Game Design Camera Angles Camera Angles Side Scrolling
- Slides: 33
Game Design
Camera Angles
Camera Angles • Side Scrolling • Top Down / Isometric • General Third Person • First Person Protagonist • Over The Shoulder
Side Scrolling • 2 D • Player physically detached from the agent (player’s avatar) • Not immersed in the scene, not meant to be present in game space • Provides solid oversight over everything in proximity to the agent
Top Down / Isometric • Same sense of physical detachment a side-scroll • Places the viewer far above the action • Viewing platters • Offers a sense of full control with emotional detachment • Good for strategy games
Top-Down vs. Isometric
General Third-Person • Slightly top-down angle • Detaches player from ground to provide oversight • Solid view of agent (avatar/player) body • Player is more connected to their avatar • Can be tough to gauge distances (esp. faces)
First Person • Thru the eyes of protagonist • Possibly the most immersive angle • Body awareness is lacking, no peripheral vision • Minimum special awareness • Protagonist can’t see the ground in front of them
Over The Shoulder • 3 rd person view on eye level with protagonist • Player is completely grounded, walking with avatar • Camera attached to the agent, moves with him • Enhances player’s feeling of vulnerability
Game Functionality
Game Feedback • Defeating enemies • Earning points • Reducing Health • Specific sounds • Winning Screen • Lives
Game Control • Moving • Implementing power-ups • Jumping objects • Switching view • Collecting objects
Other Elements • Strategy • Duration • Success
Game Design Process
Game Design • Starts with an idea • Choose concept, genre • Game Proposal • • • Concept Gameplay Feature list Setting/Story Target Audience Admin Stuff
Disciplines • World Design • System Design • Content Design • Game Writing • Level Design • UI Design • Audio Design • Game Feel
World Design • Backstory • Setting • Theme
System Design • Game rules • Underlying mathematical patterns
Content Design • Characters • Items • Puzzles • Missions • Content is the complexity added to a minimum viable product to increase its value. Example: Final Fantasy
Game Writing • Dialog • Text • Story • Voice acting • Music
Level Design • The construction of world levels and their features • Makes use of many different fields to create a game world. • Lighting, space, framing, color and contrast are used to draw a player's attention. • A designer can use these elements to guide or direct the player in a specific direction through the game world, or mislead them.
User Interface Design • Menus • Heads-up displays • Game mechanics engine • How much info to give the player? • How to inform the player about the world?
Audio Design • Creating or incorporating all of the sounds that are in the game • Sound effects • Voice acting
Design Process
Design Process – 4 Main Steps • Concept • Pre-Production (pitch document, design document, etc. ) • Production • Post-Production
Concept Phase • What genre? • What theme? • Brainstorm your ideas and make notes
Pre-Production • Pitch Document • Scripting/Storyboard • Define game mechanics • Gather/create art
- Amo te
- Side side side similarity theorem
- Similarity theorem examples
- Sss
- Aa postulate
- Game camera angles
- Opposite angles
- A formal approach to game design and game research
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- Uil side by side
- Sell side vs buy side
- Soda lime uses
- Side angle side theorem
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- Single v groove weld symbol
- Draw the projection of a regular hexagon of 25mm side
- Monoplane occlusion
- Platzbedarf side by side melkstand
- Side by side stuff
- Sine and cosine law
- What is server side programming
- Posselt's diagram
- Videocon refrigerator temperature settings
- Red side blue side
- Multi camera production
- Camera movement
- Same side interior angles
- Same side exterior angles
- Triangle labelled abc
- Parallel lines and transversals definitions
- Theorem 3-1
- Same side exterior angles
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- Shot size meaning