This is a pragmatic book about solving design problems to improve the user experience based on the author's professional experience from developing camera systems, including the camera system for Journey, an award-winning PlayStation Network game. The book describes the principles of gamatography, provides examples demonstrating those principles, and addresses how the principles apply to all types of games. The author uses a 3D third-person game to serve as a case study for a complete camera system.
Sprache
Verlagsort
Verlagsgruppe
Zielgruppe
Illustrationen
100 s/w Abbildungen
100 Illustrations, black and white
Maße
Höhe: 254 mm
Breite: 178 mm
ISBN-13
978-1-4987-3613-8 (9781498736138)
Copyright in bibliographic data is held by Nielsen Book Services Limited or its licensors: all rights reserved.
Schweitzer Klassifikation
Autor*in
thatgamecompany, Los Angeles, California, USA
Interactive Cameras. The Ideals of Gamatography. Approaching the Subject. Taking Control. Finding Your Style. Seven Numbers. Developing Your Strategy. The Follow Camera. Hinting. Scripted Cameras. Maintaining Line-of-Sight. Cut! The Debug Camera. Simulation Sickness. Imitating Real Cameras. Cinematography Primer. 3D Math Primer. The Butler.