50 Game Camera Mistakes
Video Statistics and Information
Channel: GDC
Views: 448,543
Rating: undefined out of 5
Keywords: gdc, talk, panel, game, games, gaming, development, hd, design
Id: C7307qRmlMI
Channel Id: undefined
Length: 60min 53sec (3653 seconds)
Published: Tue Nov 17 2015
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I refer to this talk to explain to people who don't play games what making one entails, and also when I'm trying to convey that it's an art form
Here's some guy who made a very artistic game called journey. Ever seen an artsy game? Well, there you go. (Usually they havenβt)
And here you can watch him talk for an hour just about the camera. This man spent days just thinking about his camera. You don't even notice it when you play.
This is probably one of my favorite game dev videos. It's specific, practical, and makes you re-think the way your game is designed. It also made me notice how many 3D games (like Lego Star Wars, Crash, etc) get away with mostly fixed perspective cameras, which probably saves 101 headaches and makes it easier to design levels.
Camera's can very easily coax you as the developer into playing with it too much, because they give immediate and simple feedback that makes the project we've been working on for years suddenly feel fresh and interesting.
You have to resist the urge to make dramatic and powerful changes to your game through the camera because you're burning out, the player wont notice these changes or even find them jarring.
Can someone with experience with 3D explain number 3 a bit for me? I don't know what a camera uses quaternions would look like.