- Reduces how many textures we have to import and manage
- Optimizes rendering
## Scale
As we are working with asset packs grounded in realism, keeping scale consistent is important to the player's immersion and believability of the scene.
In some cases, however, we may be required to push this in one direction or another for gameplay purposes specifically.
Here are cases where we would want to exaggerate scale for gameplay purposes:
- **Doorways** - Do not want the player's camera to bump against it as they move through
- **Walkable platforms** - Players may accidentally stumble off of thin platforms
- **Objectives (buttons and such)** - Player should be able to easily spot things of interest
Regardless of if scale needs to be exaggerated or not, doing research on what conventional sizes for objects may be helpful.
Context is key in these cases as well.
For example, some pine trees may have an average height of 10 meters, whereas most oak varieties may have an average height of 20 meters.
What does this mean for the size of our models when we're in a taiga versus a savanna?