SMU Guildhall Graduate Catalog Spring 2019 — Cohort 27 | Page 76

Neesarg Banglawala Software Development « Third-Person Camera System The goal of my thesis was to architect controller is in charge of moving the smart and aesthetically pleasing camera curves to give the best-suited movement a camera system that would enable movements. The motivation behind this project came from some of my favorite characteristics to a camera. action-adventure games like Tomb Raider, One of the most crucial things I learned the camera affects the player experience is the importance of good debugging Uncharted and The Last of Us, in which deeply at many levels. My thesis project uses a game engine that I personally developed at SMU Guildhall. Development time of the project was about seven to eight months. My camera system allows a designer to code custom camera behaviors, camera constraints, and motion controllers. As in the process of developing this project tools, especially for a camera system. Because there are multiple behavior logics, raycasts, collisions, and physics calculations all happening at the same time, being able to visualize exactly what’s happening is very important to identify the root of any malfunction. To do so, I heavily relied on my debug renderer. the name suggests, a camera behavior A good camera is critical for any For example, follow camera, shoulder significantly expanded my knowledge in dictates how a camera would behave. view camera, and freelook camera are commonly used camera behaviors in third-person games. Camera constraints are a set of rules that can be applied to a camera behavior. Lastly, a motion 76 camera; it can use different easing SOFTWARE DEVELOPMENT third-person game. This project has this problem space. Any game director would agree on this: if the player does not notice the camera, that means you have done your job right.