Fundamentals of Real-Time Camera Design. Mark Haigh-Hutchinson Senior Software Engineer Retro Studios, Inc.



Similar documents
Fundamentals of Computer Animation

CAD and Creativity. Contents

SCHOOL OF DESIGN STUDIES

Game Design From Concepts To Implementation

Jul 5, 2012, Sep 13, 2012, Oct 11, 2012, Jan 10, 2013, Mar 1, 2013, Jul 11, 2013, Sep 12, 2013, Oct 10, 2013

The 3D rendering pipeline (our version for this class)

A Short Introduction to Computer Graphics

Advanced Diploma of Professional Game Development - Game Art and Animation (10343NAT)

An Instructional Aid System for Driving Schools Based on Visual Simulation

[Name of the game] Game Design Document. Created by [Name of the team]:

3D Animation & Visual Effects

GAME DESIGN AND DEVELOPMENT TECHNOLOGY. Game Design and Development Technology I

Character Animation from 2D Pictures and 3D Motion Data ALEXANDER HORNUNG, ELLEN DEKKERS, and LEIF KOBBELT RWTH-Aachen University

Message, Audience, Production (MAP) Framework for Teaching Media Literacy Social Studies Integration PRODUCTION

Level Design. Characters vs Levels. Level Design. Case Study: Matchstick puzzle

Industrial Robotics. Training Objective

Computer & Video Game Genres. CSCI 130 Computer Game Design Prof. Jason Fritts

Office of Admissions. 110 Meyerson Hall Philadelphia, PA TIME BASED AND INTERACTIVE MEDIA CERTIFICATE PROGRAM

PROJECT MANAGERS - PROGRAMMERS

Chapter 1. Animation. 1.1 Computer animation

3D Animation & Visual Effects

EUROPASS DIPLOMA SUPPLEMENT

NORCO COLLEGE SLO to PLO MATRIX PLOs

Neomancer: An Exercise in Interdisciplinary Academic Game Development

The major in Journalism or Mass Communications

Games Development Education to Industry. Dr. Catherine French Academic Group Leader Games Programming, Software Engineering and Mobile Systems

Proposal for a Virtual 3D World Map

The Art Institute of Philadelphia Catalog Addendum GAME ART & DESIGN

Multimedia Technology and Design Courses at a Glance

Three Methods for Making of Character Facial Animation based on Game Engine

Albright Digital Media Alumni: Where Are They Now? Combined Major in Digital Media

3D U ser I t er aces and Augmented Reality

D animation. Advantages of 2-D2. Advantages of 3-D3. Related work. Key idea. Applications of Computer Graphics in Cel Animation.

RoboCup Advanced 3D Monitor

Flocking and Steering Behaviors : Computer Graphics April 08, 2010

Lab Rat. Prototype Productions. Tech: Sean Halloran sjhalloran Art: Shane Stenson sjstenson Tech: Lindsay O Donnell lrodonnell

Programming 3D Applications with HTML5 and WebGL

Information Technology Cluster

Solid Edge motion simulation, explode render animate

Alphacam Art combines Vectric s Aspire artistic design software with the market leading Alphacam manufacturing software.

QoS Issues for Multiplayer Gaming

CINEMA DEPARTMENT COURSE LEVEL STUDENT LEARNING OUTCOMES BY COURSE

2IOE0 Interactive Intelligent Systems

Two hours UNIVERSITY OF MANCHESTER SCHOOL OF COMPUTER SCIENCE. M.Sc. in Advanced Computer Science. Friday 18 th January 2008.

Develop Computer Animation

How To Be A 3D Modelled Environment Artist

Ultra-High Resolution Digital Mosaics

The preliminary design of a wearable computer for supporting Construction Progress Monitoring

Film and Television. Film and Television 299

Preproduction in the Game Development Process

Digital Video-Editing Programs

Solid Edge ST3 Advances the Future of 3D Design

CS 378: Computer Game Technology

Game Design Document and Production Timeline. John Laird and Sugih Jamin University of Michigan

Interactive Computer Graphics

Immersive Medien und 3D-Video

ACE: After Effects CS6

SAN DIEGO COMMUNITY COLLEGE DISTRICT MESA COLLEGE ASSOCIATE DEGREE COURSE OUTLINE

Data Review and Analysis Program (DRAP) Flight Data Visualization Program for Enhancement of FOQA

3D Animation Graphic Designer

WHITEPAPER. Managing Design Changes in Enterprise SBM Installations

Index. 2D arrays, 210

Chapter 1 Learning to Program With Alice

Using Video Cameras in Physical Education

Cork Education and Training Board. Programme Module for. 3 Dimensional Computer Graphics. Leading to. Level 5 FETAC

Production Design / Art Direction. TV Animation / Shorts

NEW CHALLENGES IN COLLABORATIVE VIRTUAL FACTORY DESIGN

Bachelor of Games and Virtual Worlds (Programming) Subject and Course Summaries

the gamedesigninitiative at cornell university Lecture 5 Rules and Mechanics

Blender 3D Animation

Computer Game and Animation Past, Present, and Future

Voice Driven Animation System

INTERACTIVE 3D SIMULATION SYSTEM IN GAME ENGINE BASED COLLABORATIVE VIRTUAL ENVIRONMENT FOR ARCHITECTURAL DESIGN COMMUNICATION

Computer Animation. CS 445/645 Fall 2001

Mobile Game and App Development the Easy Way

Anime Studio Debut vs. Pro

SOFTWARE ENGINEER. For Online (front end) Java, Javascript, Flash For Online (back end) Web frameworks, relational databases, REST/SOAP, Java/Scala

Go to contents 18 3D Visualization of Building Services in Virtual Environment

Citrix EdgeSight for Load Testing User s Guide. Citrx EdgeSight for Load Testing 2.7

Game Genres. Video Game Technologies 10531: MSc in Computer Science and Engineering 11156: MSc in Game Design and Development. Chap.

Maya 2014 Basic Animation & The Graph Editor

The Computing Curriculum at Coston Primary

Robotics and Automation Blueprint

SimFonIA Animation Tools V1.0. SCA Extension SimFonIA Character Animator

MEDIA OCR LEVEL 3 CAMBRIDGE TECHNICAL. Cambridge TECHNICALS ANIMATION PRODUCTION CERTIFICATE/DIPLOMA IN K/504/0480 LEVEL 3 UNIT 66

Intuitive Navigation in an Enormous Virtual Environment

Program, Course, and General Education Transfer Agreement

University of the Arts London (UAL) BA (Hons) Games Design Art and Design Date of production/revision July 2015

Transcription:

Fundamentals of Real-Time Camera Design Mark Haigh-Hutchinson Senior Software Engineer Retro Studios, Inc.

Mark Haigh-Hutchinson 21 years in the games industry 40+ published titles Programmer / Designer / Project Leader Camera systems and player controls Metroid Prime Metroid Prime 2:Echoes

Agenda Why talk about camera design? To raise awareness Avoidable camera problems persist Small amount of literature Set a high standard

Topics Camera System Overview Camera Fundamentals Game Genre Cameras Camera Design Principles Player Control Camera Design Process Camera Design Questions

Camera System Overview

Camera System Overview Controls game presentation Defines main interface of game Real-time and cinematic sequences Services other game systems Uses general and specific solutions Allows designers to override behaviors

Camera System Goals Present best view of game play Avoid player frustration Be unobtrusive Prevent disorientation Allow player control as appropriate

Camera Fundamentals

Camera Fundamentals What do we mean by a camera? Defines a view of the game world Does not usually simulate real camera properties Many different types of cameras Cinematic or Interactive

Camera Types Cinematic Interactive Pre-defined behavior Aesthetics over game play Established conventions Well-defined situations Dynamic behavior Game play over aesthetics Conventions being defined Wide variety of situations

Camera Properties Presentation style (Projection) Type (First, Third person) Behavior Desired position Motion type Look-At position Orientation method

First Person Camera Viewed from player Limited Field-Of-View Positioning is difficult Aiming is easy Limited character view Very immersive

Third Person Camera External to player Positioning easier Aiming more difficult Less immersive Navigation problems Framing problems

Camera Motion Desired position Motion types Stationary Slaved Path constrained Surface constrained Motion method

Camera Orientation Look-At position Object tracking Object framing Path tracking Orientation lag Free-look

Game Genre Cameras Part 1

Game Genre Cameras Genre-specific camera types Game play requirements more important Multiple camera types often required Split-screen multi-player presents additional challenges

Action-Adventure Motion and orientation lag Elevated position Look-at depends on action Generalized solution difficult Minimize reorientation

3D Platform Elevated position Often pre-defined path or position Environment view most important User control override preferred

Flight Simulation Requires multiple viewpoints Roll is permissible Look-at position ahead of craft Replay cameras

Racing Multiple viewpoints Defined camera paths Motion and orientation lag Replay cameras

Camera Design Principles

Camera Design Principles Avoid player character occlusion Navigate environment automatically Allow camera manipulation Do not REQUIRE camera manipulation Minimize camera motion Ensure motion is smooth

Camera Design Principles Limit reorientation speed Limit use of roll Lead a character in motion Preserve player intent Seamless transitions

Player Control

Player Control Linked to camera system Genre & controller dependent Consistency of control Can be automated Abstracted to commands Control Reference Frame

Control Reference Frame Maps player controls to character motion Abrupt changes frustrate Retain after instant or rapid motion Game play and genre dependent

Control Reference Frame Character-relative : Problematic in third person Camera-relative : Player proximity issues World-relative : Controls are consistent Screen-relative : Motion defined by camera view Object-relative : Inscribes a motion arc ( lock-on )

Game Genre Cameras Part 2

Game Genre Cameras Camera choice can be difficult Player perception linked to camera type Not restricted to traditional choices Experimentation is encouraged

Fighting Must frame multiple characters Focal point between enemies Open environments Cinematic approach

Role Playing Games Elevated, distant position Often entirely user controlled Combat may use stationary view Navigation difficulties

Sports Matches TV presentation style Multiple viewpoints Elevated positions mostly Replay cameras

Camera Design Process

Camera Design Process Important part of entire game design Requires dedicated staff Prototype and iterate early Derive from game play and environments

Camera Design Process Overview Examine high level design goals Evaluate player character abilities Determine scope of environments Define base camera behavior(s) Determine area-specific requirements Technical evaluation of cameras

Camera Design Process Per Area Determine specific environment needs Specify game play / AI / game objects Prototype simplest solution Refine once game play fixed

Camera Design Questions

Camera Design Questions Player Abilities and Controls Consider all character movement properties Has the motion been finalized? Any ranged interactions? Do the player abilities change over time? Are control changes necessary? Simplify or restrict controls? Camera manipulation allowed?

Camera Design Questions Environmental Concerns Sufficient space for camera motion / framing? Single presentation style? Will interpolation methods work? Removal or fading possible to avoid occlusion?

Camera Design Questions Aesthetics Character framing? Aiming or ranged interactions? Is orientation or motion lag required? Does occlusion matter? Pre-defined or dynamic positioning?

Camera Design Questions Technical considerations Object or geometry transparency? Rendering issues outside world Dynamic camera behaviors? Camera specific collision detection & avoidance? Tools to specify camera behaviors Camera debugging facilities?

Conclusions

Conclusions Camera design greatly impacts game play Essential part of the overall game design task Requires dedicated development staff Player control linked to camera design No single camera solution Prototype early and design away problems Successful camera systems are unobtrusive

Conclusions No-one will notice if you truly succeed

Further Reading

Further Reading Game Programming Gems Series, Volumes 1, 2, & 4 AI Game Programming Wisdom Series, Volumes 1 & 2 Real-Time Cinematography for Games - Brian Hawkins GDC 2004 Proceedings Full Spectrum Warrior Camera System - John Giors Grammar of the Film Language - Daniel Arijon

Forthcoming Book Real-Time Cameras Written by Mark Haigh-Hutchinson Published by Morgan Kaufmann Series in Interactive 3D Technology www.mkp.com www.realtimecameras.com

One Last Thing...

Thanks! GDC 2005 Selection Committee John Giors, Ryan Harris, Akintunde Omitowoju, Kynan Pearson

Contact Info mhh@computer.org www.realtimecameras.com