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GRIS

A serene, artistic platformer about grief and recovery.

nomada.studioApp Store1 source1 tips

Where GRIS comes up1 episode or test

Gcreator of Game Maker's Toolkit testHow to Make a Good 2D Camera
At a glanceGRIS saves camera shifts for key moments so they land
  1. 1Camera frames heroTight on the hero for most play
  2. 2Key moment arrivesLike a chase or a grand building
  3. 3Camera shiftsPulls far out or repositions for view
  4. 4Shift lands as eventRare use makes it feel big

From GRIS design note, with Inside comparison

What was said about GRIS

  • GRIS shifts its camera at key moments to frame the hero or reveal scale. The camera sometimes frames the hero tightly and sometimes pulls far out to show the grand scale of a building. Because these shifts are saved for key moments, they land as events.

    The same technique appears in Inside, where the camera repositions for a better view of the rabid dogs chasing you. The quote: "at key moments, like when you're being chased by a pack of rabid dogs - the camera moves for a better view of your attacker."

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