|Session Name||The Cameras of Uncharted 3|
|Company Name(s)||Naughty Dog Inc.|
|Track / Format||Game Design|
This session reviews the different types of cameras in Uncharted 3. It also looks at how they are managed in engine. Player cameras such as follow, aim, melee, and cover cameras are discussed, as well as how they can be tweaked by designers. Other cameras, such as fixed, spline, and animated cameras are covered in depth, as well as the designer/programmer's interface for fading them in/out and priority schemes. Next, Uncharted 3's camera shake system is detailed, a separate layer of additive cameras keyed off of player animations. Finally, this session will include Uncharted 3's use of Depth of Field and 3D as it relates to cameras, and plans for future improvements.