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Low Angle

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Low Angle

Ludic View Structure elevation: low_angle

The camera is below eye level and looks upward. Objects and figures appear larger, more powerful, more threatening. Rarely a permanent perspective, often a dynamic device for individual moments or cutscenes.

Design question – When is “worm’s-eye view” the right choice for the elevation dimension?

Reference example – Game examples: Elden Ring (boss introductions) · Bayonetta · Shadow of the Colossus.

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Was nimmt wer von wo aus wahr? (48 cards)
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