Tokyo 42

December 29, 2017

The way a game’s camera is set up determines a lot about how you interact with and relate to it. Generally speaking, when you embed the camera in the face of the player character, you’ve got something immersive- put it behind their shoulder and you significantly change the player’s sense of presence in a world.

When you give the player the ability to mess around with the camera- specifically with the angle its viewing the world from- you open up a world of possibilities for level design, puzzles, and player interaction.

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