# How does Blender handle model scale when converting OBJ to blend?

I made the following model in MakeHuman: a man wearing a hat and some clothes:

https://github.com/hotmeatballsoup/blender-repo

When I exported him as an OBJ file, and then import that OBJ in Blender, he is huge (way, way bigger than the default grid):

Ultimately I plan on saving him as a blend and then using that .blend file in a game (that uses an engine which natively support Blender assets). But I'm a little confused about how size/scaling works in Blender.

This is a man of reasonable height, so say for the sake of the argument, he's 6 feet tall. In my game I need him to look like he's this height, and to appear neither tiny (Ant Man size), nor huge/giant-sized. However, in the game, perhaps the player does something that makes him either grow to be 50ft tall, or shrink to only be a few inches tall. Clearly, models have to maintain some kind of "display scale" or size metrics, so that the program displaying/rendering them can present them at the correct perceived size, relative to the viewpoint/camera.

Why did Blender import my OBJ file with the model being so big (or is this just me not understanding/interpreting what I'm seeing correctly)? What can I do to "fix" this model - in OBJ format, but from inside Blender - so that he is the "correct" size (again, this could be tiny/several inches, normal/6ft or gigantic/50ft, depending on what's happening in the game)? And how do I make sure that when I convert the OBJ to a .blend file these size corrections are maintained?