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Video: 50 common game camera mistakes -- and how to fix them

November 17, 2015 | By Staff

November 17, 2015 | By Staff
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More: Console/PC, Social/Online, Indie, Programming, Design, Video, Vault



"Cameras are most noticeable when they fail."

- Thatgamecompany engineer John Nesky.

What's the last game you played that had a really great camera system? For that matter, what does it even mean to design a "great" camera?

At GDC 2014, Thatgamecompany "Feel Engineer" John Nesky spoke passionately about the importance of good camera design in games, and what he learned about how to make a great camera in his time working on Journey, where he had to figure it out as he went along.

He went on to take the audience on a tour of all the poor game camera design decisions he and other designers have made in recent years, offering thoughtful advice on how to sidestep or solve each of them.

It was a heartfelt, insightful talk about a topic that's too rarely talked about in detail, and if you missed it in person you can now watch Nesky's whole talk for free over on the official GDC YouTube channel.

About the GDC Vault

In addition to this presentation, the GDC Vault and its new YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC, GDC Europe, and GDC Next already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

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