In many game scenarios the player has full control over the camera, and the developers can only partially influence how the environment will be presented without cutscenes. However, the developer can control what is on screen through use of specific tools to direct the player's movements and attention. A truly cinematic experience can be achieved by adapting film concepts such as shots, editing, and 2D screen design as well as understanding how the player interacts with and perceives the game environment. Hanna Borbola's project focuses on showcasing cinematographic principles implemented in a prototype where camera behaviour and level design work together to guide the player's eye.
I'm a game artist with an interest in environment design.
Working on a project that I'm proud of.
Trying out fields I was not comfortable with before.
Creating engaging experiences to tell stories.
With a long list of questions.
Build your network and experiment within your field of work as much as you can.
I became more open about sharing my ideas.
To challenge myself.
The sometimes overly long lectures.
Not as I planned, but I will figure out something.
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