Art

How Cameras in Side-Scrollers Work



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

Similar Posts

36 thoughts on “How Cameras in Side-Scrollers Work
  1. 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!

  2. 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.

  3. 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.

  4. 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

  5. "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…

  6. 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 !

  7. 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 !

Comments are closed.

WP2Social Auto Publish Powered By : XYZScripts.com