This works as a neat reminder of who we are actually playing and dodges the weird bodyless feeling of many first person shooters, when the player is climbing up ladders.Ī prime example of great camera shifting is Batman: Arkham Asylum. Starbreeze Studios' first person shooters, The Darkness and Chronicles Of Riddick switch to a third person view whenever their characters are doing acrobatics, are climbing letters or similar activities. My precious Gears Of War series constantly pushes the camera either slightly towards a first person view or cleverly around in other ways to enhance combat sequences, aiming and more. ![]() I just wanted to mention them.Įven when settled on one genre defining camera perspective, shifting it during gameplay can have great effect on the immersion of special ingame moments. Anyways, these two factors are not subject today. 2D views, like side-scrolling or top-down, even when realized with 3D engines, don't need fully build levels, since you always just look at the environments from one direction. When you pick a view, you group yourself together with previous game, that use similar angles.Īlso time and budget are factoring in. There are first person shooters and third person shooters for example, all with their special traditional features and mechanics. But there are at least two other aspects to consider. ![]() Picking A Camera Perspective For A ProjectĬhecking what a camera angle can and cannot do regarding artistic expression and mechanics is one thing. But does it really belong on top of the list? I evaluate five different types of camera perspectives for their immersive qualities. First person view seems to be the first choice for maximum immersion. Immersion is a big factor when it comes to creating virtual spaces to be in and events for the player to participate.
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