Camera Perspectives
Camera Perspectives in Games
Section titled “Camera Perspectives in Games”- Third Person
- Camera behind character
- Larger environmental view
- Clear view of character actions
- Third Person Shooter variant
- Camera closer & shoulder offset
- Centered crosshair for aiming
- First Person Perspectives
- Default UE Setup
- Camera with floating arms
- No visible body when looking down
- True First Person
- Full body visible
- Extra work needed for:
Preventing camera clipping Managing motion sickness from head bob
- Classic Side Views
- Sidescroller
- 2D plane movement (left, right, up, down)
- Camera follows character
- Modern era pushing boundaries in both 2D/3D
- Top-Down Variants
- Isometric & Top-down share:
- “45 degree downward angle” (guideline)
- Isometric Specific
- Uses orthographic camera
- Removes depth/perspective
- Parallel gridlines
- 45° world angle shift
- Traditional Top-down
- Straight-on world angle
- Action RPG Style
- Similar to top-down
- Maintains perspective/depth
- Satellite View
- Direct downward perspective
- Additional Usage
- Games utilize perspective changes for:
- Mini games
- Puzzles
- Power-ups
- Vehicles
- Storytelling
Camera perspectives fundamentally shape how players experience and interact with games. Each style offers unique advantages and considerations, with many games combining multiple perspectives for varied gameplay elements.