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.
Why this works
The audience builds a map of the scene in their head: one person is left, the other right. Every shot must keep to the same side of the line between them, or the map breaks and the scene reads wrong.
When not to use it
Break the rule on purpose when you want confusion or a loss of footing, such as a fight scene gone wrong or a dream. It also does not apply to a free, player-controlled camera, or to scenes with a single speaker and no partner.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 2 common mistakes and the fix
- 40 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "A conversation that cuts between cameras makes the speakers swap sides" (read_entry camera-shot-reverse-shot-stay-on-one-side) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP