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Level Up.pdf

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130 LEVEL 6 The Three Cs, Part 2—Camera<br />

Third Person Camera<br />

Another good way to avoid turning your game into a puke - a - rama is to pull<br />

the view back into the third person view. Now remember, this isn ’ t a<br />

solve - all solution, but I have found that when the player has something to<br />

focus on, the effects of DIMS seems to reduce. A third person camera also<br />

lets the player get a better view of the world, the action, and what ’ s coming<br />

up behind you. Watch out War! That skeleton ’ s got a sword!<br />

Pulling the camera back behind the player offers many advantages over the<br />

first person view. First off, you get a clear view of your character … ’ s butt 5 .<br />

Well, that can be fixed by allowing the character to turn around and run<br />

towards the camera. But then you have to make sure the camera can track<br />

backwards with the player. Does that mean the controls become camera<br />

relative or player relative? And how does the player restore the camera back<br />

to its original position? Hmmm. This may be more complicated than I first<br />

thought.<br />

Getting a third person camera to work correctly may be the biggest<br />

challenge a team has to face. While there are many things that can go<br />

wrong with your camera, let ’ s try to work through them to get them right.<br />

Camera movement. When I was in high school, I had an after- school job<br />

of videotaping sporting events. As I concentrated on filming the game, I lost<br />

track of everything else that was going on around me. As a result, I tended<br />

to back into the coaches and trip over the gear lying on the sidelines, which<br />

5 The story goes that Toby Gard, one of the designers of Tomb Raider (Eidos Interactive,<br />

1996), made his lead character a woman because he didn ’ t want to spend the entire game ’ s<br />

production staring at a guy ’ s ass.

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