50 Game Camera Mistakes

  Переглядів 495,271

GDC

GDC

День тому

In this GDC 2014 talk, John Nesky, the dynamic camera designer for thatgamecompany's award-winning PSN title Journey, takes attendees on a tour of all the poor camera choices that he and other game developers have made, and most importantly, how to fix them.
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Follow us on Twitter
/ official_gdc
Checkout our Facebook page for GDC exclusives
/ gamedevelopersconference
www.gdconf.com/

КОМЕНТАРІ: 570
@leseanpayne2805
@leseanpayne2805 2 роки тому
It's funny he says "We only notice cameras when they're bad" but I literally remember moments of Journey's camera where I was like "Look how it zooms behind the player when they go into a small space!" and "Oh my gosh it zoomed out to show me so much of the environment this is so pretty." So good.
@Buglin_Burger7878
@Buglin_Burger7878 2 роки тому
This is what happens when you try to be an "Absolute right" or "This is all sound and sane advice" guide to something. While the advice they give is "useful" they are blind to the half the audience that notices when it is good. To an entire set of opinions... They are blind to the situations where the advice... ruins games.
@slipperynickels
@slipperynickels 2 роки тому
@@Buglin_Burger7878 at the start, he said they're "most noticeable" when they fail, which is vastly more correct.
@architectsxiii5379
@architectsxiii5379 2 роки тому
@@Buglin_Burger7878 do you even know what you are talking about lol
@getgle
@getgle 2 роки тому
You aren't the usual gamer though, you obviously have an interest in game design since you're watching an hour long GDC presentation on cameras. Of course you're going to appreciate the subtle details of a game since you have an eye for it. I am the same way but most people are not this way.
@hiTocopter
@hiTocopter 2 роки тому
@@getgle Depends on the game, not the gamer. Most games have cameras because they are required to show the player the world, and that's all there is to it. They just need the camera to work and not be intrusive. Other games use the camera as a part of the experience. Things like the dolly zoom in Max Payne, or the Drunk Cam in GTA. I don't care who you are - if you play those games, you will notice those things, because that's the point.
@imbw267
@imbw267 6 років тому
50 Game Camera Mistakes: 1: Using a dynamic camera when another approach would work. 2: Designing levels and camera behaviors that don't match. 3: Using global coordinates or quaternions to persist camera state. 4: Using a default camera distance that's likely to break line-of-sight. 5: Allowing obstacles to break line-of-sight from the side. 6: Pushing the camera away from an obstacle while the player is trying to swing the camera towards it. 7: Letting the player push the camera inside an obstacle. 8: Letting independent forces compete to push the camera. 9: Excessively moving the camera to prevent unimportant items from breaking line-of-sight. 10: Letting the camera intersect narrow columns. 11: Interpreting a hill as a wall to be avoided. 12: Swinging the camera sideways when occluders come from behind. 13: Letting the camera's near-clipping-plane intersect the avatar. 14: Using the same camera distance for all angles. 15: Using the same field-of-view for worm's eye angles and standard angles. 16: Shifting pitch, distance, and field-of-view independently. 17: Not cutting when the avatar passes through opaque objects. 18: Letting cuts remap directional controls. 19: Breaking the player's sense of direction. 20: Violating the 180 degree rule. 21: Focusing only on the avatar. 22: Relying on players to control the camera all the time. 23: Leaving the camera yaw alone while the player is running. 24: Making it hard to judge distances, 25: Looking straight ahead as the avatar approaches a cliff. 26. Keeping the camera level when the avatar is running on a slope. 27. Misusing the "Rule of thirds". 28. Using the same logic for ground and air motion. 29. Relying entirely on procedural camera behaviors. 30. Letting players make themselves lost and confused. 31. Rotating excessively to look at nearby targets. 32. Translating to look at distance targets. 33. Letting the avatar's own body occlude targets ahead. 34. Giving the player control over the camera, and then taking it away. 35. Immediately applying a camera hint after the player finished turning the camera to look at something. 36. Not letting experts explore. 37. Not providing inverted controls. 38. Responding to accidental controller input. 39. Using linear sensitivity. 40. Letting the camera pivot drift too far. 41. Using a too small field-of-view. 42. Rapidly shifting field-of-view. 43. Excessively shaking the camera. 44. Bouncing the camera with the avatar's walk cycle. 45. Translating or rotating up and down when the avatar jumps. 46. Rapidly transitioning to a new camera position. 47. Maintaining pitch speed until hitting the pitch limit. 48. Developing for the Oculus Rift as the primary camera method. 49. Testing with a narrow demographic. 50. Writing a general "constraint solver" that optimizes for the camera.
@richardmana4007
@richardmana4007 5 років тому
imbw267 ur doing Lord‘s work
@TheCreator1337
@TheCreator1337 5 років тому
You're a hero, my friend
@kusog3
@kusog3 5 років тому
not all hero wear capes.... some of them have i set as avatar
@levi83
@levi83 5 років тому
Thanks man
@Foxhoundn
@Foxhoundn 4 роки тому
Accidentally disliked this, sorry! Fixed it right away.
@enzocap43
@enzocap43 2 роки тому
This guy: makes a presentation giving game developers tips on how to approach 3D game design. Me, who studies psychology, at 3:10 A.M. on a tuesday: interesting.
@ironbard4901
@ironbard4901 2 роки тому
I'm curious, as a student of psychology why do you think you are watching this?
@enzocap43
@enzocap43 2 роки тому
@@ironbard4901 Because, as it turns out, I'm also a big (big) sucker for videogames and I love to learn everything about them.
@techwizsmith7963
@techwizsmith7963 2 роки тому
Jack of all trades, master of none, often times better than a master of one. The wider your knowledge base, the more you can leverage. 20 min to absorb what took someone years of study and effort to learn? Worth it
@millinom
@millinom 2 роки тому
@@enzocap43 maybe this is a subconscious thing, but a camera's design has a lot to do with how a player perceives a game, giving it a psychological spin, too
@ThePureawesomness
@ThePureawesomness 2 роки тому
Game design is largely psychological so it's not a far leap.
@DanielSternCode
@DanielSternCode 7 років тому
The quality of education available online these days is through the roof
@cryora
@cryora 5 років тому
Developers developers developers developers...
@gljames24
@gljames24 4 роки тому
@@AnubitekOfficial He needs a good pop filter. :/
@iammichaeldavis
@iammichaeldavis 4 роки тому
Dude it blows my mind
@Aetohatir
@Aetohatir 4 роки тому
Through the roof? Like a badly designed camera?
@communityEsc
@communityEsc 3 роки тому
Love it.
@FirelighttheKing
@FirelighttheKing 2 роки тому
Rewatching this again, just got to number 23. It seems too many people have taken this advice - it’s one of the most annoying camera features! I understand that it has a reason, but I actually like looking around while I’m running places, and many cameras can’t just go “oh, this guy’s holding the camera, let’s stop moving it” they just force it behind my character and I have to hold it in place. Which sucks and is often incredibly jerky (see the previous number about preventing jerky camera). Two games that I play a lot, ffxiv and the Witcher iii, both have this feature. It’s drastically worse in the Witcher. In xiv, if you hold the camera consistently, even as it tries to reset itself, it will hold steady and be a smooth camera to watch, and even as it does trail behind, it still doesn’t force an angle on you. In the Witcher, the camera constantly bounces if you try this. It’s a massive shame, cause I’d really love to look at the sunset as I’m galloping over some hills, instead of just the ground in front of me. The ground is a pile of dirt. Please let me look at your gorgeous game.
@mapron1
@mapron1 2 роки тому
Really surprised to read this. For me, I have quite opposite, I want to look directly at the surface I'm running, because it is not smooth in general, so I hate when the camera behaves 'or look you need to see what's forward on you'. That was particulary annoying in Cyberpunk when I want to camera look upside down to the ground when driving. But, after all we speaking about same thing - 'don't touch my camera!'
@EmperorSigismund
@EmperorSigismund 2 роки тому
I was hoping someone would mention this. It gives me a headache when the game keeps slapping me in the face for daring to try and have control over where I'm looking. Why on earth can the player not be trusted look where he wants while moving?
@acefp7547
@acefp7547 2 роки тому
Its especially annoying when you’re trying to take a pretty picture, and you’re fighting with the camera to get the desired angle
@corb805
@corb805 2 роки тому
Should of followed rule 35
@yazuto
@yazuto 2 роки тому
genshin impact also does this, not only for rotation but also pitch. one of the worst game cameras I've experienced. at least you can turn this off for pitch. another problem is also the inconsistency, because it's different depending on the movement type
@rkrokberg
@rkrokberg 2 роки тому
I remember being mind blown as a child when I realised the characters in my Harry Potter game always were in the middle of the screen. I tried so hard to get them away from the middle.
@Shrek_es_mi_pastor
@Shrek_es_mi_pastor 2 роки тому
Discipline!
@xandermacleod
@xandermacleod 5 років тому
the number of people here that are saying 'i prefer having 100% control of my camera' are either A) only thinking about certain genres where what he is saying is less applicable (e.g. first person games) or B) have no idea how much the games where they THINK they have full control actually involves carefully crafted work to stop them from screwing up the camera.
@21coute
@21coute 5 років тому
I agree. I'm here because in my prototype you have full control of the camera, however, it's a 3rd person real time strategy game and I feel like messing with the camera while I'm trying to command units is annoying and taking away from the experience. It was originally going to be a side scroller (think beat 'em up style with horizontal and vertical movement) with a fixed camera but I wanted exploration in the game so I decided to make it full 3D.
@SuperMassiveGrayCat
@SuperMassiveGrayCat 5 років тому
I was looking at the example with BG&E and thinking "oh my, how much better felt that than any camera trying to do things I never asked it to do". It sounds like a nice idea to predict where the player would want the camera to be, but the reverse side of this idea is that it forces the player to constantly predict what the camera is predicting about him. And it bothers me as a player much, MUCH more than some jerkiness that I generate by myself. It is like with driving a car and being a passenger - this kind jerks look bad from aside, but when its only you who controls them, your mind and perception are ready to them and you easily ignore it. Much easier task for the brain than to predict camera predictions.
@BrotherO4
@BrotherO4 4 роки тому
if you need to take control away from the player in terms of camera..you are failing as a designer. great Designer naturally used the world it self to draw the player eyes.
@BrotherO4
@BrotherO4 4 роки тому
@@TheMrTape brah, was this towards me or what? cause wtf did i say to get attack lol
@Walter_
@Walter_ 4 роки тому
@@BrotherO4 Most likely because you are gatekeeping. "If you don't do x then you are not y" en.wikipedia.org/wiki/Gatekeeping_(communication)
@Lordgenome76
@Lordgenome76 6 років тому
Regarding LOS: some games just show a transparent/dithered character if they're blocked by an object, so you could argue this isn't super-important.
@satibel
@satibel 4 роки тому
"wallhack view" and hiding objects that break los are indeed options too.
@JapyDooge
@JapyDooge 4 роки тому
You see this a lot in "2.5D" games and I think it works well; however I'd prefer making the object semi-transparent instead of the character 'shining through' - gives a better visual representation of where the character is on the floor behind the object.
@satibel
@satibel 4 роки тому
@@JapyDooge a lot of ARPG do that, dithering/making stuff in front of the character transparent.
@IronicHavoc
@IronicHavoc 4 роки тому
It depends on what sort of visual feel you want to give your game. It's still pretty important.
@richardstevenson371
@richardstevenson371 2 роки тому
Depends on how important it is to see other things in the environment your character is interacting with, including navigating around.
@uoodSJW
@uoodSJW 2 роки тому
49:00 FOV related motion sickness in first person perspective games, is dependant on how much of your actual vision is taken up by the screen, hence why console games where the TV is usually further than a monitor often go below 90° but PC games where the screen takes up more of your field of view can go above 140°.
@FilmorthStreams
@FilmorthStreams 2 роки тому
On console it's more or less only for optimisation. The lower the FoV the less stuff that needs to be rendered. As far as distance to the screen goes, there's a golden rule that is assumed. The distance from 2 opposite corners of the screen is the distance you should sit at for the optimal viewing experience. So if your screen is 24" then you should sit at around 24" away from your screen. If people choose to sit closer or further away, that's their own decision. But as a general rule of thumb, screen size = viewing distance.
@theolaa
@theolaa 8 років тому
The question at the end about a "master setting" for attempting to eliminate simulation sickness has a pretty simple answer; Just put individual options underneath one master option. That way you could turn "Simulation Sickness Reduction" on, and then turn back on any option that you think you can deal with.
@zetetick395
@zetetick395 8 років тому
+Theo Laanstra That could be part of the problem : Designers, by their nature, want to Design a "Solution" - it's their process...When, like you say, the player would (most likely, most of the time) be best served with "Options" - to customise/tailor their *own* experience.
@21coute
@21coute 5 років тому
@@zetetick395 Hahahaha! That's hilarious. Now let's talk about how people *actually* work. People will play your game, get sick, then quit and get their refund without ever taking a look at the options. Even if you have some glaring popup which points out the options, they will either: #1. Forget, #2. Mash "A" past it without reading it, #3. Hop onto your Twitter and call you a lazy fucking asshole for making them "design your game for you". THAT is why we want a solution.
@Valcuda
@Valcuda 2 роки тому
@@21coute Yeah, I plan for my game to hopefully reduce this issue by having a "First time boot up routine", where it puts the camera in these different scenarios known to potentially cause Simulation Sickness, and give you the option to turn the effect off, down, or up It'd be skippable, and the settings could be changed manually at any time. It's not perfect, but I feel it's as close as you can get to solving that issue
@glizzdawiz
@glizzdawiz 6 років тому
The best camera is the one the player doesn't notice... brilliant talk on something that's so easy to get wrong.
@glizzdawiz
@glizzdawiz 6 років тому
Kinda annoying he has to point to Journey so much when speaking on how to do it right...
@nexioseptimus5099
@nexioseptimus5099 7 років тому
A great presentation. But for the first time in my life, I appreciate that Public Speaking course I had to take in college. The prof would tell us how many times we said 'ummm...' in a 3-minute talk, and at the beginning of the quarter everyone's "umm count' was in the hundreds. Ten weeks of hearing the prof's little clicker count off every time he heard "umm" was all it took to make most of the class stop saying it entirely.
@dandymcgee
@dandymcgee 7 років тому
Yup. Vocalized pauses are so easy to get rid of once someone points them out. Beforehand, you don't even notice you're doing it! I pretty much never say "um" anymore, but I do still have a "like" problem!
@whossname4399
@whossname4399 7 років тому
I wish I didn't read this comment. I might not have noticed it so much.
@imveryangryitsnotbutter
@imveryangryitsnotbutter 7 років тому
You mean like when you're like, "she was like"?
@supermeuhmeuh
@supermeuhmeuh 7 років тому
imo "like" is a lot more annoying to hear than "um"
@RonanSmithUK
@RonanSmithUK 7 років тому
I now hate you, I didn't notice at all until I read the comment but now, its excruciating! It's like after every uuurm..three uuurm words. uuurm! -_- :P
@Radonatos
@Radonatos 3 роки тому
There needs to be an FPS/Keyboard+Mouse edition of this, although it might be a bit shorter. Things that come to my mind are: - Never touch the player's camera angles: Unlike #22 suggests, K+M players are perfectly capable of rubbing their belly and patting their head at the same time. Imagine you walk on the streets while looking to the side at some show windows, and there's someone walking behind you who constantly grabs you head and slowly turns it into walking direction or some point-of-non-interest. - Don't overdo fancy shader effects: Chromatic abberation is a pest: In the real world, you don't notice with your eyes, only through cheap or distorting lenses of a camera, binoculars etc., likewise overemphasizing fog, rain, blur, bloom and hdr to a "show off"-level looks cool the first few minutes but tends to be pretty distracting or annoying once it wears off. - Have a user-configurable FOV setting! It's 2020, and there's still games who don't have it. If you port a console game to PC, remember that PC-gamers sitting much closer to their screens. Fixed Vertical-FOV is not a solution, and if you need to restrict a player's vision then you're doing it wrong. - Have an option to invert Y-axis.
@Buglin_Burger7878
@Buglin_Burger7878 2 роки тому
Never touch a player's camera angle means you can't show stuff like an object collapsing for example, lets say you walk into a room and the point of interest that is about to collapse does everything right to draw attention to it... this means a savvy player explores the room and looks away from it for secrets and rewards. They look back in the center of the room after a noise... and don't notice the object collapsed. You'd grab and turn someone's head to show them the tsunami is coming.
@prycenewberg3976
@prycenewberg3976 2 роки тому
You're first suggestion is a major reason for my hatred of the Tomb Raider reboot. I hate trying to look at something only for the camera to be pulled away from me. Never bothered me on a controller (on my PS2), but on KB+M? It's rage inducing.
@grandshow500
@grandshow500 2 роки тому
@@Buglin_Burger7878 I think it was addressed towards times, when player does not need to see something important but camera keeps rotating towards movement direction or something
@EllipticGeometry
@EllipticGeometry 2 роки тому
@@prycenewberg3976 A hypothetical force feedback mouse might improve this. If you’re using a stick and something tugs on your camera a little, you can easily balance that tug. If you’re using a mouse instead, it feels as if your view is slipping. If you try to counter it, you quickly run out of space and have to pick it up. That’s the worst. If your mouse had force feedback and the camera acted through that instead, the link between mouse and camera movement would be preserved. You’d feel it and you could hold it in place if you wanted. That’s assuming I can’t just sort myself out without such frills.
@s.w.6977
@s.w.6977 Рік тому
@@Buglin_Burger7878 Hell no. If your player's attention is diverted away from your big blockbuster moment, your level design is wrong, NOT your camera. I cannot overstate how much I hate games that take control of my camera to show me something "cool".
@RealRushinRussian
@RealRushinRussian 4 роки тому
I really like how this talk is structured. He walks you through it layer above layer of complexity that should go into consideration while designing a camera in a game with similar mechanics.
@BatteryExhausted
@BatteryExhausted 7 років тому
Also, this has kind of highlighted some things I always knew were wrong with classic games but could never define. Things I felt were somehow off, were failings in the camera dynamics.
@Th3BadThing
@Th3BadThing 2 роки тому
5 years later, hello from the future lol, yes absolutely agree. Lately I've been revisiting games from my childhood, one being 3D platformer Croc on PS1, and 99% of the issues with that game are directly camera related, as is the same for heaps of other early 3d games, namely platformers.
@gassnake2004
@gassnake2004 7 років тому
I agree with some of these and really disagree with others. Just as a player of games, I feel like the player should be 90% in control of the camera. There's been a few times in third-person games where I've really wanted to look closely at a terrain detail or get close to something, but the automatic camera says "no" and so I can't. I actually thought Ocarina of Time's camera was fine, not even remotely comparable to SM64's. I first played it as an adult, so no nostalgia.
@magnusm4
@magnusm4 6 років тому
I know. It's part of the controls and moving the player with the camera is as important as moving the playing in general. I love it in Rayman 3 as you know how and when it will turn and move when you walk in a specific direction
@fishbonesinc
@fishbonesinc 6 років тому
That's a preference, these aren't catch all. In general I think these are good. They're not the best option for everyone, but it prevents bad camera and that's the point of this presentation.
@Buglin_Burger7878
@Buglin_Burger7878 2 роки тому
@@fishbonesinc Religion which tells stories about being kind to others and sends you to hell if you're cruel to others... has holy crusades, hate to non-believers, murder. History has shown this countless times. Believing it prevents bad when it has good intentions just creates infinitely more bad and blindness.
@beep_the_foolish
@beep_the_foolish 2 роки тому
@@Buglin_Burger7878 bro you good?
@YEs69th420
@YEs69th420 2 роки тому
@@Buglin_Burger7878 What the fuck made you say this?
@mortenbrodersen8664
@mortenbrodersen8664 8 років тому
A master class on 3rd person game camera design.
@stllbreathnbut_y1844
@stllbreathnbut_y1844 7 років тому
Morten Brodersen journey may have been a very simple game, but it's camera work was complex and excellent.
@ICanDoThatToo2
@ICanDoThatToo2 7 років тому
No actually, it's a terrible video. He's just describing ways to work around bad rendering. In truth, the camera is not physical, and is free to move through and see through objects. I admit that making the renderer work this way is not easy, but this is the *right* way to handle a camera This talk is merely the *cheap* way to do it. Edit: #15 and on return to reasonableness, but not because any of those things are *mistakes* per se, but because his solutions are cinematic and beautiful. I'm guessing he wanted his camera to be cinematic, and that's a wonderful choise. But few games make that choice.
@homomculus
@homomculus 7 років тому
Have you actually tested doing a camera that way? Because personally I've played/playtested a couple things where the camera *can* go inside objects, and it just ends up feeling very weird to me that I'm looking from inside an object but not seeing it. So perhaps too many people share my reaction, and people who've actually tried it have noticed that (if it's the case)?
@ICanDoThatToo2
@ICanDoThatToo2 7 років тому
Jess Kay I've played a few games that way, it was quite nice. There was no dicomfort, since the camera always goes where you expect and shows what you need.
@homomculus
@homomculus 7 років тому
Fair enough, I'm not at all saying my reaction is universal, but it's definitely not something that feels comfortable to everyone. So in light of that I still don't think it's just a lazy decision.
@BatteryExhausted
@BatteryExhausted 7 років тому
This is actually a brilliant video/lecture. I want to hear the 50 that were cut! I make film and I recognise some of the concepts described from cinematography but I also learned some new things here. Some concepts that will inform future creative projects. Thanks.
@zxlonginus
@zxlonginus 7 років тому
Frist of all, this video is extremely insightful and I actually like the simple presentation style. but just funny that I feel Journey is one of the most frustrating games I have ever tried in terms of camera control. I have to fight the camera constantly.
@DaveHoskinsCG
@DaveHoskinsCG 8 років тому
What makes me feel sick is when I'm controlling a first person view, then suddenly the 'camera' flies out of my control into a cut-scene. 'Thief' is a good example of this problem - I thought I had control over my eyes, but no, apparently they are a camera flying about the place. Player comfort sacrificed for artistic camera play - sickening, but typical.
@tactlessturtle
@tactlessturtle 8 років тому
+David Hoskins I'm envisioning this as I wonder what made them chose that approach over just cutting to an establishing shot from a third person view, too - choosing a neutral angle when you walk into the room, cut to and hold that for a beat, and going from there...
@fuglore2482
@fuglore2482 8 років тому
One of my favorite things about Half-Life is that at no point in the game your vision leaves Gordon Freeman's perspective, it's awesome.
@221b
@221b 7 років тому
There are two games called "Thief," one released in 1998 and one in 2014. Which one are you referring to?
@DaveHoskinsCG
@DaveHoskinsCG 7 років тому
The 2014 one, the camera is fucking awful. Why? Because they can, so they did...
@TristanBomber
@TristanBomber 7 років тому
Not sure why that'd make you sick...
@stoicmom375
@stoicmom375 6 років тому
Journey is the one game that allows me to play without experiencing simulation sickness. There are other games that offer intense beauty and remarkable graceful control of the avatar (i.e., ABZU, BOUND), but I am unable to play those games but for 5 minutes at a time before having to stop because simulation sickness begins to set in. Thank you John Nesky for your sensitivity to this area of game play. Journey is a daily part of my life since 2012!
@Teflora
@Teflora 8 років тому
I think the Sonic games make all of these mistakes
@bananaboy482
@bananaboy482 7 років тому
sonic games made the mistake of existing
@gamedesigner8610
@gamedesigner8610 7 років тому
Worst mistake of Sonic games (or most of them) is giving incentives for you to go fast and once you go out of the screen punishing you by placing a robot/trap in your way. If that's to happen, why not hint the player before? Give the player a fair chance of dodging, counter this! It could even become part of the fun.
@Arcona
@Arcona 7 років тому
Have you even played the Mega Drive ones? Or even the DS ones. They're great!
@IkeOkerekeNews
@IkeOkerekeNews 7 років тому
bananaboy482 Like you.
@IkeOkerekeNews
@IkeOkerekeNews 7 років тому
Kennedy Richard Games They do the exact thing you describe.
@BologneyT
@BologneyT 7 років тому
# 9 is the # 1 reason why Minecraft's third-person camera absolutely reeks. And I watched this whole video, even though it was an hour. :D
@MaakaSakuranbo
@MaakaSakuranbo 7 років тому
(late answer :P) Sadly hard to fix for Minecraft as you can't just tag obstacles or something as it's a player-made world.
@TlalocTemporal
@TlalocTemporal 7 років тому
Well, it's not really a third person camera, just a first person camera with an offset. That being said, a decent third person camera would be nice.
@knightoftheblood1841
@knightoftheblood1841 4 роки тому
Yea, it make me feel sick
@Asdayasman
@Asdayasman 2 роки тому
Sure you don't mean #33?
@BologneyT
@BologneyT 2 роки тому
@@Asdayasman Nope I meant #9. Although Minecraft might have changed in 4 years, LOL to make #33 even more relevant than it was. ^^; Back then it's #33-ish problems all were so extreme, jumping in and out of your head and all this other stuff that I couldn't even call it that one. XD
@laureanosamuelolmoromero5756
@laureanosamuelolmoromero5756 4 роки тому
if you have time tell the next 50, please! and maybe all first person camera mistakes, as well.. great talk!! thank you so much!!
@cwk0ss
@cwk0ss 8 років тому
Could you implement another camera, so you can record what the first camera is doing to avoid obstacles? Would love to see that. What about a chain of 10 camera's chasing each other?
@MegaVek
@MegaVek 8 років тому
+Chris Koss What do you mean? How would more cameras solve any of the obstacle avoidance problems for the first camera? And which of those cameras would actually render to screen? It would always be only one of them anyway, so I don't see the point of having more cameras, when you can just use raycasting and spherecasting to detect obstacles and such.
@cwk0ss
@cwk0ss 8 років тому
Oh no practical use, I just think it would be cool to watch how a camera moves from another camera that is chasing it.
@MegaVek
@MegaVek 8 років тому
+Chris Koss Ooh okay, so more like a debugging tool then. Yeah that can be done. I've seen similar solutions before :)
@cwk0ss
@cwk0ss 8 років тому
+Rafał Dorsz yep! I think if you could get a chain of ~10 of them you'd see some really interesting emergent behavior as some movements could be amplified in fun, non intuitive ways as you go down the chain.
@Lishtenbird
@Lishtenbird 6 років тому
Could we call it a "camera snake"? Or a "camera caterpillar"? Or, since that's too long... a "camterapillar"?
@lewisrichards234
@lewisrichards234 7 років тому
I've always found the Rocket Leauge camera difficult despite the wealth of options. There was never an in between for the front facing view of the car or toggle to tracking the ball and it made it really difficult to transition control from ground to air. I wish there was a dynamic option that would make it easier to control the car in a complex ariel whilst also targeting the ball. Maybe I'm too lazy to teach my brain to do the opposite when my car is backward/upside down etc, but I never had a problem doing acrobatics whilst tracking objects accurately in a dogfighting game such as Warhawk.
@jeremyandrews3292
@jeremyandrews3292 7 років тому
I generally like games that let me control the camera. I tend to be more frustrated when the games take away control. There's one section in Assassin's Creed II (I think, although it could be a later game) where you're supposed to use a backward eject jump of some kind to climb up a series of platforms, and they put the camera in a position where judging distances is harder, and won't let you change it because they feel it's the best angle. The way the move you're required to use "works" doesn't require you to judge distances, but it's still grating because it feels awkward to be forced to look at it from a perspective where you can't do so. Granted, maybe it's just because I'm so used to having full control from the N64 days, but the truth is that I think there's rarely (if ever) a good excuse from taking camera control away from the gamer unless you're doing a cutscene. Keep it from clipping into walls and such, and I'll take it from there, leave me alone. LOL. There is such a thing as trying too hard to make the camera behave in an ideal fashion and ultimately making the player feel "stuck" with someone else's camera preferences. Rarely would two directors shoot a scene the same way. So naturally, gamers may well disagree with a camera angle too. The problem is, aside from obvious stuff like having good collision detection and not clipping, a lot of this stuff is subjective, and what one person likes may not be what another likes.
@kn00tcn
@kn00tcn 5 років тому
all of the journey footage looked pretty incredible, a lot of the points were focused on not confusing the player & communicating boundaries or trajectories, very little was subjective (like rule of 3rds)
@Lilybun
@Lilybun 2 роки тому
I wish he had emphasized that in m&kb controlled games the player is always in control even when in third person, as a result the camera should never rotate on its own (fov and distance adjustment is usually fine). So many controller games suffer from terrible m&kb controls because of this, its especially tragic in otherwise fantastic games like dark souls and monster hunter. Imagine if in an fps your camera could pivot 180 degrees in an instant because it thinks the enemy behind you is what you want to be looking at. Thats how disorientating a lot of these controller titles cameras are on m&kb.
@RedNayl
@RedNayl 2 роки тому
Well those 2 games you mentioned should be played on controller to be fair.
@Lilybun
@Lilybun 2 роки тому
​@@RedNayl That is a common sentiment sure but only because of the terrible m&kb ports. Dark Souls 2 was the worst adding nearly a full second of input lag to attacks and blocks when done with a mouse.
@Uberrandom
@Uberrandom 2 роки тому
@@RedNayl After Capcom patched the camera controls for the PC port of Monster Hunter World (removing the awkward acceleration and maximum camera speed), it became just as good as controller and arguably better for the ranged weapons that could be played like any other 3rd person shooter. I've played the game with both control schemes and I honestly prefer M&KB because (at least for the most part) they fixed the camera issues that would have necessitated me to play it with a controller in the first place.
@aquaponieee
@aquaponieee 4 місяці тому
he did talk about both points
@AnoopVargheese
@AnoopVargheese 7 років тому
Holy cow, this is the first time I've seen the auto-generated captions get the speech almost perfectly :D
@ChristianKroken
@ChristianKroken 8 років тому
Very nice presentation. I'm working on a 3rd person camera at the moment, and this is gold!
@RaoulWB
@RaoulWB 6 років тому
In #41 he first said larger FoV makes everything feel slower, while in #42 reminded us that FoV is increased while boosting in racing games. Other than that, really a great video, got a bunch of useful tips that I'll definitely apply to my game as soon as possible, like increasing the distance of the camera when looking from the top.
@aquaponieee
@aquaponieee 4 місяці тому
like, in Sonic Unleashed for example, the FoV is actually increased to increase the sense of speed. in games where the FoV is reduced when going fast, it's likely so you can see more things ahead of you and react to things around you faster. like how in some 2D platformers the camera zooms out when going fast. however increased FoV does make greater sense of speed. at least I think
@suicaedere7244
@suicaedere7244 6 років тому
18# drives me nuts, I hate when I'm entering a room and because I'm still pressing a direction to enter suddenly turns into the same direction to exit and I end up exiting the room again. Is maddening.
@XoRandomGuyoX
@XoRandomGuyoX 6 років тому
Yeah, a good rule of thumb is to maintain the direction of motion from before the cut until the player chooses a new direction for themselves. It takes the brain a moment to process the new environmental layout.
@iwersonsch5131
@iwersonsch5131 2 роки тому
In some SM64 stages and pretty much all SM64 romhacks, we use a fixed-angle camera that does not see through walls, but has a limited distance similar to the dynamic camera. Best of both worlds imo, as this camera is much easier to make and more reliable to use, but still allows for moderate amounts of obstruction in the player's view without actually obscuring the gameplay. Sketchup's "perspective" view works in a similar way I think
@iwersonsch5131
@iwersonsch5131 2 роки тому
The main thing we don't care about at all in those games is 14:54. If the camera can rest out of bounds, let it and make it look good. That is what we have found to offer the best player experience (we also tried moving the camera closer and players hate it)
@BookOfMorman
@BookOfMorman 2 роки тому
24:50 the worst example of this is in Assasins Creed 2 when you're exploring/climbing the inside of the churches. There are parkour moments where the camera will shift mid-jump, remapping your movements and often making you miss the next jump. You get used to it after a while, kind of, but it feels like trash and is unbelievably annoying.
@ThisNameIsBanned
@ThisNameIsBanned 3 роки тому
Feels to me a lot of cases could simply be avoided by making whatever is between the camera and the avatar semi-transparent. If there is an object, still show it transparent. If someone runs through something make it transparent so the camera can see behind it. Seems way simpler than moving the camera around itself (which somewhat violates the players intend and gets annoying if the camera is working against the intend).
@watsonwrote
@watsonwrote 2 роки тому
This is the approach I've seen, especially in 3D dynamic camera Mario titles. I think there's not a one-size-fits-all solution though because every game has different player navigation and tone needs
@fallenose683
@fallenose683 5 місяців тому
Yeah! Especially in games with a lot of enemies on screen.
@DocFrobnitz
@DocFrobnitz 7 років тому
The worst is when the camera and the controls become unsynched. In Prince of Persia Sands of Time, an otherwise brilliantly cinematic game, there was a place where you run along the wall and jump over a lot of spikes to get into a tunnel. The camera, in a 3/4 side view, would suddenly torque around to follow you into the tunnel, spinning 90°. But the controls stayed the same, suddenly switching from "right = forward" to "right = fall to your death in a pit of spikes". If you landed the jump there was a save point; if you didn't land the jump you went back to the previous save point, about 5 minutes back. I must have done that stretch a dozen times before *un*-training my reflexes enough to avoid the spikes. *Consistency* is key.
@Ndlanding
@Ndlanding 5 років тому
Truly excellent discussion of camera use.
@nossfu
@nossfu 8 років тому
About # 22 and #23, I prefer having the option. So if I take control of the camera, the behaviour of the camera shouldn't interfer. It's the camera artist responsability to take back control of the camera the smoothest way possible. It can be based on a delay time after I release the camera stick, based on a specific relative camera angle with its target or an when I click on a button like R3 to reset the camera to its default position. But both option must be supported so all players can have a great time.
@TheMaxxy911
@TheMaxxy911 8 років тому
+nossfu Agreed, especially on PC where the mouse can quickly and easily move the camera. I found the automatic camera in the Tomb Raider reboot to be a huge problem.
@rabbitkillrun
@rabbitkillrun 8 років тому
+nossfu He touches on that with #35. I agree entirely - any time a game takes obvious and/or immediate control over my camera, it's annoying at best, disorienting and nauseating at worst.
@MasthaX
@MasthaX 4 роки тому
I use Cinemachine (free) in Unity, it has allot of features and can combine them as well to have allot of these great features described in this talk, still relevant 5 years later.
@Max_G4
@Max_G4 4 роки тому
#18( and #20) was *so* annoying in Super Mario 64. Going through the door, trying to move forward, but the camera changes so that your forward stick movement goes back through the door...
@perero
@perero 3 роки тому
This video is so inspiring and even entertaining I've watched the whole course like if it's a Nintendo Direct or something
@SwarnimArun
@SwarnimArun 7 років тому
Awesome just awesome I always thought about making a perfect dynamic camera like in AAA games but always skipped it because it was too much work you made it so much easier.
@magnusm4
@magnusm4 6 років тому
Just make it once and then you can reuse it and DON'T do a fucking AAA game camera. Old 3D platformers are the superior camera like Mario 64, Rayman 3, Sly Cooper and Spyro The Dragon. No fucking scripted cutscenes and locked angles for dramatic effect I want as much freedom as an FPS
@novaria
@novaria 3 роки тому
@@magnusm4 yeah Sly and Spyro are great. But Shadow of the Colossus is my personal favourite in terms of camera work. Love how the camera changes slightly depending on gameplay context (on horse, sword fight, walking climbing)
@zombiedude347
@zombiedude347 7 років тому
On camera controls, when exact camera angle is important, make it so the player can dynamically adjust the speed at which the camera changes. For PC, the mouse is a good control (but keyboard only alternatives should be available, like pressing shift to slow down the speed). On consoles, I personally would like to see use of the analog triggers to dynamically adjust camera speed instead of relying purely on a control stick.
@Meteorlink
@Meteorlink 2 роки тому
still pretty relevant nowadays, recently tried one of the forza horizon games and the camera kept autofocusing to a view that i consider too low but it had no option to turn that off or set the view higher naturally. the game had a lot of other issues though like the radio.
@DemoNova
@DemoNova 7 років тому
I think many of your points are valid, but I also disagree with a few of them, mainly the ones about fixed/dynamic cameras. In #22: "Even players who are good at it use jerky motions" is false, unless perhaps the camera controls are digital (not analog), and/or lacks any sort of smoothing. This is something you mostly see in older games, if we're talking about third person views. Personally I'm of the opinion that the more control of the camera you have, the better (to some extent, of course). I think a good example of games with camera controls done right (imo) is Demon's/Dark Souls and Bloodborne, or any other game with a similar system. I'm not 100% against fixed cameras, though, and I think it works well in some cases, but for the most part I like being in control of the camera.
@TaraRaeDev
@TaraRaeDev 7 років тому
Great talk!
@FlashheadX
@FlashheadX 2 роки тому
So basically: Don't jank the camera around, let it drift to highlight things if necessary, use whiskers to navigate around large obstacles
@X606
@X606 4 роки тому
I like how Clone drone in the danger zone handles it, the camera is locked to an offset behind the player so the camera kinda handles like a first person game while still being a third person game. If any obstacles are in the way of the camera it of course moves forward so that the player can see but this always feels like the player caused it.
@nulano
@nulano 7 років тому
Maybe these rules work for some people, but I myself strongly prefer being able to have full control over the camera without any helpers. The reason the camera movement in #22 is jerky, is that it is tough to keep adjusting the left stick to counteract the smooth camera movements. The constant camera motion can also add a motion blur effect that just make you completely unable to see anything and you have to stop to look around. I personally really dislike the game changing my yaw, unless it's necessary for a nice cinematic effect like the sidescrolling portion in #29, where it's essentially a fixed angle camera, except that the angle isn't constant, just fixed on a rail. I prefer the game only changing the distance and perhaps pitch, but only in a scripted fall off a cliff. These smooth camera movements are great for a presentation, but when the camera turns and changes my input direction when I didn't ask it to, it is frustrating, even if it's a smooth change of direction. Also, in #31 on the right, I have no idea how to adjust the camera properly, because turning it would not be helpful at all (unless I misunderstand which character model is important to the player), and you can see yourself, that the change of the camera distance made the player in that animation fail to jump onto the pillar on the left.
@TlalocTemporal
@TlalocTemporal 7 років тому
The avatar that failed to jump on the pillar was the companion. If it was the player, a more serious issue would be the player leaving the screen. Even just a little (3 frames worth) of movement smoothing would help your eyes track objects on screen.
@S1nwar
@S1nwar 5 років тому
after playing every tomb raider game i realized that the old ones only were though to figure out because the graphics were both simple and still managed to be confusing at times and the camera restricted the possibility to understand certain level geometries
@gxharrypotterdvd25
@gxharrypotterdvd25 2 роки тому
#43: Shaking the camera. Broforce with its troll camera shake settings: Are you challenging me?
@d3s3rtray
@d3s3rtray 7 років тому
Mistake #5 is in dark souls 1 and since movement is tied to camera position. Its easy to fall off a cliff when the camera zooms and in doing so automatically changes position to the left or right. Then moving forward become moving 90 degrees to the left or right and right off the cliff.
@DeathBringer769
@DeathBringer769 8 років тому
They needed this talk back in the PS1 era of camera design, rofl... Some of the worst examples I can think of poor camera choices, though they were struggling with the advent of 3D gaming, yes, yes, I'm aware. The fact still remains however that there were some terribly poor camera choices back then, lol.
@rangeslider
@rangeslider 8 років тому
+Deathbrewer Listen man, you should stop your harsh criticism of older games and understand that they were struggling with the advent of 3D gaming. lol :)
@aajjeee
@aajjeee 7 років тому
i really like how dark sopuls handles distances
@luwinkre2371
@luwinkre2371 2 роки тому
yea dark sopuls best game ever
@HonsHon
@HonsHon 2 роки тому
Only bad part about Dark Souls is when you are not locked on during a boss. Having to move the right stick takes away your thumb from the dodge button. Other than that, the controls are perfect imo
@luwinkre2371
@luwinkre2371 2 роки тому
or use keyboard and mouse
@GabiN64
@GabiN64 2 роки тому
Game development is very interesting. Lots of interesting problems to work on. It can be a risky field to join though If you prefer stability.
@ProtopopGames
@ProtopopGames 7 років тому
A lot of this will be good for VR. Thanks for the comprehensive list of solid advice:)
@Arcona
@Arcona 7 років тому
On his motion sickness. The Zelda one probably doesn't cause much, seems more like a solution. It's just when you go in rooms and buildings. Most folks probably press the camera centre button once they enter the room to get it behind them again anyway. and if they don't and just start running, the background is going to be blurring past them which would probably make it worse.
@casperdewith
@casperdewith 2 роки тому
#18 is so good. _Super Mario Galaxy_ should take notes. Once a Star appears, the camera wooooshes in a great curve and after that cutscene, the controls are based on whatever position the camera ended in. I died several times to this because I was in the middle of a jump and had to adjust the direction the jump should continue.
@trulyinfamous
@trulyinfamous 5 років тому
Slight audio problem in this, but it's still a great talk.
@BatteryExhausted
@BatteryExhausted 7 років тому
This is good for film makers too. Interesting stuff.
@Velocity_Eleven
@Velocity_Eleven 8 років тому
#37 is a massive one for me! I need to play inverted controls (full inversion when focusing on the character and y-inversion when aiming away from the character) it baffles me why there are so many games that don't do this. You can make a game but if you don't let e invert the controls to how it feels natural for me then everything in the game is going to be eclipsed by how its such a struggle to just look at things. Also, I never understood why inverted is called "inverted"... If you press "up" on the analogue stick then the camera would go up above the characters head
@akawhut
@akawhut 8 років тому
+Velocity Eleven No, when you move up, the image goes up.
@nameguy101
@nameguy101 8 років тому
+akawhut But if the "image" goes up, and your view of the image stays the same, the effect on the screen is the "camera" moves down. You could argue the correlation either way - for example, sliding your finger down on a phone screen moves the "camera" upwards. This comes naturally to us because it's like sliding a piece of paper. I don't use inverted, but I'm pretty sure the primary intuition is that your controls on the camera are as if the analog stick is attached to the back of the player's head - move it up, tilt his head down and vice versa.
@andrewsprojectsinnovations6352
@andrewsprojectsinnovations6352 2 роки тому
47:06 (# 40 - camera drift too far) would a good approach be to determine the camera's speed based on how far the avatar is from the center of the screen (or whatever the target position is) on each axis? Then jerky movements near the center would theoretically be lazily smoothed over and the camera would naturally accelerate as the avatar gets further from center; with a well-tuned curve it could be made so that the player can't move faster than the camera's speed near the edges
@PurpleFreezerPage
@PurpleFreezerPage 2 роки тому
The only time I positively recognize camera work is when it's a giving flashy angles to character animations (overwatch play of the game - street fighter super moves).
@Buglin_Burger7878
@Buglin_Burger7878 2 роки тому
In the end though it really is situational and has to be done in a case by case basis, people must NEVER forget this. I've seen so many people offer "advice" but not take into account telling someone with a phobia to just face it doesn't work. Some of these things can harm experiences or having a different then normal view feels refreshing and amazing.
@notoriousresearcher
@notoriousresearcher 5 місяців тому
When someone points out that the camera designer for TGC's Journey made this video and that TGC's successor game Sky breaks, like, at least half of these rules
@Schenkel101
@Schenkel101 7 років тому
Team Fortress 2 and Dirty bomb, both first person shooters, have camera shakes when certain things, most notably explosions, happen, and also for some reason when demoknights charge into something. Even if they don't affect you directly. I loathe it.
@mmendoza711
@mmendoza711 5 років тому
This is awesome!
@danielpatrick3268
@danielpatrick3268 7 років тому
great intelligent thoughts!!
@cymtastique
@cymtastique 2 роки тому
Can I sign up for the people who obsess over videogame cameras club? The camera is arguably one of the most important aspects of the video game. It is the lense the player views and interacts with the world through. I personally feel like more games should place a bit more importance on the camera being a part of the game instead of just making it functional. Do you know how immersive it is when you play a game, and the camera just plays along with you? Good cameras make a game experience just...feel right. I don't really know how to explain it. Plus, a considerate camera can make games more accessible for people with motion sickness. Fighting the camera, will always shave at least one star off of my rating of a game. Especially if it ends up hindering my ability to play/execute specific tech in the game. Seriously, what a lame way to break immersion...
@VithorCasteloTutoriais
@VithorCasteloTutoriais 4 роки тому
53:30 no man sky absolutely fucks with that, everytime you enter a ship, talk to someone, interact with a screen or monolith, and a lot of other things, the camera just rushes to where is has to go, most times totally unnecessarily
@Wyvernnnn
@Wyvernnnn 2 роки тому
That guy has really thought a *long* time about cameras. The GOAT!
@TheJadeFist
@TheJadeFist 2 роки тому
#37 Amen, If a game doesn't let me have inverted controls, I'm vey inclined to quit playing it, if looking around is required alot. It cost like 1 minute to impliment the option a game, there is no reason not to give players the option.
@okayxairen2
@okayxairen2 4 місяці тому
This man would later go on to design a music program that’d change the life of many people :) Thank you Mr. Nesky
@eXtremeLink859
@eXtremeLink859 2 роки тому
Great video, but you lost me at #48. That Oculus "mistake" is a mistake in itself. It's like going back to the 90's and saying that people shouldn't make 3D games because they can create these issues that cause simulation sickness. Pushing against progress due to the mishaps that may happen during the various iterations until proper solutions have been found isn't productive and actively harms development for these systems.
@Stiv64_
@Stiv64_ 2 роки тому
It always pisses me off when I hear people complaining about the camera in old 3D platformers and/or hacks of these games while there were/are always mechanics to control them freely as the player.
@takashy87
@takashy87 7 років тому
Great presentation and information :) Thank you.
@Suppenfischeintopf
@Suppenfischeintopf 7 років тому
12:50 why use raytracing? Wouldn't the depth buffer provide all the information?
@justinmadrid8712
@justinmadrid8712 2 роки тому
This is a problem I've noticed with World of Warcraft. They create these huge cities with tall buildings, or massive statues, or awesome looking pillars and epic architecture. But... your camera is always pointed at the ground, so you only see the doors on the bottom floor of the tall building, you only see the base of the huge statues, etc. There is a boss in the Scarlett Monastery named Herod. He always stood out as epic because, when you enter his boss room, he is actually below the player's eye level, down the stairs, meaning you can actually see him and all of the environment around him.
@gnpar
@gnpar 2 роки тому
For number 5 (at around 13:00), how does the clip illustrate the point? I'm failing to see it
@omniscientomnipresent5500
@omniscientomnipresent5500 4 роки тому
I didn't know camera programming was so well thought
@lpnp9477
@lpnp9477 2 роки тому
Or rather, it often isn't :(
@Stratelier
@Stratelier 2 роки тому
#37 ... hahaha. If you remember _Super Star Wars_ on the SNES, you may also recall that the majority of your vehicular levels used inverted (flight-style) controls, EXCEPT for the final one (the "trench run"), where you aimed your targeting crosshairs via _non-inverted_ (screen) controls. And there were no options to override this.
@fishbonesinc
@fishbonesinc 6 років тому
Respect.
@Gverri
@Gverri 7 років тому
I really wish "The Last Guardian" camera designer had seen this talk.
@novaria
@novaria 3 роки тому
Yeah or from SotC! Still working on recreating the system.
@KHam56
@KHam56 5 років тому
at #41 i immediately thought of Sonic Mania and how it still suffers from this, demanding high reaction times due to small screens. i always thought classic sonic would be greatly improved with a zoomed out camera
@furiousd-gamedeveloper4672
@furiousd-gamedeveloper4672 4 роки тому
This was an awesome talk, thank you! Totally gonna use this if I'll create a game with a dynamic third-person camera in the future! I made notes and wanted to share, but it wouldn't fit into the comment... So check the replies if you need them!
@furiousd-gamedeveloper4672
@furiousd-gamedeveloper4672 4 роки тому
The purpose of cameras is to focus attention on something else. Cameras are most noticeable when they fail. Camera distances: 1) Fixed-angle third person (never rotates) (good for 2d games) 2) Dynamic third-person 3) First-person Mistakes: #1: Using a dynamic camera when another approach would work. (No shame in focusing on other features. Fixed-angle cameras are great. Best for gamejams, limited resourses). #2: Designing levels and camera behaviors don't match. (Cameras work with level design to aid navigation, reveal information that's relevant to player's decisions. Camera should be prepared to work with frequently encountered situations). #3: Using global coordinates or quaternions to persist the camera state. (Instead of storing the camera coords - save it's offset from the player's position and rotation angle if needed). #4: Using a default camera distance that's likely to break line-of-sight. (The smaller the danger zone, the easier it is to avoid. Line-of-sight must be small enough to fit through levels). #5: Allowing obstacles to break line-of-sight from the side.(Detect obstacles with raycasts. Reuse results ffrom previous frame to reduce load. Swing away from obstacles to avoid them). #6: Pushing away from an obstacle while the player is trying to swing towards it. (Never ignore player intent. When avoidance and intent in conflict, intent wins. We can get the camera closer to the player to squeeze it between the player and the obstacle). #7: Letting the player push the camera inside an obstacle.(This can only be achieved by shrinking line-of-sight. Camera sphere colliders can also help). #8: Letting independent forces compete to push the camera. (There are only 7 axes to adjust. Organize forces by degree-of-freedom, prioritizing forces for each axis). #9: Keeping narrow columns from breaking line-of-sight. (Obsessively preserving line-of-sight results in doing gymnastics to keep a twig from passing in front of the avatar. Tag obstacles that are allowed to break line-of-sight. Raycasts ignore the tagged obstacles). #10: Letting the camera intersect narrow columns. (Breaking line-of-sight may be okay. Smashing the camera isn't. Try simple sphere collision detection for the camera). #11: Interpreting a hill as a wall to be avoided. (Hills also count as false positives. Rise above hills instead of swinging away. Try checking the surface normal to determine if you should be swinging away from or rising above the obstacle). #12: Swinging sideways when occluders come from behind. (Avatar collision protects line-of-sight from the front. Raycasts protect from the side. But we need a new rule to catch obstacles from the back before the raycasts catch them. Resolve the occlusion by pulling camera forward). #13: Letting the camera's near-clipping-plane intersect the avatar. (In emergencies, the camera may need to squeeze between avatars and walls. Can't get closer than near-clipping-plane distance. Need a gap between avatar model and collision radius for guaranteed camera space. Alternatively, fade out the avatar). #14: Using the same camera distance for all angles. (Up and down in particular. Worm's eye view leaves very little camera space. Use a smooth curve to gracefully transition into a closeup. Bird's eye view reduces visibility, hiding horizon. Reduce claustrophobia by pulling back slightly). #15: Using the save field-of-view for worm's eye angles and standard angles. (The sky is really, really big. Humans take it all in with peripheral vision. Imitate peripheral vision by expanding field-of-view). #16: Shifting pitch, distance, and field-of-view independently. (It feels laggy when linked variables must play catch-up. Distance and field-of-view both affect avatar screen size. Moving them independently make avatar appear to change size. Moving them together can preserve size. Distance and field-of-view should be instantly derived from pitch, shifting together like gears. Additional rules can be applied as offsets to the derived base values). #17: Not cutting when the avatart passes through opaque areas. (Avatar collision USUALLY protects line-of-sight from the front. But opaque things aren't always solid. Only one option left: cut). #18: Letting cuts remap directional controls (Pressing the directional stick upward means forward. But the camera decides which direction is forward. Players adapt when forward rotates smoothly, but it's impossible to teleport your thumb when a camera cuts. Give the player a moment to get used to the new angle before requiring a new input). #19: Breaking the player's sense of direction. (Cuts are common in cinema, but players need to be able to navigate. Players navigate with a combination of landmarks and dead reckoning. Cuts break the latter. Cut sparingly. If the camera must cut, avoid changing the angle more than 90 degrees, and try to keep landmarks in view). #20: Violating the 180 degree rule. (Well-known in cinema, the 180 degree rule is less important to games because it only matters during cuts. But it applies to cutscenes! Align the game camera with the end of a cutscene and transition smoothly to the game camera to preserve sense of direction).
@furiousd-gamedeveloper4672
@furiousd-gamedeveloper4672 4 роки тому
#21: Focusing only on the avatar. (The avatar is not an island! Player need to see where they're going, and it's the camera's job to show them). #22: Relying on players to control the camera all the time. (For many players, controlling an avatar and a camera at the same time is hard. There are many tricks to point the camera in the right direction automatically). #23: Leawing the camera yaw alone while the player is running. (Players usually want to look in the same direction that they're running in. The simplest way to guide players is to show them where they're going. The camera should drift behind moving players. It's good to use player's velocity for this). #24: Making it hard to judge distances. (The game may be 3D, but the screen is 2D. Depth perception is weak. Distances are easiest to judge when they allign with the plane of the screen. Side views are great for vertical navigation. Top views are good for horizontal navigation). #25: Looking straight ahead as the avatar approaches a cliff. (Use raycasts to determine the elevation ahead and detect drops. Tilt to an overhead view to show how far the avatar is from the edge, and how to allow the player to see below. Lifting the camera over the avatar keeps it from hitting the ground in case the avatar suddenly drops down). #26: Keeping the camera level when the avatar is running up or down a slope. (A straight-ahead view feels like an overhead view when climbing a slope. The slope immediately under avatar's feet may be bumpy. Use raycasts to determine average slope. It's easy for raycasts to mistake a short wall for an upward hill. Distinguish with surface normals). #27: Misusing the "Rule of thirds". (Framing thing off-center can be pleasant. But don't pivot in-place! Instead, slide sideways to frame the avatar. But the players use the center of the screen to aim the directional stick). #28: Using the same logic for ground and air motion. (Players need to make different judgements depending on their form of transport. The camera should adapt. When jumping or flying, players want to see where they'll land. Look downward. Short hops might not require any change. Moderate rule changes by the avatar's height above ground). #29: Relying entirely on procedural camera behaviours. (Raycasts can only convey boundaries. They don't indicate values. As designers we have a better idea of what's important. For special cases, use scripted "hints" to point yaw or pitch at a target). #30: Letting players make themselves lost and confused. (Detect whether a player has started backtracking a significant distance or veering away from targets. Gently rotate the camera to guide the player back. Explicitly telling the player where to go robs them of the sence of discovery). #31: Rotating to look at nearby targets. (Nearby targets change direction frequently. Trying to keep up results in flailing around. Move back or sideways to include targets in the view). #32: Translating to look at distant targets. (Distance targets will stay roughly the same direction from the avatar. The further away they are, the further the camera would have to move to account for them. The only way to look at the sun is to rotate the camera). #33: Letting the avatar's own body occlude targets ahead. (If the avatar and the target are both aligned with the horizontal center of the screen, they need to be vertically offset to be able to see both. A slight bird's eye view usually works fine. Alternatively, slide sideways for a horizontal offset). #34: Giving the player control over the camera and then taking it away. (Hints and rails can provide "default" camera angles, but let the player to override them. If you have to take away the player's control, make sure that the camera is already showing what the player needs to see). #35: Immediately applying a hint after the player finished turning the camera to look at something. (If the player intentionally turned to look at somrthing, they probably want to examine it before moving on. If there's nothing important, let the camera rest for a moment or until the avatar moves). #36: Not letting experts explore. (Curious and experienced players may want to break the rules and explore a bit more. Beginners need guidance, but letting experts control the camera lets them choose what matters to them. After the hint has helped the player achieve their goal - it can be disengaged). #37: Not providing inverted controls. (Many players are used to inverted camera controls on one or both axes, and it's hard for them to relearn. Not having the option simply limits your audience). #38: Responding to accidental controller input. (When using a gyroscope, to minimize accidental input, constantly recalibrate the neutral position to adapt to the player's posture). #39: Using linear sensitivity. (Analog sticks don't have much range. To provide more perceived range, use and "S" curve for the sensitivity. Intermediate positions should be significantly less sensitive than extreme positions, allowing players to make small adjustments). #40: Letting the camera pivot drift too far. (Jerky avatar motions can be smoothed out by letting the avatar drift slightly from the center of the screen. But it's easy to let a fast player escape the screen entirely. Limit how far the camera can drift). #41: Using a small field-of-view. (The more the camera is zoomed in, the faster everything appears to move. Camera zoom should be tuned to fit the environment size and avatar speed. First-person games often make players feel sick. Expanding the field-of-view reduces simulation sickness). #42: Rapidly shifting field-of-view. (Racing games often change FOV when boosting. First-person games change FOV when aiming. FOV shifts feel like forward-backward motion and can be a trigger for simulation sickness). #43: Shaking the camera. ("Screen shake" is often used to emphasize impacts. But it's pretty clearly a trigger for simulation sickness. Just provide a feature in the options meny to tone it down). #44: Bouncing the camera with the avatar's walk cicle. (The up-and-down motion can be nauseating, also needs a menu option). #45: Translating or rotating up and down when the avatar jumps. (The camera can ignore temporary vertical motion. If the player landed - the camera moves to the new vertical position). #46: Rapidly transitioning to a new camera position. (Yanking the camera isn't much better for sence of direction than a cut, and can still trigger simulation sickness. If it's a moment when control is taken away from the player, a cut would be perfect). #47: Maintaining the pitch speed until hitting the pitch limit. (Pitch has higher and lower bounds. Stopping abruptly at the limit triggers simulation sickness. Decelerate as the camera approaches the limit for a smooth stop (example is moving the camera up, pointing to the sky. when the camera gets closer to the end position - make it move slower.) ). #48: Developing for VR only. (Triggers simulation sickness very often. Don't make VR mandatory for your game). #49: Testing with a narrow demographic. (People who already play the type of game you're making won't help you grow your audience. Children and beginners will point out many design flaws. Ask testers if the game makes them sick). #50: Writing a general "constraint solver". (All of these mistakes are part of the iteration process. It's a lot easier to iterate on rules that interact in predictable ways. It's important to deeply understand the relationships between the constraints).
@DragonJawad
@DragonJawad 3 роки тому
Thanks a ton, really appreciate it!
@castirondude
@castirondude 6 років тому
It's interesting how personal motion sickness is. I don't think I've ever had motion sickness in a game , but put me in the back of a plane or bus for mere minutes and I'll be sick for a day.
@levideous7658
@levideous7658 6 років тому
I felt like i was being spoken to when he was talking about inverted controls. I cant have up be up i wasent raised on that xD
@Battlecry45
@Battlecry45 7 років тому
I never head a problem with gears of war's camera bobbing until i played gears 4 on a 144hz display.
@ChaunceyGardener
@ChaunceyGardener 2 роки тому
Random dude: "Don't give camera freedom to players" Miyamoto: "Let's add dedicated camera physical controls and paint them yellow"
@thohangst
@thohangst 3 роки тому
A feel engineer, huh? Then you would really appreciate this 3D cad-type program I used to have. It was really cheap and when you walked through your house or whatever, near-instant nausea. Really the nadir of feel in a 3D application. I wish I could remember the name of it but it was quite bargain-binnish.
@efenty6235
@efenty6235 7 років тому
4:20 IM THE AVATAR, YOU GOTTA DEAL WITH IT!!!
@CAEC64
@CAEC64 2 роки тому
sm64 in the thumbnail was expected lets be honest
@MarcV_IndieGameDev
@MarcV_IndieGameDev 7 років тому
Er, Um, Uh, *burp - **1:38* Eh, Am, Ah, Awe... 3D Camera!! Meh, You did better than what I would of done mate.
@lopezalehandro1666
@lopezalehandro1666 7 років тому
"Alan Wake" Best camera EVER.
@titouchose6534
@titouchose6534 4 роки тому
What a fantastic job they made on this game
@XSpamDragonX
@XSpamDragonX 7 років тому
Saints Row does #35 really badly when driving. It constantly wants to point the vehicle camera a certain way, so mouse users need to constantly readjust the camera.
@TheBrazilRules
@TheBrazilRules 7 років тому
I hate # 22. Sometimes i just want to look what is behind my character, but the camera keeps trying to force me look forward.
@dextrodemon
@dextrodemon 7 років тому
very interesting, although tbh i found the camera in journey a bit bossy here and there.
@KingHalbatorix
@KingHalbatorix 7 років тому
it wasn't a very good camera system tbh. I knew he was talking out his ass as soon as he said the point of a camera is to draw the player's attention attention to certain things above others
@bleu2680
@bleu2680 7 років тому
KingHalbatorix could you elaborate your point? I'm not sure if I disagree with him there.
@Felixkeeg
@Felixkeeg 7 років тому
KingHalbatorix This is different for different genres. But even in games where the camera is solely a tool there are a few moments, where the camera is needed to highlight things.
@HelderP1337
@HelderP1337 6 років тому
This can work for many games though, and it definitely worked in journey. Wanna experience a frustrating camera, go play sotc! :( lol
@VithorCasteloTutoriais
@VithorCasteloTutoriais 4 роки тому
50:00 i hate camera shake, i always remove when the game allows it on the configs
@blenderpanzi
@blenderpanzi 2 роки тому
7:12 "And these are highly respected sequels" Well, not by me. I mean, it makes sense in A Link Between Worlds, but those 3D World Mario games feel so uninspired to me. Personally I want to be able to control the camera, look around, explore. In games like BotW I sometimes ride/run in one direction and rotate the camera around, doing interesting camera shots just for my own entertainment. In Mario Galaxy (1 or 2) sometimes the camera got fixed and it always f-ed me up. Like it went to a side view but you still could fall off in the front and back, and I did fall off all the time! Let me control the camera and put it where it makes sense to me, please! And in general top down view is a bit depressing to me. Always looking at the ground, never at the sky. I guess it saves money not having to design a sky?
@Ricardo7250
@Ricardo7250 2 роки тому
Yep. Imo fixed camera just aged badly, I understand why people who study game cameras will praise it, but honestly? If your game has anything that remotely envolves reflexes on the gameplay, you'll be much better having a dynamic camera. Also, the Link Between Worlds camera is fixed from an upwards angle (almost completely vertical) which is what helps the most for that 2D style of gameplay. That mario game camera is from an awkward diagonal angle which is nauseating for today's standarts.
Practical Creativity
1:04:25
GDC
Переглядів 300 тис.
Valve's "Secret Weapon"
17:32
Game Maker's Toolkit
Переглядів 1,3 млн
Мама и дневник Зомби (часть 1)🧟 #shorts
00:47
Failing to Fail: The Spiderweb Software Way
59:47
GDC
Переглядів 505 тис.
Cursed Problems in Game Design
52:00
GDC
Переглядів 753 тис.
Spatial Communication in Level Design
37:23
Peter Field
Переглядів 59 тис.
How Cameras in Side-Scrollers Work
52:35
GDC
Переглядів 110 тис.
Classic Game Postmortem: Ultima Online
59:47
GDC
Переглядів 160 тис.
Something Strange Happens When You Follow Einstein's Math
37:03
Veritasium
Переглядів 6 млн
Dreamscaper: Killer Combat on an Indie Budget
1:01:32
GDC
Переглядів 57 тис.
Мама и дневник Зомби (часть 1)🧟 #shorts
00:47