World scale
Establish a unit convention for characters, doors and reachable objects. Inconsistent scale makes movement speed and interaction distance difficult to judge.
Prepare a 3D game prototype around consistent world scale, a readable camera and a small set of interactions. Test a simple room before adding detailed models.
This page is a planning guide. Elseland Game Maker is not publicly available yet. You can browse games on the website or play in the mobile app.
Make these decisions before choosing a tool or expanding the project.
Establish a unit convention for characters, doors and reachable objects. Inconsistent scale makes movement speed and interaction distance difficult to judge.
Decide whether the camera is first-person, fixed or follows the character. Test how walls and tall objects affect visibility before building a dense environment.
Show which object is selected, what action is available and what changed after the action. A hidden trigger is hard to distinguish from a broken control.
Limit the first scene’s geometry, lights and effects. Measure it on the intended device; an editor preview on a powerful computer is not sufficient evidence.
Use the sequence below to keep the first version small enough to inspect.
Use simple shapes for walls, a doorway and two interactive objects. Fix the scale and movement speed while the scene is still easy to change.
Let the player find a switch and open an exit. Provide feedback on the switch and the door so the connection is visible.
Walk near walls, inspect the scene from awkward angles and try the target device. Resolve camera obstruction and slow frames before replacing the blockout art.
An original planning example, not a claim that Elseland has generated this result.
A player enters a compact workshop, locates a fuse and inserts it into a panel to open the door. Use simple placeholder shapes, a highlighted panel and a visible door indicator. The fuse can be collected once, the door stays open after activation, and restart restores the workshop.
A concrete check is more useful than another variation of the same prompt.
Stand beside large props and move through corners. Confirm that the camera cannot hide the player or the next required object.
Approach the panel from several directions. The prompt and action should become available at a consistent distance.
A model must be checked for scale, orientation, materials and collision in the actual scene. A good-looking render alone does not establish those properties.
Answers about scope, handoff and the limits of this workflow.
A simple blockout is usually easier to revise. It exposes layout, camera and interaction problems before detailed art makes changes expensive.
Not necessarily. Check its scale, materials, collision and any required animation or rigging in the destination engine.
Use the systems needed for one observable objective. A small, complete interaction is easier to evaluate than a large scene with many disconnected features.
Elseland Game Maker is not publicly available yet. This page helps you prepare a brief and evaluate a workflow. The current website offers games to browse and play; the mobile app is a separate destination.
No. They are written examples and acceptance checks. Producing a working game or asset requires a suitable tool, implementation and testing.
Explore the Elseland homepage and choose a game to play.
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