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Level Up.pdf

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Camera Shot Guide 141<br />

• While swimming, keep your camera underwater with the player. Don ’ t<br />

have it pop out of the water unless the player is swimming on the<br />

surface. Try to keep a clear distinction between “ in water ” and “ on<br />

land. ”<br />

• Try to resist the urge to have your camera realistically bob while<br />

underwater. It ’ s effects like this that make players suffer from DIMS.<br />

Tunnel Vision<br />

Another tricky camera angle is when the player is moving through<br />

environments like caves, sewers, or dungeons. Low ceilings, narrow<br />

passageways, and tight doorways can cause all sorts of trouble to the<br />

camera.<br />

I find that if you restrict the movement of the camera using a rail camera in<br />

these troublesome locations, not only do you alleviate any camera<br />

problems, but it also helps maintain the feeling of claustrophobia. Avoid low<br />

angles, rather keep the camera at the character ’ s shoulder height or slightly<br />

above the player — but watch out for low - hanging stalagtites that will cause<br />

camera sorting issues.<br />

Camera Shot Guide<br />

Now that we ’ ve seen all the ways a camera can present the game, let ’ s go<br />

to the 5 - second film school and find out how to set up your camera to get<br />

the best shot — just like those Hollywood professionals!<br />

Extreme wide shot (EWS). This<br />

shows a character or location from a<br />

very far distance. This shot is perfect<br />

for showing castles looming in the<br />

distance or a planet- killing space<br />

station in orbit.<br />

Very wide shot (VWS). Closer than<br />

an extreme wide shot so that you can<br />

make out some details. Usually used<br />

for establishing shots of buildings or<br />

other large things like space ships or<br />

to set the tone that the player is<br />

stranded out at sea or in a desert.

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