The steps
- 1Describe the place, not the story
An island with a lighthouse, a living room, a car showroom or a warehouse. Mention the size, the mood and the time of day.
- 2Decide what the visitor does
Just walk around? Collect things? Clear obstacles? View a product from every side? One goal is enough.
- 3Arrange things visually
Move, rotate and scale the objects until the route is clear and the place is easy on the eye.
- 4Tune the camera and movement
A sensible walking speed and a camera that does not clip into walls. This decides whether the experience is comfortable or annoying.
- 5Try it on a mid-range phone
If it runs slowly, reduce the number of objects before you share it.
What is realistic and what is not?
| Realistic for a light world | Not the place for it |
|---|---|
| An obstacle course or a simple race | A huge open world with whole cities |
| An island or a room to explore | Online multiplayer |
| A product showroom or a warehouse tour | Realistic console-style graphics |
What makes a world look polished?
- A small, consistent color palette.
- One clear lighting mood, such as sunset or a bright day.
- Deliberate empty space instead of crowded objects.
- A landmark visible from far away that shows the player where to go.