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50 Game Camera Mistakes

GDC Festival of Gaming

555K subscribers • 66 videos on Hallway • Conference channel

YouTube
  • Recommended by 2 people: 1 on Lobsters and 1 in engineering communities.
  • A classic. People kept recommending it from 2016 to 2025.
  • Presented by John Nesky, dynamic camera designer for Journey
  • May be out of date. Uploaded 10 years ago, in an area where tools change fast.

Intermediate. Assumes working knowledge.

529K views10 years ago2 recommendations

Game developmentSoftware designGame designGame programming

John Nesky analyzes common mistakes in game camera design and explains how to fix them using examples from Journey and other titles.

In this GDC 2014 talk, John Nesky, the dynamic camera designer for thatgamecompany's award-winning PSN title Journey, takes attendees on a tour of all the poor camera choices that he and other game developers have made, and most importantly, how to fix them. GDC talks cover a range of developmental topics including game design, programming, audio, visual arts, business management, production, online games, and much more. We post a fresh GDC video every weekday. Subscribe to the channel to stay on top of regular updates, and check out GDC Vault for thousands of more in-depth talks from our archives. Follow us on Twitter twitter.com/Official_GDC Checkout our Facebook page for GDC exclusives facebook.com/GameDevelopersConference gdconf.com/

Why it's here

2 people recommend this

What people say. Recommended as an excellent analysis of what works and what does not work in 3D game camera design.

pushcxon Lobsters • Recommends

50 Game Camera Mistakes

u/CarniverousSockin r/gameenginedevs • Recommends

On “How to make good 3d cameras?”

Watch this: link to this video Very good analysis of what works and doesn't work, IMO.