GDC | Game Developers Conference

March 18-22, 2019 | San Francisco, CA

GDC 2019 Highlights

Experimental Gameplay Workshop

Juuso Toikka (Aalto University), Jenn Sandercock (Inquisiment), Shawn Liu (Rochester Institute of Technology), Dennis Carr (Independent), , Jonah Warren (Feedtank), Jay Tholen (Independent), Su Liu (Riot Games), Trynn Check (Level You & iThrive Games), Tim Garbos (Triband), Daniel Benmergui (Storyteller), Antti Sandberg (Aalto University), Frank DeMarco (Babycastles), Alex Bull (Kitfox Games), Jongwoo Kim (Kitfox Games), Lee-Kuo Chen (Sunhead Games), Gerben Grave (Multiverse Narratives), Robin Hunicke (Funomena)

Game Discoverability Day: Building a Community for Your Game from Scratch

Mike Rose (No More Robots)

Content Fueled Gameplay Programming in 'Frostpunk'

Aleksander Kauch (11 bit studios)

GDC 2019 Highlights

Automated Testing of Gameplay Features in 'Sea of Thieves'

Robert Masella (Rare, Ltd.)

Concrete Jungle Gym: Building Traversal in 'Marvel's Spider-Man'

Doug Sheahan (Insomniac Games)

Pipeline Support for Feature Branches in 'Destiny'

Pete Kugler (Bungie)

GDC Diamond Partners

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Connecting the Global Game Development Community

GDC Europe 2013 Session Scheduler

Please note: the information on this page reflects GDC Europe 2013.

Export Schedule:

Creating an Emotionally Engaging Camera for Tomb Raider

Remi Lacoste  |  Lead Camera Designer, Crystal Dynamics


Location: Congress Saal 1

Format: Lecture
Track: DesignVisual Arts
Vault Recording: Video


The camera plays a prominent role, not only in the reboot of Tomb Raider, but in every video game. It can make the player more emotionally involved, and therefore more active. How exactly does a camera becomes engaging and how can we achieve it? What tools and technologies do we need to create an emotionally engaging experience? What problems do we face during the development of engaging camera systems and how do we solve them? This talk will pose answers to all of these questions, and walk you through the artistic and technical choices made during the production of Tomb Raider.

Takeaway

Attendees will gain detailed insights into the development process of video game cameras. Particular attention will be paid to the many ways a camera can become more engaging for the player, and the techniques that are being used to achieve this engagement.

Intended Audience

Game designers of all experience levels. Anyone with an interest in knowing how to build deep camera systems that allow for the creation of a more engaging experience for the player in a third-person perspective video game.



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