Thanks a lot. I now can't play a game without focusing on how the camera works, and without seeing the character as literally pushing the view around! Nah, but seriously. This is really interesting and not something I had given much thought to aside from how some cameras are static and others dynamic and sometimes cinematic. There seems to be a lot to know about the subject, a lot that the designers thought about that you don't really notice (well, I suppose that's _didn't_ really notice now) while playing a game. Thanks for opening my mind to a whole new area of knowledge!
I really liked the examples in this showing all the different kinds of scrolling for each game using your nomenclature. You should compile a really big list of games like this to help it catch on with other developers.
I love that people care as much about 2d camera movements as I do. It's a shame though because I haven't worked on a game with serious camera movement in a while now.
Just off the top of my head I can add the Naruto Ultimate Ninja Storm series which did camera controls VERY well by always focusing the opponent in the middle of the screen and staying behind your character Also Patapon would be wort a mention as it does the looking ahead, cinematic camera movements and zooming altogether
Fabian Roland while the camera in the storm series is admittedly great, (the player closest to the camera controls the camera while keeping the opponent in view) it's not a scroller.
Not going to lie. At the start when he started going through all of these various systems and their history I was kind of like,"Really? We are going all the way back?" But I think it works since platformers' cameras really haven't changed that much especially since most platformers share similar needs.
"Games that do this today... well it is not exactly today." * 11 years before the talk. Man you are obviously around for some time now 😎. I remember when 2000 was a future that we were waiting for to happen...
Wow ... about an hour ago i thought i knew 2D Cameras.... & now i stand corrected. Itay has definitely invested a lot of thought and effort into studying this topic in such Detail... Thanks for making all this hard work available to us... i wish the Slides were Full screen for the whole lecture but oh well.... Brilliant Content !
All this research and expertise on camera work! You’d expect he’d think of zooming focus back to full slide when the Google doc finally reconnected! ☝️😅
Interesting, I'm making a platformer right now and a have the camera position locked (to the player most of the time) with lerp for smoothing and edge lock since that's how I have programed most 2D games so far. But I think a camera closer to Super Mario World's would work better since I feel like the camera moves around too much rn.
Mario Bros 1983 A classic 2 player PVP game!! I can destroy Luigi so quick with crab flipping, pows and shoving him into flames!! :) PVP is great fun when the game designers never really intended it to be part of things!
When i first looked at the Mushroom 11 Camera setup ... i thought to myself ... maybe they overthought this... but as soon as i saw the Game play and how the Avatar behaves... It made sense to me ... Mind Blowing Work !
Can't imagine how much time this guy spent for preparing such this talk. one of the best talk of GDC.
This is an *amazing* talk. Informative on a fundamental with detailed examples that clearly took effort to set up. Great job.
this.
Thanks a lot. I now can't play a game without focusing on how the camera works, and without seeing the character as literally pushing the view around!
Nah, but seriously. This is really interesting and not something I had given much thought to aside from how some cameras are static and others dynamic and sometimes cinematic. There seems to be a lot to know about the subject, a lot that the designers thought about that you don't really notice (well, I suppose that's _didn't_ really notice now) while playing a game. Thanks for opening my mind to a whole new area of knowledge!
I really liked the examples in this showing all the different kinds of scrolling for each game using your nomenclature. You should compile a really big list of games like this to help it catch on with other developers.
)
Awesome talk! Never knew how much difference there was in scrolling till this. Thanks!
Great talk. A huge amount of research is saved for me, thank you Itay Keren for collecting all this information.
I feel like I now have a whole new appreciation for something I basically took for granted all these years.
Man, seeing Klonoa mentioned in one of these talks was a pleasant surprise. Definitely a unique take on sidescrollers!
Polygon was right: this is surprisingly interesting. Had never thought about the camera and how important it is.
this is one of the best talks on camera ever, thanks a ton!!
Exactly what I've been looking for. Outstanding and super helpful. I got so many ideas from this.
Most helpful GDC presentation I've ever watched; interesting and entertaining too.
I love that people care as much about 2d camera movements as I do. It's a shame though because I haven't worked on a game with serious camera movement in a while now.
WOW, now I have (hopefully) a whole new appreciation for these cameras! I had no idea!
Truly a great talk. Very well thought out, very well presented, very helpful, just incredible
Just off the top of my head I can add the Naruto Ultimate Ninja Storm series which did camera controls VERY well by always focusing the opponent in the middle of the screen and staying behind your character
Also Patapon would be wort a mention as it does the looking ahead, cinematic camera movements and zooming altogether
Fabian Roland while the camera in the storm series is admittedly great, (the player closest to the camera controls the camera while keeping the opponent in view) it's not a scroller.
super. are there any code samples for these camera styles and techniques?
Not going to lie. At the start when he started going through all of these various systems and their history I was kind of like,"Really? We are going all the way back?" But I think it works since platformers' cameras really haven't changed that much especially since most platformers share similar needs.
A great presentation with lots of useful information!
"Games that do this today... well it is not exactly today."
* 11 years before the talk.
Man you are obviously around for some time now 😎. I remember when 2000 was a future that we were waiting for to happen...
Wow ... about an hour ago i thought i knew 2D Cameras.... & now i stand corrected. Itay has definitely invested a lot of thought and effort into studying this topic in such Detail... Thanks for making all this hard work available to us... i wish the Slides were Full screen for the whole lecture but oh well.... Brilliant Content !
All this research and expertise on camera work! You’d expect he’d think of zooming focus back to full slide when the Google doc finally reconnected! ☝️😅
Interesting, I'm making a platformer right now and a have the camera position locked (to the player most of the time) with lerp for smoothing and edge lock since that's how I have programed most 2D games so far. But I think a camera closer to Super Mario World's would work better since I feel like the camera moves around too much rn.
this is golden.
Great talk!
Besides the "uh"-s, this is a great talk! I really enjoyed it!
Yo that slap back is crazy in that room. Should've hung more curtains
Mario Bros 1983
A classic 2 player PVP game!!
I can destroy Luigi so quick with crab flipping, pows and shoving him into flames!! :)
PVP is great fun when the game designers never really intended it to be part of things!
AMAZING talk!!
When i first looked at the Mushroom 11 Camera setup ... i thought to myself ... maybe they overthought this... but as soon as i saw the Game play and how the Avatar behaves... It made sense to me ... Mind Blowing Work !
My favorite method described was the Ford Focus.
Too much info on the eyeball IMO. Interesting though.
You can read the article to the talk on the gamasutra website
Great talk.
thanks!
someone please fix his microphone feedback for gods sake man
Fantastic
dope talk
Damn it, now I know Scrolling! :D
In Micro Machines it was part of the game, if another player pulled the camera completely off you, you died
I wish I had this powerpoint =/
Here you go: www.gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php
CowLunch thks brah
S
I wish they'd show less looping gameplay clips. It really hurts my eyes and makes me nauseous for some reason.
yeah I have the same,
Terrible microphone feedback spoils an otherwise great speech. Thankfully it only lasts a minute or so..
Audio issues ruin this talk, sorry.
Drink game: Drink whenever he says "uh"
Nobody at these talks has ever taken a public speaking class. It would improve their delivery 800%.
"... uh, as you can see there are... quite a lot of issues with the cameraaaaa that need to be uh... cha- uhm... takled!"
Do "uh" sounding sighs count?
Klokinator no time must develop game!!!
points to all of the english-is-my-second-language-and-I-havent-trained-for-large-presentations presenters for their efforts!
this guy is crazy nervious
He missed the greatest NES game. Silver Surfer. He probably didn't have intelligence to understand it's complex camera system.