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50 Game Camera Mistakes

What the talk teaches

  1. Pick the easy style when you can. Fixed-angle and first-person cameras avoid most problems; a dynamic third-person camera is the hardest, and recent Mario and Zelda games went back to fixed angles. Levels and camera must suit each other.
  2. State is yaw, pitch and distance. Players think in Euler angles; the camera orbits the avatar like a moon, so its world position is derived, never stored, and quaternions come last.
  3. Line of sight. Pushing the camera in when a ray to the avatar is blocked is a cut that breaks the 30-degree rule. Side "whisker" rays swing the camera away early. When the player turns toward the obstacle, the player wins and the camera eases closer instead. A ray behind the camera pulls it in without swinging. Thin columns are tagged as allowed to occlude, hills are risen over, and a sphere check keeps the camera out of geometry. The avatar's collision radius should leave room for the near plane.
  4. One priority list per degree of freedom (yaw, pitch, roll, three offsets, field of view), not forces that cancel; and no general constraint solver, because what cannot be predicted cannot be designed.
  5. Distance and field of view are functions of pitch, moved together "like gears": closer and wider looking up, farther looking down; changed independently, the avatar grows then shrinks. Other effects modify the base values.
  6. Cuts only when something opaque passes between; they remap the move stick and break dead reckoning, so give the player a moment and a landmark. A very fast transition is as bad as a cut.
  7. Help the player look: auto-yaw from the avatar's velocity, not the stick (no staring at walls, turn back at invisible walls); pitch down before cliffs and along slopes with rays ahead; show where a flight will land; align the axis to judge with the screen.
  8. Hints: designer targets; slide or pull back for near ones, rotate for distant ones; wait after the player's own camera input; overridable, and switched off once the goal is known. Rule of thirds by sliding, only when standing still.
  9. Comfort: invert per axis, a response curve for fine turns, a limit on how far the avatar drifts from centre, no vertical follow during a jump, ease into the pitch limit, no small or quickly changing field of view, options for shake, bob and field of view, and playtesters asked directly about simulation sickness, which people hide.

What the kit took

Measured

Not taken, and why