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
| Original God of War | God of War (PS4) | |
|---|---|---|
| Camera | Zoomed out, whole battlefield | Pinned to Kratos's back |
| Kratos feels | Distant, like an action figure | Intimate, his viewpoint |
| Combat fit | Crowds, wide arcs, area magic | Enemies sneak in off screen |
| Player behaviour | Powerful, predatory | Cautious, runs from fights |
| Fixes needed | None | Arrows, Atreus callouts, lock-on, snapping |
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.
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