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Generating Useful, Meaningful (and Beautiful) Project Data from Perforce
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Bend Microsoft Project to Your Will, Again!
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Let's Reboot the Developer/Publisher Relationship
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Anatomy of the Perfect Pitch
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Thief's Third Person Camera
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Debugging Your Game (or...That's Not Supposed to Happen)
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Spare No Expense! Starbucks and Aeron Chairs for Everyone
Thief's Third Person Camera
This presentation covers the 3rd person camera technology I wrote for Thief: Deadly Shadows during my time at Ion Storm.
It includes almost two dozen movies of bad camera movement, tolerable camera movement, and great camera movement (if I do say so myself). Each section shows what happens to a camera if you don't handle a particular case of third person camera movement, such as linear movement, fast rotations, and negotiating geometry in the environment or the player.
This lecture was originally given at Game Focus Germany 2008 in Hannover.
It includes almost two dozen movies of bad camera movement, tolerable camera movement, and great camera movement (if I do say so myself). Each section shows what happens to a camera if you don't handle a particular case of third person camera movement, such as linear movement, fast rotations, and negotiating geometry in the environment or the player.
This lecture was originally given at Game Focus Germany 2008 in Hannover.