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GDD 007 : Camera and Cinematography For Games

GDD 007 : Camera and Cinematography For Games

FromThe Game Design Dojo Podcast


GDD 007 : Camera and Cinematography For Games

FromThe Game Design Dojo Podcast

ratings:
Length:
57 minutes
Released:
Dec 18, 2013
Format:
Podcast episode

Description

In this episode Brian and Ike discuss camera and cinematography with a focus on the various angles, styles, and uses in game design. How to choose a camera, iterate on it, and reference film cinematography are all covered in this jam packed episode.

We got feedback! It's such a great feeling when we hear back from listeners since we're flying blind so to speak. Please keep it coming with your feedback so we can make the most out of your listening experience! We have been busy with our own studios, but enjoy taking the time out to make this podcast.
5 Ways to Consider Using Camera and Cinematography for Video Games
Camera and cinematography in video games are similar to that of movies. There's a lot to consider and sift through to keep the right amount of dramatic feel to your game.

3rd Person Camera
Strategically use Camera and Handle Views
Controls and Camera Relative Controls
Cinematography 101
Camera Angles

Getting Started with the 3rd Person Camera
Using a 3rd person camera creates a more artistic video game with a cinematic feel as apposed to using just a 1st person camera. You're able to do more story telling in your game design as well as identify with the main character like in the movies. The player can see just how cool the character looks and is going to feel like that character in a clear connection. This concept brought on more female characters in videogames as well - Tomb Raider example.
Strategically use Camera and Handling Views
For your video game you want to create a great experience for the player. A way you can do this is to use many different shots and angles during game play. Diablo example. Also you can relate back to acting and the difference between Movies and Stage Acting and apply it to game developing. The goal is to use the camera strategically.

Views can challenging because it is a sensitive thing that needs to be done well since it is the eyes the viewer is looking through. A few things to consider are:

How far back do I want the Camera
How fast do I want the Camera to rotate
How fast will the Camera move
What happens when player goes around the corner
What happens when an obstacle is in the way

There is so much more with no specific answer, you just have to keep playing and testing your game. Sometimes the answers depend on your environment.
Controls and Camera Relative Controls
Remember every time you touch the camera, it will have an effect on the controls. It is a one to one relationship and when developing, it's important to spend the same amount of time for both. You can use the camera in combination with the controls to help guide the player. (Rage example. Resident Evil example).

Try to tame the camera. Think about movies and the restraint they use. The cameras are mostly still and subtle. Don't make it about the camera, the player shouldn't be thinking about the camera. You know you're doing the camera right when you don't notice the camera.
Use the Camera as a tool in game design:

Can have other influences or something interesting in the environment
Use camera to guide them
Hint the player where to go - softly
Shadow of the Colossus and Journey example

Cinematography 101
The Theory of Thirds is essential in video game development because you want your character not to be in the middle of the screen, that would be boring. So, first you take your frame, divide into 3 horizontal lines and 3 vertical lines like a tic tac toe board. The 4 points where the lines intersect are the most dramatic. (Examples of formula to create more drama. Gears of War example). It adds drama whenever you change how the camera performs.

Depth of Field is another great tool to use in game design and development. (Source example). The camera focus is really important and needs to be used correctly. It acts as a soft way to lead the player since eyes naturally follow what's in focus.
Camera Angles
Two camera angles to consider:
Released:
Dec 18, 2013
Format:
Podcast episode

Titles in the series (26)

All About Game Design, Production, and Publishing in Today’s Fast Paced Global Market