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Did a quick TOTK camera analysis, and was most interested in the Bow aiming camera. 🎞️Here's a quick breakdown / analysis (audio on).
500,261 views • 3 years ago •via X (Twitter)
11 Comments

When you see a game that looks super smooth and you're curious how the camera works, try overlaying some lines on the screen to help observe the camera behavior. I've never done this and *not* noticed something interesting. #gamedevelopment

Analyzing the camera in Tony Hawk Pro Skater 1+2 and yet again I noticed something unexpected.

Nice visualisation!

gamedev skills come in handy for things like this sometimes 😅

Nice, that also explains why the bow is held at a diagonal, to not cover the crosshair

The camera when grappling and doing other fast movement in Sekiro seems a lot more stable and less prone to motion sickness triggers when compared to similar western games. It'd be interesting to see how this type of study applies there!

That's what Masahiro Sakurai talks about on his channel

I think I've read that a lot of games that do it the way Horizon is here are just straight-up faking the projectiles; they're actually coming straight out of the camera and the 3D model is just a visual effect.

I haven't played Zelda, so I have no opinion on how it feels, but watching the vid, I instantly thought that this is done right, because when taking aim with a bow, this is my perspective. Who would go into 3rd person offset view when activating the sniper scope view?

Any chance this video is on YouTube? I’d love to share it with some of my friends, but sharing twitter links is unreliable at this point.

yep!


