Tải bản đầy đủ (.pdf) (25 trang)

Lecture Game design: Camera - Ho Dac Hung

Bạn đang xem bản rút gọn của tài liệu. Xem và tải ngay bản đầy đủ của tài liệu tại đây (1.3 MB, 25 trang )

CAMERA

1


STATIC CAMERA

2


SCROLLING CAMERA

3


FIRST PERSON CAMERA

4


THIRD PERSON CAMERA

5


LET THE PLAYER
CONTROL THE CAMERA
 Allow players complete control over the follow

cam
 Free-look camera


 Give players selective control over the camera
 Second person view

6


NOT TO LET THE PLAYER HAVE
CONTROL OVER THE CAMERA
 The most important point to remember when

removing the players’ control of the camera is to
make it clear they don’t have control over it. Once
they realize this, they can focus on the gameplay
and not worry about the camera.

7


TWO AND A HALF D

8


ISOMETRIC CAMERA

9


TOP-DOWN CAMERA


10


CAMERA SHOT
 Extreme wide shot
 Very wide shot
 Wide shot
 Medium shot

11


CAMERA SHOT
 Medium close-up
 Close-up
 Extreme close-up

12


CAMERA SHOT
 Cut away

 Cut in

13


CAMERA SHOT
 Two shot


 Over-the-shoulder shot

14


CAMERA SHOT
 Noddy

 Point-of-view shot

15


CAMERA ANGLE
 Eye level
 High angle
 Low angle

16


CAMERA ANGLE
 Worm’s-eye view
 Bird’s-eye view
 Dutch tilt

17



CAMERA MOVEMENT
 Arc

18


CAMERA MOVEMENT
 Dolly zoom

 Follow

19


CAMERA MOVEMENT
 Pedestal

 Pan

20


CAMERA MOVEMENT
 Tilt

 Dolly

21



CAMERA MOVEMENT
 Zoom

22


MULTIPLE-PLAYER CAMERAS
 Split screen

23


MULTIPLE-PLAYER CAMERAS
 Zooming screen

24


MULTIPLE-PLAYER CAMERAS
 Camera in picture

25


×