
Crystal Dynamics' reboot of Tomb Raider with a close, physics-driven third-person camera.
From Video about God of War's camera
Tomb Raider (2013) gave its close camera physics and animation to sell Lara's struggle. The camera has its own physics system, so it bounces and bumps along with Lara's scrapes. It frames her tightly in a flooded squeeze and in a vertigo-inducing radio tower climb.
Animators also have Lara turn her head toward the camera at every opportunity, so the player sees her terrified face. That builds a connection a wider angle cannot. The source notes this as one example of a close camera, in a video about God of War's camera.
The camera has its own physics system that bumps along with Lara's scrapes, and frames her in a flooded squeeze and a radio tower climb. Animators have her turn her head to show a terrified face.
Tomb Raider (2013) gave its close camera physics and animation to sell Lara's struggle. The camera has its own physics system, so it bounces and bumps along with Lara's scrapes. It frames her tightly in a flooded squeeze and in a vertigo-inducing radio tower climb.
Animators also have Lara turn her head toward the camera at every opportunity, so the player sees her terrified face. That builds a connection a wider angle cannot. The source notes this as one example of a close camera, in a video about God of War's camera.
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