LUNA / Card / VR-17
Card · VR-17
Fixed Cinematic Angles
Card
Fixed Cinematic Angles
Ludic View Structure anchoring: decentred · control: fixed · monitor
In each room section the camera is fixed at a set position – placed by the designer like a film director. The agent steers the entity through the room; the camera cuts hard or fades on room transition. Each position is a deliberate composition. The game controls what the agent sees.
Design question – When is the value label “fixed cinematic angles” the right choice – and what experience does it create?
Reference example – Game examples: Resident Evil (1996) · God of War I–III · Ōkami (partly).
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