The 3D Handbook
Topic

Grids and metrics

The measurements a game is built around (player size, jump height, door width, corridor width) and the snapping grid that keeps every piece consistent with them.

level-designenvironment-artmodularscale

Metrics are the measurements a game is built around: how big the player is, how high they can jump, how wide a door or corridor has to be. A grid is the snapping increment you build on so that every piece respects those measurements. The Level Design Book defines metrics as "the sense of scale, distance, and measurements across the entire level / game" (The Level Design Book: Metrics).

When these numbers are set early, the blockout, the modular kit and the final art all line up. Errors found late are expensive, because moving a wall can mean rebuilding a room.

#Player metrics and building metrics

The Level Design Book splits metrics into two kinds (The Level Design Book: Metrics):

  • Player metrics are facts measured from the engine: the player's collision size, eye height, jump height, walk and run speed.
  • Building metrics are guidelines designers choose: floor heights, wall thickness, door sizes, room proportions.

Player metrics are discovered; building metrics are decided. A team should write both down in one place and treat them as a contract between design and art. See level design and environment art.

A greybox layout for a first-person shooter level, where building metrics are applied before any art exists. Drop to eye height in the viewer and judge the corridor widths, cover heights and doorways against a player-sized box.DJMaesen, via Sketchfab

#Engine defaults compared

Different engines measure in different units and ship with different default player sizes. The table collects The Level Design Book's starting values (The Level Design Book: Metrics).

Unity Unreal Quake / Half-Life / Source US real life
Units metres centimetres units ("inches?") inches
Player box (W × H) 1.0 × 1.8 m 60 × 176 cm 32 × 72 20 × 69 in
Eye height 1.5–1.7 m 152 cm 64 66 in
Minimum hallway 2.0 m 150 cm 64 48 in
Door (W × H) 1.25 × 2.5 m 110 × 220 cm 56 × 112 36 × 80 in
Step (H × D) 0.1 × 0.15 m 15 × 25 cm 8 × 12 7 × 11 in

The table shows two things. First, game doors are much bigger than real doors: a Source door of 56 × 112 units is roughly 1.4 × 2.8 m if you read units as inches, against a real US door of 36 × 80 in (about 0.9 × 2 m). Second, the "unit" itself is fuzzy. The book notes that Quake's inches "don't really make sense" (The Level Design Book: Metrics), and older Unreal games used other conventions: Epic's UDK documentation says 1 unit was 2 cm in Unreal Tournament, while "most licensees use a scale of 1 Unreal Unit to 1 cm" (Unreal Developer Network: Unreal Units). See units, scale and axes.

Side-by-side scale drawing on a half-metre grid. Unreal's 60 by 176 centimetre player box stands next to a 110 by 220 centimetre door. Source's 32 by 72 unit player box stands next to a 56 by 112 unit door, which is much taller. A real US person of 20 by 69 inches and a 36 by 80 inch door are overlaid on the right.
Engine default players and doors drawn to one scale (Source units read as inches). Game doors are far roomier than real ones, because the camera, the collision box and the controls all need space.Diagram by the handbook author, using values from The Level Design Book's metrics page

#Grids: choosing a snap size

A grid applies the metrics to every piece. If every wall piece is a multiple of the grid, everything snaps together without gaps.

The Level Design Book observes that Source and older engines used power-of-two grids (8, 16, 32, 64…), that Unity users often prefer 1s and 10s, and that Unreal users are split by age; its advice is to use whatever rounding you and your collaborators prefer (The Level Design Book: Metrics). World of Level Design blocks out CS:GO maps on a 16- or 32-unit grid (World of Level Design: CS:GO SDK Player and Architecture Scale…).

On a 2026 Polycount thread about modular interiors, artists recommended coarse snaps. One suggested "0.5m is probably the minimum snap distance, but I would keep it to 1m if possible", because small snaps make misalignment easy to miss; another advised the largest value you can get away with (Polycount: Building modular interiors question!). Joel Burgess makes the same point for Skyrim: level designers usually snapped to half the kit's footprint, and larger snap sizes made misalignment easier to spot (Game Developer: Skyrim's Modular Approach to Level Design).

#Gameplay metrics: jump, climb and cover

Building metrics have to respect what the player can do. Emilia Schatz describes Uncharted's rules: Nathan Drake could climb to a ledge 3.5 m above him, so no ledge was built between 3.25 m and 4 m; walkable slopes stayed under 35 degrees with nothing between 30 and 45; and low cover was 0.9–1.25 m tall with a 0.5 m buffer around it (80 Level: Defining Environment Language for Video Games). "There cannot be any middle ground" (80 Level: Defining Environment Language for Video Games). The buffer zones are as important as the numbers themselves. See affordance.

Other metrics worth writing down before you build:

#Grids in the art pipeline

Metrics also affect every environment asset:

#In different tools

#Further reading and watching

References

  1. The Level Design Book · Metrics · The Level Design Book · web · accessed 2026-10-21
  2. Epic Games · Unreal Units · Unreal Developer Network (UDK documentation) · docs · accessed 2026-10-20
  3. AlexG · CS:GO SDK Player and Architecture Scale, Dimension, Proportion (Beginner Tutorial 3/8) · World of Level Design · article · accessed 2026-10-21
  4. AlexG (World of Level Design) · UE5: Guide to Scale, Dimensions and Proportions · World of Level Design, 2023 · article · accessed 2026-10-20
  5. Polycount forum members (Benjammin, Sage, sketchem, poopipe and others) · Building modular interiors question! · Polycount, 2026 · forum · accessed 2026-10-21
  6. Joel Burgess (co-presented with Nate Purkeypile) · Skyrim's Modular Approach to Level Design · Game Developer (from GDC 2013 Level Design in a Day), 2013 · article · accessed 2026-10-21
  7. Emilia Schatz · Defining Environment Language for Video Games · 80 Level, 2017 · article · accessed 2026-10-20
  8. Kirill Tokarev · Guide to Player Scale and World Architecture in UE4 · 80 Level · article · accessed 2026-10-20
  9. Joel Burgess (interviewed by Artyom Sergeev) · Building Huge Open Worlds: Modularity, Kits & Art Fatigue · 80 Level, 2018 · article · accessed 2026-10-21
  10. The Level Design Book · Modular kit design · The Level Design Book · web · accessed 2026-10-21
  11. Robin-Yann Storm · Gyms, Zoos, and Museums: Your documentation should be in-game · YouTube · video · accessed 2026-10-21

Also consulted

Last updated 2026-10-22