Once a cancer in our industry, game developers that seek solely to emulate movies are thankfully rarer and rarer these days as we harness techniques only an interactive medium can give. Here, UCLA student Matthias Stork presents a refreshing look at the remediation, (or cross-pollination), of influence between film and videogames – something I’ve noticed a lot more of now perhaps due to younger film directors growing up with videogames.
I would challenge the assertion that in-game camera “shots” are anything more than teams playing to their or their particular game design’s strengths, but otherwise this is a refreshingly unbiased observation of the now bi-directional influence between both mediums.










@GameAnim I would say that understanding and controlling cameras is still primitive compared with film, it doesn’t get enough attention.
@bclark_cgchar @GameAnim I agree. Not enough mimicry of real world camera movement methods (trucks, crane,, etc) before breaking the rules.
@Anim8der @gameanim or just making the thing not hurt game play, camera is assumed simple,no time given to make it invisible like in film
Interesting, and certainly somewhat true, but in some cases I think we do the same things because we’ve come to the same conclusions, not because we’re necessarily borrowing from the other industry.