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on www.derek-lieu.com...For a first person narrative game, bigger and more sudden camera movements more clearly show player intent, or for a point-and-click adventure...
...But movement alone doesn't show player agency. For example, we know elevator doors open and close without direct human input. Therefore, a shot...
...operator and player.
Option #1: One tremendously helpful option I've had is the ability to pre-record a camera movement. In this setup...
Option #1: One tremendously helpful option I've had is the ability to pre-record a camera movement. In this setup...
...You want smooth movements with gradual start/stops. If there's a visible player avatar in the game, a freecam will help get you...
...impossible for the player to achieve from the playfield.
Since I wanted the trailer to move quickly, I choreographed movements so there was always...
Since I wanted the trailer to move quickly, I choreographed movements so there was always...
...Since we can hear the sound of the player's saw from a distance, we know this is nearby. Back from the player's...
...Make the movement of the focus of the shot contrast with the movement of the background elements. Either make it move more than everything...
...personality and intent of the player can be inferred from the movement and animation because of big exaggerated movements. Whereas games with very snappy...
...is when the player character is perfectly centered and the camera moves are perfectly in sync with the player's movements. Especially after playing...
...either by matching the character's direction of movement or combat animations. The different player verbs come one after another, making the fights always...