Skip to content
Pablo Rodriguez

Camera Perspectives

  • 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.