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Session Name:

50 Camera Mistakes


The entire experience of playing a game is framed by its camera, but the addition of the third dimension has brought more than a few twists that torment players to this day. Cameras have potential as a powerful storytelling tool, but before they can realize that potential, they must meet the player's needs. Undermining sense of direction, impairing judgment of distances, breaking line-of-sight, triggering simulation sickness, or simply being useless are just a few of the failure cases we've all seen in game cameras. John Nesky, the dynamic camera designer for thatgamecompany's award-winning PSN title Journey, takes attendees on a tour of all the poor choices that he and other game developers have made, and most importantly, how to fix them.

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  • GDC 2014
  • John Nesky
  • thatgamecompany
  • free content
  • Programming
  • Programming