Session Name: | 50 Camera Mistakes |
Speaker(s): | John Nesky |
Company Name(s): | thatgamecompany |
Track / Format: | Programming |
Overview: | The entire experience of playing a game is framed by its camera, but the addition of the third dimension has brought more than a few twists that torment players to this day. Cameras have potential as a powerful storytelling tool, but before they can realize that potential, they must meet the player's needs. Undermining sense of direction, impairing judgment of distances, breaking line-of-sight, triggering simulation sickness, or simply being useless are just a few of the failure cases we've all seen in game cameras. John Nesky, the dynamic camera designer for thatgamecompany's award-winning PSN title Journey, takes attendees on a tour of all the poor choices that he and other game developers have made, and most importantly, how to fix them. |