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|Session Name:||Animation Bootcamp: Animating Cameras for Games|
|Track / Format:||Visual Arts|
|Overview:||The bar for quality in games is constantly being pushed higher every year, and yet, there are still areas that tend to remain afterthoughts during the production cycle. Cameras are one such area. Most game teams don't have the luxury of a dedicated "camera guy" and as such, the ownership typically gets split between various people on the team, and rarely to anyone with any real-world camera experience. The goal of this talk is to give the audience a primer in cameras and composition, with a focus on how to apply physical camera features and limitations to both gameplay and cinematics to create more believable, appealing and entertaining experiences.|