Gamasutra: The Theory and Practice of Cameras in Side-Scrollers

Screenshot of Mushroom 11

Screenshot of Mushroom 11

A very good read on how the camera is handled in side-scrollers by Itay Keren for Gamasutra. Camera handling is a feature usually overlooked by gamers, but is often responsible of how comfortable the player feels when playing the game. As stated by the author at the beginning, this article is a tweaked version of a 52 minutes talk on the topic. You can watch it by clicking here.

Itay Keren is a game designer and CEO of indie games studio, Untame Games. He is currently working on the game Mushroom 11, a side-scroller game with puzzle elements.

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Source: Gamasutra

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2 responses to “Gamasutra: The Theory and Practice of Cameras in Side-Scrollers

  1. “Camera handling is a feature usually overlooked by gamers” not if its bad it isn’t.

  2. Of course, when the camera is horrible like it was for a lot of the first 3D games, gamers will rant about it.

    But when it’s good, they take it for granted. Not a lot of people will say “Wow! Look at those amazing camera controls. I haven’t seen anything so fluid.”

    That’s why I thought the article was pretty nice to read, because it shed some light on the differents mechanics behind the camera in side-scrollers.

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