Cameras do a lot of work in games. They can shake the entire screen to relay all sorts of information to a player, or they can act as framing for a point of focus on a smaller window like a map. What else can developers do to spruce up their camera work?
In this GDC 2016 session, SMU Guildhall's Squirrel Eiserloh discusses the math behind camera behaviors like split screen and framing techniques, taking time to explain the logic behind every concept in an easily digestible way.
The talk goes over the different types of camera effects developers can utilize, ranging from all the different types of camera shakes there are, to how math contributes to the smooth motion of a camera lazily following its player.
Programmers interested in learning the different ways math can affect cameras can watch the talk completely free via the official GDC YouTube channel!
About the GDC Vault
In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.
Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.
Gamasutra and GDC are sibling organizations under parent UBM Americas