Three Dimensional Camera Motion

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The camera used to depict the game state moves in three dimensions. That is, the camera can move up and down, left and right, forward and backward, tilt or pan, and zoom in and out.

Examples

Strong Example

Super Mario 64 [Miyamoto, 1996] places Mario in a 3D world represented in three dimensions. The camera can move in essentially any direction-forward, back, left, right, up, down or circle around objects.

Strong Example

In Viewtiful Joe [Capcom Production Studio 4, 2003], a 3D camera depicts gameplay that is essentially two dimensional. While Joe uses cel-shaders to flatten the representations of 3D game entities, the 3D nature of the game's camera comes out when Joe jumps near the top of the screen. Rather than moving up on a 2D plane to follow Joe, the camera remains in its location and tilts up, showing Joe in a low angle shot.

Strong Example

Black & White [Lionhead Studios, 2001] utilizes a well-developed 3D camera--in fact, part of the tutorial involves learning how to direct the camera (zoom in and out, tilt up and down, and move left and right and so on) with the keyboard keys.

Relations with other elements of the Ontology

Parent

References

Capcom Production Studio 4, editor (2003). Viewtiful Joe. Capcom, gamecube edition.

Miyamoto, S. (1996). Super Mario 64. Nintendo, nintendo 64 edition.