Camera Rongkai Guo Why Camera First? Games have their own visual - - PowerPoint PPT Presentation

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Camera Rongkai Guo Why Camera First? Games have their own visual - - PowerPoint PPT Presentation

Camera Rongkai Guo Why Camera First? Games have their own visual rules Contrary to other kinds of camera Difficult and Expensive to change a poorly designed camera Rules are needed to govern the camera through the whole game


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SLIDE 1

Camera

Rongkai Guo

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SLIDE 2

Why Camera First?

  • Games have their own visual rules
  • Contrary to other kinds of camera
  • Difficult and Expensive to change a poorly designed camera
  • Rules are needed to govern the camera through the whole game
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SLIDE 3

Camera Types

  • Fixed Point
  • Rotating
  • Scrolling
  • Movable
  • Floating
  • Tracking
  • Pushable
  • First Person
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SLIDE 4

Rule #1: The Golden Rule

  • Cinamatography: Convey plot or emotion
  • What story want to tell
  • What audiences want to see was before. User Center Design
  • Gamatography: Both plot and emotion
  • What players need to see
  • Lensing: How the player sees the game and how the players

interprets what they see is a constant

  • The Golden Rule of good gamatography: If your camera doesn’t help

the player play then design one that does.

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SLIDE 5

Rule #2: Surrounding Space

  • The game world is what gets most of the play brain’s attention
  • The surrounding space of an action game is usually the immediate

area surrounding the character plus a cone extending out from its front

  • For example, Super Mario, racing games.
  • Rule: Make sure that the camera can always see the surrounding

space

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SLIDE 6

Rule #3: How Much Agency?

  • Moving perspective is a part of the play experience
  • Any difficulties?
  • First time player?
  • People who got easily disoriented?
  • Expert players?
  • Rule: Know your audience’s tolerance for camera control
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SLIDE 7

Rule #4: Distance to Action

  • Depth estimation is a lot harder in a 3D game environment. Especially

when the objects is moving toward or away from you.

  • 2D games usually won’t have this issue
  • If the main action is far away, like first person shooting games, aim is

more important

  • If it is close-up games, like fighting, the ability to judge close distances

matters more.

  • If the players need the information, be able to see the whole field is

vital

  • Rule: Compensate for distance to action
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SLIDE 8

Rule #5: Light The Way

  • Human: 170 degrees of horizontal and 100 degrees of vertical vision
  • A screen: 100 degrees of horizontal and 50 degrees of vertical
  • A game: A world framed by the borders
  • Easier to blindside players
  • Rule: The camera and lighting need to lead rather than follow
  • Cinema Examples
  • Insanely Twisted Shadow
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SLIDE 9

Rule #6: Transitions

  • Modern games commonly use more than one type of camera.
  • The complex part is managing the transitions.
  • Cinema often uses cuts, however games are usually better served with

movement rather than cutting because cuts during play are disorienting.

  • Sometimes movement transitions won’t work. When passing through a

doorway in third person action games. The game would have to pause for more than a second or move the camera through a wall. Neither is good, so the camera just cuts instead, but try fade out and fade in

  • Preserve the direction to reduce the disorientation from a cut.
  • Rule: Always ground your transition.
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SLIDE 10

Ultimate Goal

  • Fell natural!
  • Robust and consistent through the whole game
  • Predictable
  • Gamatography’s job is to let players play and establish the emotional

connections on their own.