This topic seems simple at first, bot on second look, it's evidently hard to grasp. First hurdle would be our missing experience with creating "open worlds" or anything relatable. Even regarding the fact that Project Iridium takes place in a single house, scale is very important. Closets as high as a mountain, sinks as deep as the sea... it's possible to imagine what level of detail even the most basic models and textures require, and what that translates to in terms of overall performance of our game itself.

For example: we noticed that the modeling of detailed hinges is worthy of our time. As a character the size of a toy, it's in plain eyesight, so it would seem strange if cabinet doors were afixed magically. Textures, on the other hand, must be in high definition as to not seem pixelated or artificial. Since we set our goal to make almost every part of our world "walkable", we won't get around creating materials for fabric, wood, stone and other otherwise "secondary" textures that often get subpar treatment in normal-sized games, since Iridium is scaled up big time. So the character is near them, always, everywhere.

This may sound rather pessimistic and whiny, but do not misunderstand! We enjoy experimenting and the freedom to get as detail-loving as possible. It's a completely different way of modeling and texturing. It's required to not think of it as just another normal-sized world. Imagine being just about 15 centimeters tall, and that's the perspective we use for detailing everything.

Which leads us to the next obstacle we have to maneuver around. Normally any character in video games posesses a skeleton with joints and bones, with which they're able to move. This is called a rig. For the character and rig to function properly, it can't be too small, and well... 15 centimeters are clearly too small. This realisation reminded of us our time at the university, where we recognized and solved problems in a similar manner. Good times. With this "skeletal-problem" in our way, we were forced to find a solution. So we just changed scale. 15 centimeters are now about 1.6 meters, no sweat. It's just a question of scaling.

Fäbschen