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Ultimate Game Design : Building game worlds

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<strong>Building</strong> <strong>Game</strong> Worlds<br />

96<br />

U L T I M A T E G A M E D E S I G N<br />

that fighter’s dominance. You can edit camera sweeps to set the camera’s start and<br />

stop position and the speed or timing factor for the sweep (how fast or slow) to suit<br />

the camera performance required. In this way, you can give the player a solid and engaging<br />

view of a character or vehicle, which is far more dynamic than a flat image alone.<br />

Character View Example<br />

Another example of using camera work to detail an interface would be to use a camera<br />

for an NPC character view (a close-up front shot of your commander, for instance).<br />

With the advent of advanced lip-sync ability in 3-D facial animation, you can<br />

set a close-up camera view for an NPC and use the in-<strong>game</strong> model (or a custom<br />

model) to “talk” to the player. In many <strong>game</strong> settings, NPCs chime in to comment on<br />

<strong>game</strong>play, to give clues, and occasionally to help prompt and guide the player. With a<br />

camera set up to handle these NPC conversations, you can extend and enhance the<br />

role of the NPC as desired. You might even create an NPC studio (for example, a set<br />

to host NPCs in camera conversation with the player). Gone are the days of the<br />

flat-pasted NPC image it seems. Going even further, with a simple camera script, you<br />

could pan from one NPC to another (like two ship commanders on the bridge giving<br />

direction) in your NPC window.<br />

Floating Cameras<br />

Many <strong>game</strong>s are starting to offer players the opportunity to locate or position a dynamic<br />

camera that can be moved from unit to unit or location to location at the<br />

player’s preference. This allows for a quick jump into a melee scene at the unit level,<br />

for example, and a quick jump out to see what is happening across the battlefield.<br />

Sometimes these camera moves, which are intended to allow flexibility and immersion<br />

for the player, are preconfigured and simply selectable by key or button input.<br />

If you’re going to allow your player to customize a floating camera view (or<br />

several), you should at least provide some default camera setups for play—camera<br />

setups that have performed well for play in your own enjoyment of the <strong>game</strong>. Those<br />

players who appreciate this amount of granular camera control and want to edit<br />

camera position further will have a starting point. Those players who don’t care will<br />

have selectable defaults.<br />

Be considerate with camera moves. Too much camera jumping and camera distraction<br />

can cause players to become easily disoriented and confused, and breaks the<br />

<strong>game</strong> fun experience by making it a chore for players to return to the view that they<br />

are comfortable with.

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