(It’s Video Game Week on the Iceberg! New posts every day this week with in-depth niche topics relating to video games!)
This talk is just an amazing showcase of how many different ways there are to solve one problem. Itay Keren goes wide as well as deep, exploring different techniques for camera movement in a bunch of different genres of games with examples from games dating from 1980 (when computer graphics was in its infancy) to the present day, each one solving the problem in a slightly different way, depending on that game’s specific needs and gameplay. And oh, did I mention his amazing visualizations?
For an article-ized version of the talk, check out the Gamasutra article.