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Level Up.pdf

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

• Removing camera control gives the player one less thing to worry about.<br />

If they aren ’ t wrestling with the camera, the player is free to concentrate<br />

on what ’ s important: playing your game.<br />

• More visual bang for your buck. A camera where YOU determine what<br />

it ’ s looking at means that game art can be built to maximize polygon<br />

and texturing limitations. In God of War, the environments were built like<br />

theater sets, not in full 3 - D. Why build the back of a building if you are<br />

never going to see it?<br />

• You can treat your game like a dark ride. Disneyland ’ s Haunted Mansion<br />

is the perfect real - world example of a designer- controlled camera, as its<br />

omni - mover carts 6 always have the guest looking at the most interesting<br />

scenes in the ride. You commonly find this kind of rail camera in first<br />

person shooters like Time Crisis (Namco, 1995) and House of the Dead.<br />

(Sega, 1996).<br />

• Your game world simply looks better. Taking away camera control<br />

means you can set up shots. Want a worm ’ s - eye view to make the boss<br />

look more menacing? No problem. Want to skew the camera to make<br />

the world look demented or creepy. Go right ahead. No one is going to<br />

be able to screw it up.<br />

• What did I miss? Have an important clue or event happening in your<br />

game world? Want the player to be able to see the Tower of Doom<br />

looming in the background or that giant spider that is creeping up on<br />

them? No problem. Without camera control, you don ’ t risk the player<br />

missing anything important in your game.<br />

• Want to have the camera do a barrel roll? Zip in and out between<br />

columns? Move around pillars or over or under objects? Match the<br />

player ’ s movement as they crawl under obstacles and through<br />

narrow passages? Go right ahead and go nuts with those complex<br />

camera moves. Using a rail camera you can set up elaborate and<br />

cinematic camera angles. You don ’ t have to worry about the player<br />

wrestling to regain control of the camera. Just make sure your<br />

gameplay controls remain consistent during any of these fancy<br />

camera moves.<br />

• If you decide to obstruct or let the character get out of the player ’ s view,<br />

make sure that your character- relative controls let the player guide<br />

the character back into view. For example, if the player moves the<br />

character behind a fence, the player should be able to keep pushing<br />

the control stick in the same direction with the assumption that the<br />

character will eventually emerge on the other side. Don ’ t place hazards<br />

6 Which they call “ doom buggies. ” Heh.

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