Camera
Learning paths through this topic
A wide room scrolls with every step of the hero instead of only at the edges
In a room wider than the screen, a view that is glued to the hero makes the background slide constantly, which tires the eyes and makes clicking on things harder. Here is the rule that lets the hero walk freely in the middle and moves the picture only when needed.
A bank of watching cameras should switch to the one that sees the player, without flicker
In a game where you watch through cameras, or something watches you, the screen has to show the camera that actually has someone in view. Switching on and off at the edge of every view looks nervous. Here is a way to choose that stays calm and says when nobody sees anything.
A conversation that cuts between cameras makes the speakers swap sides
When two characters talk and the game cuts between cameras, the audience can suddenly feel that they changed places, and the scene reads wrong. There is a simple line to respect. Here is how to pick the next camera automatically so cuts stay clear.
Fast-forwarding through a scene leaves the camera in the wrong place
Players who skip or fast-forward expect to arrive exactly where the scene would have ended, but many camera moves stop short, or fire their ending twice. Here is how to speed up safely and finish exactly once.
A slow pan and zoom over a painted background that never shows the edge
Slowly drifting across a still picture brings it to life, but one wrong number and a strip of empty space slides into view halfway through. Here is how to keep every moment of the move inside the picture, whatever the screen shape.
A slow creeping camera move for dread that can turn around halfway
A slow push towards a door or a face builds fear, but the moment the scene changes its mind and pulls back, many cameras lurch. Here is how to keep the move smooth in both directions, and where the speed should be gentlest.
Characters on a talking stage swap places or jump when someone enters or leaves
With two or three portraits on screen, a newcomer should slide in at the right side and the others make room, without anyone trading places. Here is a way to keep the stage steady and how the spacing is worked out.
The picture sweeps across the room when you come through a door
Walking into the next room, many games let the camera glide from wherever it was last, so the player sees a swoop across the room or one stale frame. Here is where the view should start, and how to give the player more room in the direction they are facing.
The view creeps by itself on a worn controller, or jumps when I nudge the stick slightly
Gentle looking matters in a quiet game, but every stick rests slightly off centre, and the usual fix creates a new problem: nothing happens, then suddenly a lot. Here is a shape for the stick's response that stays fine at the smallest touch.
Subtitles cover the face or object the player is supposed to be watching
Words at the bottom of the screen are usually fine, until the person who is speaking stands right there. Moving the text to the top fixes that, unless it jumps around mid-sentence. Here is how to choose where the words go, and when it is allowed to change.
A jump scare shake that stacks, fades out and never drifts the view
Two shocks in a row should hit harder than one, and the shaking should die away gently and leave the picture exactly where it was. Here is a way to count the shock, turn it into movement, and keep it repeatable.
An automatic conversation camera that cuts too often or shows the same shot twice
Picking a random angle for every line makes talking scenes look restless, and sometimes the same view comes twice in a row, which looks like a mistake. Here is a pick that varies, avoids the repeat, ignores short lines and stays repeatable for tests.