Ubisoft’s Adam Thiery Talks Camera Theory

  • Post last modified:Saturday, March 27th, 2021
  • Reading time:2 mins read

by [name redacted]

Adam Thiery, a designer for Ubisoft Montreal, gave a short talk today on interactive cinematography. His basic point was that game cinematography is player-driven. Simple it may sound; real application is always trickier. One of the big sticking points is that camerawork, being player-driven, is limited by current understanding of game design and player psychology.

A modern camera knows when to change state, explained Thiery. In Ghost Recon Advanced Warfighter, when the player is pressed against a wall, the standard tracking camera shifts from a behind-the-character perspective to show the player character left-of-center, and focus the player’s attention to the right, around the given barrier.

Thiery said that a good game camera is a matter of functionality, rather than cinematography – yet given that, it pays to consider the visual composition within each camera state. The reason is that any action a player takes is generally guided by what he has been shown to do.

The original Half-Life takes places in a disorienting sci-fi setting; to drive the player forward, it uses huge stripes painted on the walls, like a trail of breadcrumbs or an arrow. Though this is an artificial and somewhat clumsy application, that same principle applies to any 2D screen composition.

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