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Card · VR-05

Cinematic Third Person

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Cinematic Third Person

Ludic View Structure anchoring: accompanying · azimuth: behind · framing: close, medium · monitor

The camera follows the figure, its behaviour changing by context: tighter in combat, wider in exploration, close in emotional moments, panning on surprises. The game steers elevation, distance, azimuth dynamically – like an invisible cinematographer.

Design question – When is the value label “cinematic third person” the right choice – and what experience does it create?

Reference example – Game examples: God of War (2018) · Uncharted 4 · Hellblade: Senua’s Sacrifice.

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Was nimmt wer von wo aus wahr? (48 cards)
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VR-04 Over-the-Shoulder
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