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The Challenge of Cameras

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Game Maker's Toolkit12:02Open on YouTube
Chapters show their main points

The bottom line

A game's camera should serve the gameplay first, with aesthetic goals second. When a camera looks good but harms play, players get frustrated, so developers can shift the camera by situation.

Key takeaways

  • A camera has to serve gameplay and aesthetics at the same time. 0:11
    • A wide angle gives peripheral vision, and a tight zoom allows precise aim.
    • The same choices set mood. A wide shot makes a character feel small, and a close view feels claustrophobic.
  • A closer camera feels more intimate but shows less of the world. 4:13
    • Tomb Raider (2013) gives its camera a physics system so it bumps along with Lara's scrapes.
    • This is fine for shooters, because hitting far targets matters more than seeing what is beside you.
  • God of War's close camera made its combat worse. 5:35
    • Enemies sneak in from off screen, and distance is hard to judge when swinging the axe.
    • Players became cautious and ran from the fight, where the old games felt powerful and predatory.
  • A camera that changes with the situation resolves the clash. 8:06
    • Batman: Arkham Asylum stays close in corridors and pulls back dramatically in fights.
    • It also widens the field of view on a gargoyle and uses a fixed angle in cover.
  • New camera ideas can still work when they protect the experience. 10:11
    • Mirror's Edge makes first-person platforming work with a wider field of view and full body animation.
    • ARMS makes a fighting game work without a side view by using long range attacks and the distance of incoming fists.

Because, ultimately, the camera should fit the gameplay, not the other way around.

Game Maker's Toolkit

Chapter summaries

0:00 Camera Serves the Gameplay

A game's camera starts from what the player has to do.

  • Each kind of game wants a different camera. 0:23
    • A 2D view makes it effortless to judge the distance between two characters.
    • A linear game can use an on-rails camera.
    • An exploratory game needs a camera the player controls.
    • Judging distance is the thing that gets tricky once the view goes 3D.
    • The on-rails versus player-controlled choice is really about who steers: the developer or the player.

0:40 Camera Serves the Aesthetics

Camera angles carry tone and power, and developers will steer them to get the image they want.

  • Perspective sets the feeling of a scene, as it does in cinema. 0:51
    • First person is immersive and makes you feel like the character.
    • A looming viewpoint makes you feel like a god.
    • Angles convey tone, mood and power dynamics.
    • In Shadow of the Colossus the camera nudges aside while you ride, so the action follows the rule of thirds: the subject sits off centre.
  • Fixed cameras give developers total control of the scene. 1:25
    • Classic Resident Evil uses static, pre-rendered backdrops, like CCTV cameras.
    • PlayStation One hardware limits drove the choice, but it gave full artistic control.
    • The Licker intro in Resident Evil 2 starts with leading wall lines that draw the eye to a window, where a creature skitters past.
    • The next shot is from the creature's view, which makes Leon look like prey. A high angle then makes him look small.
    • Blind corners and a framed broken window hide the threat ahead, and a shot of a bloody puddle invites you to tip-toe forward.

2:50 Intimacy vs Vision

Pulling the camera in tight builds a bond with the character and costs awareness of the space around them.

  • The Resident Evil 2 remake trades the fixed view for a camera behind Leon's head. 2:57
    • The producer wanted it to be intimately terrifying, with up-close zombie encounters.
    • The Licker introduction is lost, but a zombie jump feels more visceral.
    • The idea is that the closer the camera, the more you relate to the character.
  • A close camera can make you feel a character's struggle. 3:38
    • In the 2013 Tomb Raider, the camera frames Lara's body language in a flooded squeeze and a radio tower climb.
    • Animators have Lara turn her head to the camera so you see her terrified face.
    • A behind-the-back view gives first-person benefits and lets you see the hero. It also supports cover and traversal.

4:56 Case Study: God of War

God of War's close camera traded combat for intimacy
Original God of WarGod of War (PS4)
CameraZoomed out, whole battlefieldPinned to Kratos's back
Kratos feelsDistant, like an action figureIntimate, his viewpoint
Combat fitCrowds, wide arcs, area magicEnemies sneak in off screen
Player behaviourPowerful, predatoryCautious, runs from fights
Fixes neededNoneArrows, Atreus callouts, lock-on, snapping
The new camera suited the human story, but the combat needed years of workarounds to cope with it.

God of War's new camera gained intimacy, and its combat then needed years of rework to cope.

  • The old wide camera suited the combat, and the new close one suits the story. 4:56
    • The original games show the whole battlefield, which fits wide-arcing attacks and area magic.
    • The PS4 camera stays on Kratos's back and fits a more human story.
    • The wide view made Kratos feel distant, like an action figure.
    • Throwing the axe works well, because it plays like a third-person shooter.
  • A close camera suits action games with one enemy at a time. 6:10
    • Hellblade and Dark Souls track the player closely, with deliberate movement.
    • Crowd games like Devil May Cry want a wide view.
  • The developers patched the combat to fit the camera. 6:34
    • Arrow indicators mark off-screen enemies.
    • Off-screen enemies are made less aggressive.
    • Atreus shouts what is behind you.
    • Kratos snaps toward enemies just out of reach, and juggled enemies have a maximum height.
    • A lock-on button saves fiddling with the right stick. A GDC talk describes years of work on this.

7:26 Dynamic Cameras

A camera that shifts during play can give each moment the view it needs.

  • Cameras can zoom in or hang back as the action changes. 7:32
    • Third-person shooters zoom in when you aim, for fine adjustments.
    • Spider-Man's camera hangs back when web-swinging.
    • Vanquish pulls back during a rocket slide to increase the sense of speed.
    • God of War does this only by tiny amounts, popping in on the axe throw and hanging back when you run.
  • Batman changes the camera for almost every kind of action. 8:22
    • In fights, the camera locks on to the current enemy, though the swinging can feel nauseating.
    • Crouching pulls back for more peripheral vision, and vents switch to first-person.
    • Bayonetta pulls the camera side-on to make a temporary 2D fighting view.
    • Scarecrow hallucinations go 2D for platforming, and poison tilts the view into a dutch angle.
  • God of War could have used the same approach without any cuts. 9:51
    • Stay on Kratos's back when exploring, then pull back when enemies appear.
    • This would keep the game's one-continuous-shot design intact.

10:11 Innovation in Cameras

Breaking camera conventions is worth trying when the new view still serves play.

  • New camera ideas can create fresh kinds of games. 10:15
    • Shaking things up gave us the action of Resident Evil 4 and the body horror of Resident Evil 7.
    • EA ignored the rule that a skating camera follows the skater and followed the board instead.
    • Firewatch uses expressive animation to give character to a first-person camera, a view usually built around mute, personality-free ciphers.

11:22 Conclusion

A camera that harms the experience frustrates players, whatever it adds visually.

  • Cinematic goals only work when play is not harmed. 11:25
    • The camera is a powerful tool that can support aesthetic and cinematic goals.
    • Good cameras make themselves invisible, so the worst ones are the ones people remember.

In the growth library

Mark Brown, creator of Game Maker's Toolkit. A game camera has to serve gameplay needs like visibility and aiming while also setting mood and intimacy, and the two goals often clash. The God of War (2018) case study shows how a tight, intimate camera damaged combat, and Batman: Arkham Asylum shows the fix: a camera that changes with the situation.

More from Game Maker's Toolkit · The whole library, and ask it anything

Transcript180 lines
Camera Serves the Gameplay 0:00
0:03

Cameras in games are a tricky thing to get right, because they can be used for two completely different purposes. On the one hand, the camera should be used to serve the gameplay. So a wide-angle view gives you lots of peripheral vision, while a tightly-zoomed camera lets you make precise adjustments to your aim. A two-dimensional view makes it effortless to judge the distance between two characters in a way that’s tricky in 3D.

0:30

A linear game might benefit from an on-rails camera, while a more exploratory game is gonna require a camera that you can control. But on the other hand, the camera can serve more aesthetic purposes.

Camera Serves the Aesthetics 0:40
0:42

A really wide-angle shot makes the character feel small and insignificant, while a close-up perspective can make you feel claustrophobic and trapped. A first person perspective is immersive, and makes you feel like you really are the character, while a looming viewpoint makes you feel like a god. Just like in cinema, different perspectives and angles can convey tone, mood, and power dynamics. So a developer might subtly push the camera to make a pleasing image.

1:12

In Shadow of the Colossus, the camera nudges over to the side when you’re riding your horse, to have the action follow the rule of thirds - which is a photography trick that says pics look better if the subject is not in the centre of the frame. Or the developer can just hijack the camera entirely to completely direct the action - as seen in the classic Resident Evil games, where the entire game is viewed through static, pre-rendered backdrops that makes it look like you’re peering through various CCTV cameras.

1:40

It’s a weird one - and almost entirely driven by the technical limitations of PlayStation One hardware - but it does give the devs complete artistic control of the action. Like, look at at how the lickers are introduced in the original Resident Evil 2. The first camera is placed here, and uses the leading lines of these two walls to draw our eye to the window - where a mysterious creature skitters past. In the next scene, the camera is now from the perspective of whatever was outside the window, making Leon look like delicious prey.

2:13

Then a high angle, to make Leon look small and vulnerable. And a scene where Leon must run towards the camera, and then around a blind corridor, meaning the player can’t see whatever threat is in front of them. Then the camera frames a broken window, and a decapitated zombie, again obscuring the player’s view of what’s ahead. And then a shot that perfectly frames this bloody puddle, dripping ceiling tile, and broken window.

2:39

I wouldn’t blame you if you ever so slowly tip-toed up to the edge of the screen… That’s just good horror, right there.

Intimacy vs Vision 2:50
2:50

The most recent trend, though, has been about pulling the camera in tight behind the character’s back, to create a sense of intimacy. So this year’s remake of Resident Evil 2 ditched that fixed perspective entirely and put the camera directly behind Leon’s head - with the game’s producer saying “we wanted it to be intimately terrifying in nature, to [have] up-close and personal zombie encounters that you can only get, I think, with that kind of camera view”.

3:18

So we might lose that awesome Licker introduction - but on the flip side, it does feel more viscerally terrifying when you get jumped by a zombie. The idea is, the closer the camera gets to the character, the more you can relate to them. And I think, to some extent, that is true. In 2013’s Tomb Raider reboot, the jittery, close-up camera does a lot of work in making you connect with Lara’s survivalist struggle. The camera closely frames Lara’s body language, and forces you to stick with her during the most daunting moments of her journey - like a tight squeeze through a flooded chamber, and a vertigo-inducing climb up a radio tower.

3:54

The camera even has a dedicated physics system so it can bounce and bump in tandem with Lara’s many scrapes, and the animators make Lara turn her head to the camera at every opportunity, so you can see her terrified expression. All of this helps you connect to the character in a way that a wider angle would not achieve. But, while it might be true that a closer camera is more intimate - what’s undeniable is that the closer you are to the character, the less peripheral vision you have.

4:24

Not to mention the fact that your character covers up a big chunk of the screen’s real estate. This is okay for shooters, because being able to aim at faraway targets is more important than what’s directly to the left and right of you. So a behind-the-back camera gives you the benefits of a first-person perspective, but you can also see the character. This is good for better relating to the hero, and also supports things like cover mechanics and traversal.

4:50

But what about action games? Yeah. That’s a different story.

Case Study: God of War 4:56
4:56

So, the original God of War games used a zoomed-out camera to give us a wide view of the entire battlefield. This perfectly fits a combat system with loads of enemies, wide-arcing attacks and area-of-effect magic spells. But Kratos feels distant - more like you’re playing with toys and action figures than embodying a character. God of War on PS4, on the other hand, has a much closer camera which remains pinned to Kratos’s back.

5:25

This does create a more intimate relationship with the character, and lets us see the world from his viewpoint. It makes sense for the game’s narrative, which aims to tell a more human story. But, it’s less ideal for combat. You fight lots of enemies at once, and they can sneak up on you from outside your limited perspective. And it’s tricky to judge the distance between Kratos and his enemies when swinging the axe. The camera works well when throwing the axe, because it mimics a third-person shooter - but it struggles during general combat.

5:54

And this doesn’t just affect visibility, but the experience of playing the game. Where the older God of War games made me feel powerful and predatorial - the new one often had me playing more cautiously and had me running away from the action - in fear of getting hit in the tuckus. Now, a close-up camera can work for action games. Titles like Hellblade and Dark Souls track the player pretty closely. But those games are about very deliberate movement, more reactionary play, and most often put you up against just one enemy at a time.

6:25

For games with lots of enemies, like Devil May Cry, a much wider perspective is preferable so you can see everything that’s happening on screen. I should say, God of War’s developers did a lot of very clever stuff to make the combat work with this new camera. There are these arrow indicators that tell you where off-screen enemies are currently standing, and Atreus is constantly shouting about what’s behind you. Enemies who are off screen are made less aggressive, so you can focus on the ones you can actually see.

6:54

Kratos magnetically snaps towards enemies who are just out of reach, to cheat the problems of depth perception. Juggled enemies have a maximum height to stop them going off screen. And the devs added a lock-on button, just like those other action romps, so you don’t have to constantly fiddle with the right analogue stick. There’s a great talk on the GDC Vault, about the literal years of work that went into converting God of War’s combat to better fit the new camera perspective.

7:20

But that seems like a lot of effort when there might have been a far more simple answer:

Dynamic Cameras 7:26
7:25

a dynamic camera. Because, cameras can - of course - move during gameplay. Most third-person shooters have the camera zoom in when you aim your weapon, to give you a better view and let you make fine adjustments to your targeting. And other cameras hang back: Spider-Man becomes a tiny weeny critter in the middle of the screen when web-swinging, to give you the best possible view of where you’re going. And the camera holds back a bit in Vanquish when you rocket slide, to increase the sense of speed.

7:54

God of War does do this: the camera pops in when you throw the axe, and hangs back when you run - but it’s by tiny amounts. But developers can actually make way more dramatic changes to the camera, depending on what’s currently happening. Look at Batman: Arkham Asylum. When you’re walking down the corridors of Arkham, the camera’s so close up on Batman’s back that you can practically smell his Bat-funk. But when you’re in a fight, the camera pulls back dramatically to give you a much better view of what’s happening.

8:22

Here, the camera automatically targets and locks on to the enemy that you’re currently fighting. It can lead to some dramatic, and rather nauseating swinging of the viewpoint, but it’s a good way to frame the action and keep the most important stuff on screen. Bayonetta does something like this too, but actually tries to pull the camera into a side-on view, to make a temporary 2D fighting game viewpoint that frames you and the demon you’re duelling with.

8:45

And those aren’t the only cameras in Batman. When you crouch down, the game knows you’re doing some sneaky stealthy action, and so hangs back a bit to give you more peripheral vision of nearby threats. When you get into cover, the game gives you a fixed angle that shows around the corner - and frames Batman really well. And when you’re up on a gargoyle, the field of view is massively widened so you can see the entire room at once.

9:09

There’s also a first-person view when you’re crawling around in a vent. And it even goes two dimensional when you’re in certain Scarecrow hallucinations, so you can focus on platforming. And when Batman has been poisoned by Scarecrow’s toxins, the camera tilts into a dutch angle, to show that Batman is off kilter. Rocksteady knows that there’s no one-size-fits-all-approach when it comes to a camera in these complex and multi-faceted 3D games.

9:34

And so it doesn’t try to make one: and instead has the camera shift and morph to fit the gameplay needs. And it works: you still feel close and connected to Batman because the camera creeps up behind him for most of the game: but it has the good sense to pull back whenever you need more peripheral vision. And I think God of War could have done something like this too: stick to Kratos’s back when exploring, and pull back to a more generous viewpoint when the enemies appear.

9:59

You don’t even need to cut the camera, and so could maintain that mad, ambitious one-continuous-shot thing that the game's developers somehow pulled off.

Innovation in Cameras 10:11
10:11

Now, I wouldn’t want to discourage developers from trying new cameras. If we never shook things up, we wouldn’t have the pulse-pounding action of Resident Evil 4, or the gross-out body horror of Resident Evil 7. And amazing things can be done when devs push the boundaries of what can and can’t be done with certain perspectives. Conventional wisdom would suggest that a first-person platformer is a terrible idea, but Mirror’s Edge works - thanks, in part, to a wider field of view, and responsive full body animations.

10:44

And fighting games should always be shown from a side-on perspective, right? Not according to ARMS, which uses long range attacks and the relative distance of incoming fists to help you gauge the distance between you and your opponent. Tony Hawks said the camera in a skating game should follow the skater - but EA found a whole new style by ignoring that, and having the camera follow the board. And games like Firewatch use really expressive animations to convey character - from a first-person perspective - a camera type that usually focuses on mute and personality-free ciphers Ultimately, the camera is a really powerful tool.

Conclusion 11:22
11:25

But Ithink the most important thing to remember is that while cameras can certainly support aesthetic and cinematic goals, it’s only going to lead to frustration if the actual experience is harmed. Because, ultimately, the camera should fit the gameplay, not the other way around.

Patreon Credits 11:46
11:47

Hey, thanks for watching! I’m not going to ask for the best camera you’ve seen in a game, because good cameras make themselves invisible. Instead, I’m going to ask you to name the worst camera you’ve ever experienced. Drop your thoughts in the comments below.