As part of GDC 2015’s Indie Summit designer Itay Keren (Mushroom 11, IGF 2014 finalist) explores the camera techniques used from the classic side-scrollers of the 1980s through the indie games of today, demonstrating how camera work should be tailored to the game’s unique mechanics and characteristics.
GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives.
Follow us on Twitter
https://twitter.com/Official_GDC
Checkout our Facebook page for GDC exclusives
https://www.facebook.com/GameDevelopersConference
http://www.gdconf.com/
GDC
Source
This is an amazing talk. Informative on a fundamental with detailed examples that clearly took effort to set up. Great job.
Damn it, now I know Scrolling! 😀
Polygon was right: this is surprisingly interesting. Had never thought about the camera and how important it is.
Great talk. A huge amount of research is saved for me, thank you Itay Keren for collecting all this information.
Thanks a lot. I now can't play a game without focusing on how the camera works, and without seeing the character as literally pushing the view around!
Nah, but seriously. This is really interesting and not something I had given much thought to aside from how some cameras are static and others dynamic and sometimes cinematic. There seems to be a lot to know about the subject, a lot that the designers thought about that you don't really notice (well, I suppose that's didn't really notice now) while playing a game. Thanks for opening my mind to a whole new area of knowledge!
There's another talk about third person cameras https://www.youtube.com/watch?v=C7307qRmlMI
Terrible microphone feedback spoils an otherwise great speech. Thankfully it only lasts a minute or so..
super. are there any code samples for these camera styles and techniques?
this is golden.
I wish they'd show less looping gameplay clips. It really hurts my eyes and makes me nauseous for some reason.
Fantastic
this guy is crazy nervious
Great talk!
Drink game: Drink whenever he says "uh"
I love that people care as much about 2d camera movements as I do. It's a shame though because I haven't worked on a game with serious camera movement in a while now.
Awesome talk! Never knew how much difference there was in scrolling till this. Thanks!
Great talk.
Exactly what I've been looking for. Outstanding and super helpful. I got so many ideas from this.
dope talk
I wish I had this powerpoint =/
I really liked the examples in this showing all the different kinds of scrolling for each game using your nomenclature. You should compile a really big list of games like this to help it catch on with other developers.
Inside.
AMAZING talk!!
I feel like I now have a whole new appreciation for something I basically took for granted all these years.
Besides the "uh"-s, this is a great talk! I really enjoyed it!
24:00 homie didnt turn off his phone
Just off the top of my head I can add the Naruto Ultimate Ninja Storm series which did camera controls VERY well by always focusing the opponent in the middle of the screen and staying behind your character
Also Patapon would be wort a mention as it does the looking ahead, cinematic camera movements and zooming altogether
Can't imagine how much time this guy spent for preparing such this talk. one of the best talk of GDC.
"Games that do this today… well it is not exactly today."
* 11 years before the talk.
Man you are obviously around for some time now ?. I remember when 2000 was a future that we were waiting for to happen…
Truly a great talk. Very well thought out, very well presented, very helpful, just incredible
Too much info on the eyeball IMO. Interesting though.
Wow … about an hour ago i thought i knew 2D Cameras…. & now i stand corrected. Itay has definitely invested a lot of thought and effort into studying this topic in such Detail… Thanks for making all this hard work available to us… i wish the Slides were Full screen for the whole lecture but oh well…. Brilliant Content !
When i first looked at the Mushroom 11 Camera setup … i thought to myself … maybe they overthought this… but as soon as i saw the Game play and how the Avatar behaves… It made sense to me … Mind Blowing Work !
Audio issues ruin this talk, sorry.
He missed the greatest NES game. Silver Surfer. He probably didn't have intelligence to understand it's complex camera system.
In Micro Machines it was part of the game, if another player pulled the camera completely off you, you died