыл бұрын

    A.I. and Games recommended your vid, congrats!

  • @brownsuede4413
    @brownsuede44134 жыл бұрын

    This is amazing content, and the editing of the video is professionally done. Great work

  • @soulmate9988
    @soulmate9988 Жыл бұрын

    I've seen many tutorials but I have to admit that yours are on another level 🔥

  • @vizthex
    @vizthex8 ай бұрын

    never noticed it before but now it's gonna haunt me forever. i blame Jauwn since he directed me to this video from his one about undead blocks.

  • @pranjalbhattacharjee5601
    @pranjalbhattacharjee56014 жыл бұрын

    Narrow passages are also harder for ai agents to navigate.......I have found that sometimes having narrow passages in the level would create gaps in the navigation mesh making it impossible for ai to move through these areas.......

  • @nikolayshamaev

    @nikolayshamaev

    4 жыл бұрын

    Great note. I have to consider this in other videos

  • @lukasallenbaugh4728
    @lukasallenbaugh47282 жыл бұрын

    Thanks for the professional quality video. It answered a rather confusing question.

  • @3possumsinatrenchcoat
    @3possumsinatrenchcoat4 жыл бұрын

    I'm gonna be hyper-aware of this whenever I play something from now on, aren't I lol. Great content, concise and very well presented on a topic I never even realized was a thing I wanted to know about!

  • @nikolayshamaev

    @nikolayshamaev

    4 жыл бұрын

    Tnank you! I have more to share in future videos. I hope it will help people to build great games and to know more

  • @3possumsinatrenchcoat

    @3possumsinatrenchcoat

    4 жыл бұрын

    @@nikolayshamaev That sounds super cool, I can't wait to see what else you decide to work on! (I subscribed right after watching, while I'm not a developer or anything as involved for making games - I don't really feel I have the aptitude for it - I really love learning about the sheer work and ingenuity that goes into taking bits of code and wrangling them into a game people can play for hours on end. Certainly gives a lot more appreciation for games I already admire too!)

  • @mitchellradspinner4491
    @mitchellradspinner44914 жыл бұрын

    Fantastic! I’ll never be unable to see this. Great work.

  • @nikolayshamaev

    @nikolayshamaev

    4 жыл бұрын

    Thank you!

  • @baxton1915
    @baxton19158 ай бұрын

    Thank you so much for that video. Really. Truly interesting.

  • @ramiru3264
    @ramiru32644 жыл бұрын

    Good content! I need more of this (I'm not demanding anything lol)

  • @andreap8343
    @andreap83433 жыл бұрын

    Great video! Really well made, thank you!

  • @nikolayshamaev

    @nikolayshamaev

    3 жыл бұрын

    Thank you

  • @Rickkysimo
    @Rickkysimo4 жыл бұрын

    They also always open both ways lol

  • @nikolayshamaev

    @nikolayshamaev

    4 жыл бұрын

    Good note to continue "doors research"

  • @mrlabcgsolutions6292
    @mrlabcgsolutions62924 жыл бұрын

    love this , i thought i was wrong when i made the doors bigger due to collision issues .

  • @nikolayshamaev

    @nikolayshamaev

    4 жыл бұрын

    Thank you

  • @user-op6zq4eb7p
    @user-op6zq4eb7p4 жыл бұрын

    In rpg maker mv, the character sprite size (one frame) is 48x48, but the door sprite size (one frame) is 48x96

  • @mydogsfacelookslikeastockp8275
    @mydogsfacelookslikeastockp82754 жыл бұрын

    I think this explains why the player character seems super short in game. The doors are huge.

  • @ThoughtBundle
    @ThoughtBundle Жыл бұрын

    Thanks for the great video! But it seems to me that the real issue is with the FOV and how the 3D space is projected. Games should move on from this standard model to something like Panini Projection so that real-world dimensions can be used in games, making things like photogrammerty-authored assets viable out of the box.

  • @user-vp3hy2zc8n
    @user-vp3hy2zc8n2 жыл бұрын

    interesting video

  • @szabolcsvranceanu47
    @szabolcsvranceanu474 жыл бұрын

    Really dude, you write sm for the centimeter?

  • @pakistanigamer6525

    @pakistanigamer6525

    4 жыл бұрын

    Lol

  • @nikolayshamaev

    @nikolayshamaev

    4 жыл бұрын

    Yeah, a little trick. Thank you for the note. I should pay more attention to right spelling

  • @szabolcsvranceanu47

    @szabolcsvranceanu47

    4 жыл бұрын

    Anyway, it's an interesting finding, never realized the real scale of the doors in games.

  • @nikolayshamaev

    @nikolayshamaev

    4 жыл бұрын

    Thank you

  • @maxb.h.2849

    @maxb.h.2849

    9 ай бұрын

    The author of video is Russian, in Russian language it pronounces as "santimetr" (and spelled as "см.", but c is always pronounced as s in Russian).

  • @TheIceBallsGaming
    @TheIceBallsGaming2 жыл бұрын

    i never noticed this to be honest, still doesn't bother me :D

  • @calebtsarmiento
    @calebtsarmiento4 жыл бұрын

    How tall did you make the character in your test maps?

  • @nikolayshamaev

    @nikolayshamaev

    4 жыл бұрын

    The character is 180 cm in height in first person example and in third person as well

  • @danielvutran
    @danielvutran3 жыл бұрын

    I noticed this too !!! 😂

  • @cesaresperelli
    @cesaresperelli3 жыл бұрын

    underviewed video

  • @nikolayshamaev

    @nikolayshamaev

    3 жыл бұрын

    Thank you! It would be great if you can share it. It will definitely help to grow it in KZread algorithms. I'm going to make new researches in the recent future.

  • @Rob9
    @Rob94 жыл бұрын

    Do you think this would apply in VR?

  • @nikolayshamaev

    @nikolayshamaev

    4 жыл бұрын

    I think VR requires specific approach because the view mode is completely different from the first-person games. It would be great to test in VR

  • @EugeneLychany

    @EugeneLychany

    4 жыл бұрын

    @@nikolayshamaev My guess is because we use both eyes for VR, it would be more similar to real dimensions.

  • @rinoz47
    @rinoz474 жыл бұрын

    Everywhere in hitman looks like they would have those huge luxury doors anyway

  • @nikolayshamaev

    @nikolayshamaev

    4 жыл бұрын

    Yeah. definitely true

  • @SuperCinema4d
    @SuperCinema4d2 жыл бұрын

    Класс, а высота потолков?

  • @nikolayshamaev

    @nikolayshamaev

    2 жыл бұрын

    Тему высоты потолков тоже рассмотрели в этом видео на канале:kzread.info/dash/bejne/pqtqsMqwfdjdldo.html

  • @EugeneLychany
    @EugeneLychany4 жыл бұрын

    Ок, у меня теория. По логике, показанной в видео, оптимальные размеры отличаются от реальных на 40 сантиметров. Что если замерять реальные здания, но к полученным размерам добавлять по 40 см для реализма в движке? Плюс 40 см с каждой стороны к окнам, стенам и так далее.

  • @nikolayshamaev

    @nikolayshamaev

    4 жыл бұрын

    Здесь следует учитывать баланс размеров всего окружения. Работа разработчиков по построению естественного баланса и пропорций объектов удивляет конечно

  • @MrNoosphere
    @MrNoosphere4 жыл бұрын

    How about doors in VR FPS games?

  • @nikolayshamaev

    @nikolayshamaev

    4 жыл бұрын

    Good question to continue research on this topic. Definitely not the same result. I think the approach is different for VR games because in VR we actually have 2 eyes and stereoscopic vision

  • @nikolayshamaev

    @nikolayshamaev

    4 жыл бұрын

    It would be great to test the doors with VR

  • @maxsexablow6866
    @maxsexablow68664 жыл бұрын

    2cm. centimeter. CM, sm. Idk if anyone already said that. Great video tho

  • @nikolayshamaev

    @nikolayshamaev

    4 жыл бұрын

    Thank you. Yeah, a little spelling mistake

  • @bluestra5030
    @bluestra50304 жыл бұрын

    AI and Games sent me here

  • @GmanGavin1
    @GmanGavin16 ай бұрын

    Pfff. Meanwhile I'm blind in my right eye 😅

  • @cyber_robot889
    @cyber_robot8893 жыл бұрын

    LMAO I'm always playing with fov 120-160

  • @TJ-pg6up
    @TJ-pg6up4 жыл бұрын

    Godammit youve ruined it for me now. I can't stop noticing it!

  • @Thesupperals
    @Thesupperals2 жыл бұрын

    I feel like I have to argue with you here because not all doors are universally the same height. The height of doors in the USA try to be a minimum of 6 feet and 8 inches for homes. The average height for female is under 6 foot and the average height for a male is over 6 foot. When you look at game characters, they almost always do not meet the prerequisites for size comparison every single time and that is because It has always been about feeling good; Even the Unreal model is unrealistically too wide. To fix it, we measure in heads, not feet or meters. This is also why men and women are almost measured to be exactly the same height in video games.

  • @Drayken

    @Drayken

    5 ай бұрын

    Average door specifications IRL are 3ft wide & 200cm high for residential, 3ft wide & 210cm high for commercial.

  • @Thesupperals

    @Thesupperals

    5 ай бұрын

    But by no means is it a minimum ore requirement. They can change size to whatever they want.@@Drayken

  • @Drayken

    @Drayken

    5 ай бұрын

    @@Thesupperals No shit sherlock, the point is that's what standard IRL unless you want to deal with the headache of sourcing unconventional doors and materials.

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