GDC 2012 – Thursday Recap


The Cameras of Uncharted 3

  • Used more smaller targeted cameras
  • programmer based
  • using maya, spline, etc
  • then created cam blend system
  • amazing in-game cam spline system
  • fixed cam and debugging features
  • bake cameras down to character
  • had a parenting system that they used to hookup to options and then scripted object
  • cam collision probe/aoe
    cam damped spring /softened
    flip 180 rule in brawl cam
  • embed multiple melee cams into the animation
  • left rotation but parented position
  • low frequency shake
    gave ability to animators

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