Sunday, November 10, 2013

Cameras in Games

Cameras in Games


    Camera and Camera systems are incredibly important in games.  Obviously, the most important fact is they allow a window into the world for the player.  They also however, can affect feeling, or give add a dramatic effect.  


    In god of war, there is extensive use of camera systems.  Programmers put the camera on a rail and boom system.  There is a min and max distance defined and maintains a certain distance from Kratos as you play.  When you activate triggers or quicktime events, it moves along this boom to a minimum distance from Kratos and either maintains it's translation, or re-positions itself depending at what point it is at within the sequence.  You then get up close and personal with the action going on as you play.  This gives you these great visuals, like the one above, as you are about to rip this guys head off.

 

    Then you get 3rd person camera systems like that in Mario 64.  This camera has static definitions of where the camera can be.  You can switch between this predefined distances, but does not incorporate the "cinematic" style that you might achieve with games like God Of War.  This camera system is purely focused on giving you the information you need, and less of giving you and in-your-face style of interaction.


    Fez incorporates there camera system to create a unique mechanic.  From first glance, it appears to be just a standard 2D platforming camera.  However, what makes Fez one of a kind is that they incorporate 2D graphics within a 3D world.  With the press of left or right triggers, it rotates the world (or camera) on the Y-axis and opens up another dimension of the world.  The designers were able to implement this unique use of the camera to develop a one-of-a-kind mechanic.


    You also have first person camera systems.  This systems are best used in FPS games and games where you want the player to view the action from the character's point of view.  This systems allow the player to feel engaged in the action, and allow for dramatic effects like the blur you see above.  In Amnesia, it also allows the designer to add more elements which will make the player feel tense and fearful.  For instance, going around corners in a 3rd person system would let the player take a sneak peek without actually having to walk around.  In this system, the player must go around, allowing the designers to add more surprise tactics to frighten the player, especially since it is happening right in your face.


    Regardless of which system you use, it is important that it matches your style of gameplay and gives the player the engagement you want.  

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