Talking with adam about camera's in game, we came across a few issues reguarding the world design with the camera we planned to have.
Dynasty Warriors (KOEI Tecmo, 2008)
The other camera was tracked/animated cameras, so that all the camera angles have been pre coded and the player has no control over it. this is a good way of setting the scene with various cinematic shots.
God of War III (Santa Monica studios, 2010)
The other camera, was a combination of player controller and scripted cameras which made a strong balance between cinematic areas and partial free roam areas.
Enslaved: Oddessy to the West (Ninja Theory, 2010)
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