
Game cameras are changing Hollywood as we know it
video description
Date: 2023-12-10
Comments and reviews: 30
-SheezyBites
Depth of field isn't just difficult to do in video-games it's difficult to account for in design. As a playing you're looking around the screen trying to find relevant information to playing the game and depth of field is a tool to blur out visual information. To make depth of field work in a game you need to know every single thing the player will find relevant information in every frame of gameplay. thankfully this is normally consistent through whole levels/areas, but you see lots of games mess up with enemies blurring out when they're a little too far away, but still very much in range to shoot you. You can do smart things by breaking depth of field like making health packs become more focused when you're at low health, but each time you try and add nuance to a computationally costly visual post process you have to question if it's worth it. and the answer is normally no, which leads to either bad depth of field impacting gameplay or no depth of field at all dependent on how vital the information is.
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Depth of field isn't just difficult to do in video-games it's difficult to account for in design. As a playing you're looking around the screen trying to find relevant information to playing the game and depth of field is a tool to blur out visual information. To make depth of field work in a game you need to know every single thing the player will find relevant information in every frame of gameplay. thankfully this is normally consistent through whole levels/areas, but you see lots of games mess up with enemies blurring out when they're a little too far away, but still very much in range to shoot you. You can do smart things by breaking depth of field like making health packs become more focused when you're at low health, but each time you try and add nuance to a computationally costly visual post process you have to question if it's worth it. and the answer is normally no, which leads to either bad depth of field impacting gameplay or no depth of field at all dependent on how vital the information is.
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-Bellonging
The camera for video games has improved so much And I'd just like to thank Game Camera programmers because if games nowadays had the same kind of camera Sonic Adventure had I'd be very upset.
That being said. Although I mostly agree that the camera should be in control of the player at all time. I'd say there are applications for a locked camera. In very tight spaces it's hard for the player to maneuver the camera - especially if the camera has collision rules that prevent moving though/past walls. In those scenarios, a locked camera in a high position is useful. So long as the position is very different (to signal to the player than control is being handed to the game, and the position shows -everything- the player needs to see. Sometimes the camera tilts, and sometimes it's in player control when it tilts. But it's important to realize that like everything in programming, that applications are solutions to problems. And if the problem becomes different, then the solution may need to as well.
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The camera for video games has improved so much And I'd just like to thank Game Camera programmers because if games nowadays had the same kind of camera Sonic Adventure had I'd be very upset.
That being said. Although I mostly agree that the camera should be in control of the player at all time. I'd say there are applications for a locked camera. In very tight spaces it's hard for the player to maneuver the camera - especially if the camera has collision rules that prevent moving though/past walls. In those scenarios, a locked camera in a high position is useful. So long as the position is very different (to signal to the player than control is being handed to the game, and the position shows -everything- the player needs to see. Sometimes the camera tilts, and sometimes it's in player control when it tilts. But it's important to realize that like everything in programming, that applications are solutions to problems. And if the problem becomes different, then the solution may need to as well.
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-NickC_222
7: 09 This clip you show of the -one-shot- from 'Children of Men' where the camera moves through the car, is one of the most absolutely brilliant one-shot scenes ever shot. The evidence for that is the fact that most people never even think about the camera and how it did what it did. It doesn't immediately seem impressive at all, and that makes it pretty exceptional. They made the impossible seem utterly mundane and unnoticeable.
This shot involved so much work, CGI, extremely carefully timing of actor movements, but no cuts. I remember seeing a video a year or so ago that broke down this scene and how it was made and it totally blew my mind. I just spent a good 15 minutes trying to find it, but sadly I can't. I feel like it was Corridor Crew who did it, but I'm often wrong and carefully perusing their videos led to no avail.
If anybody knows what video I'm referring to, please link it in the comments. I'm not a cinematographer or anything but that video is just SO worth watching.
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7: 09 This clip you show of the -one-shot- from 'Children of Men' where the camera moves through the car, is one of the most absolutely brilliant one-shot scenes ever shot. The evidence for that is the fact that most people never even think about the camera and how it did what it did. It doesn't immediately seem impressive at all, and that makes it pretty exceptional. They made the impossible seem utterly mundane and unnoticeable.
This shot involved so much work, CGI, extremely carefully timing of actor movements, but no cuts. I remember seeing a video a year or so ago that broke down this scene and how it was made and it totally blew my mind. I just spent a good 15 minutes trying to find it, but sadly I can't. I feel like it was Corridor Crew who did it, but I'm often wrong and carefully perusing their videos led to no avail.
If anybody knows what video I'm referring to, please link it in the comments. I'm not a cinematographer or anything but that video is just SO worth watching.
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polygon
all of these aesthetics are trash and contributing to the death of film as a storytelling medium and turning it into a pure propaganda tool. i work in post on all of this marvel crap. you are right about what is inspiring the next generation of filmmakers. you also left out that they are functionally illiterate immature incels, obsessed with comic book superheroes and never had an original idea in their lives! unreal engine is cool and a great leap forward, but we really need to go back to the drawing board when it comes to content. let's just say video games are not helping, at all.
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all of these aesthetics are trash and contributing to the death of film as a storytelling medium and turning it into a pure propaganda tool. i work in post on all of this marvel crap. you are right about what is inspiring the next generation of filmmakers. you also left out that they are functionally illiterate immature incels, obsessed with comic book superheroes and never had an original idea in their lives! unreal engine is cool and a great leap forward, but we really need to go back to the drawing board when it comes to content. let's just say video games are not helping, at all.
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-Kelnot
Some video I watched mentioned a similar idea when they filmed Dune, but like the opposite. CG does allow you to do pretty much anything you want with cameras, like in a video game or that long shot of the Avengers assembling; Dune on the other hand used a lot of CG, but they often restricted the virtual CG camera to only doing things a real physical camera could do (like no going through walls, and that-s part of what helped it seem so stunning and -real- and not just 3 hours of CG
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Some video I watched mentioned a similar idea when they filmed Dune, but like the opposite. CG does allow you to do pretty much anything you want with cameras, like in a video game or that long shot of the Avengers assembling; Dune on the other hand used a lot of CG, but they often restricted the virtual CG camera to only doing things a real physical camera could do (like no going through walls, and that-s part of what helped it seem so stunning and -real- and not just 3 hours of CG
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-tparadox88
-a game camera can start as a drone shot and turn into a tracking shot and then pass through a wall, something movie cameras can't do yet-
The very first Steadicam shot began on a crane that the operator stepped off of when it reached the ground. I think I've heard of a shots that changed multiple times, like another operator taking the camera off the Steadicam rig and going full handheld.
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-a game camera can start as a drone shot and turn into a tracking shot and then pass through a wall, something movie cameras can't do yet-
The very first Steadicam shot began on a crane that the operator stepped off of when it reached the ground. I think I've heard of a shots that changed multiple times, like another operator taking the camera off the Steadicam rig and going full handheld.
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-jongevaart6863
As a college film student video game nerd who-s always wanted to work in both mediums and find both of of them simultaneously inspiring, everything in this video is so true, but the most accurate, and depressing, fact is his closing line: what are tomorrow-s filmmakers growing up on right now? It-s fortnight. They-re all playing fortnight. Smh
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As a college film student video game nerd who-s always wanted to work in both mediums and find both of of them simultaneously inspiring, everything in this video is so true, but the most accurate, and depressing, fact is his closing line: what are tomorrow-s filmmakers growing up on right now? It-s fortnight. They-re all playing fortnight. Smh
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-ungratefulmango
If you've seen the film -Drive- and have played any GTA game (since 2001) you may have experienced a strange feeling. Some viewers described -feeling in control of the camera- while they watched. This is probably because the camera often moves around the car in a similar way to how it does in the GTA games.
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If you've seen the film -Drive- and have played any GTA game (since 2001) you may have experienced a strange feeling. Some viewers described -feeling in control of the camera- while they watched. This is probably because the camera often moves around the car in a similar way to how it does in the GTA games.
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-daidarabotchi3891
An interesting point regarding the butt-facing camera is that while facing someone directly can be associated with intimacy, it is also associated with hatred or argument, direct opposition. Meanwhile, when you are standing directly behind someone, it usually means you're on their side.
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An interesting point regarding the butt-facing camera is that while facing someone directly can be associated with intimacy, it is also associated with hatred or argument, direct opposition. Meanwhile, when you are standing directly behind someone, it usually means you're on their side.
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-TheZampa
Depth of field in videogames is just dumb.
Games aren't films and shouldn't limit you by forcing you to focus at something just because you can't see anything else.
Getting rid of DoF is also pretty mandatory for 3d movies. Avatar did this the best
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Depth of field in videogames is just dumb.
Games aren't films and shouldn't limit you by forcing you to focus at something just because you can't see anything else.
Getting rid of DoF is also pretty mandatory for 3d movies. Avatar did this the best
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-CinematicPersona
This is good work, but I feel the video does its subject a disservice by failing to acknowledge Gus Van Sant's films 'Elephant' and 'Gerry', the aesthetics of which were partly inspired by the director's experience of playing Tomb Raider.
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This is good work, but I feel the video does its subject a disservice by failing to acknowledge Gus Van Sant's films 'Elephant' and 'Gerry', the aesthetics of which were partly inspired by the director's experience of playing Tomb Raider.
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-Maxjk0
4: 36
IIRC 007 Goldeneye Reloaded on the wii has a Depth of Field effect whenever you reload, focusing on your gun more than the enemies. Its kind of a cool gameplay mechanic because it makes getting to a safe spot to reload more essential
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4: 36
IIRC 007 Goldeneye Reloaded on the wii has a Depth of Field effect whenever you reload, focusing on your gun more than the enemies. Its kind of a cool gameplay mechanic because it makes getting to a safe spot to reload more essential
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-JMashProductions
Clayton, I haven-t personally seen you much outside of Overboard, but this is a fantastic overview of cinematography and the history and future of it with digital influence. I really enjoyed viewing this and hope to see more!
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Clayton, I haven-t personally seen you much outside of Overboard, but this is a fantastic overview of cinematography and the history and future of it with digital influence. I really enjoyed viewing this and hope to see more!
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-Asha2820
Any discussion of game cameras is incomplete without talking about Nier: Automata. This is a third-person hack and slasher, now it's a scrolling twin-stick shooter, now it's a top-down hacking mini-game, now it's a 2. 5D platformer.
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Any discussion of game cameras is incomplete without talking about Nier: Automata. This is a third-person hack and slasher, now it's a scrolling twin-stick shooter, now it's a top-down hacking mini-game, now it's a 2. 5D platformer.
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-shockofthenew
1. This video is fantastic. A+ content, research & presentation. Saving this to remind me to reflect on the use of camera as I learn how to design games.
2. LOVE that foxy shirt. A+++ fashion choices ClayClay
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1. This video is fantastic. A+ content, research & presentation. Saving this to remind me to reflect on the use of camera as I learn how to design games.
2. LOVE that foxy shirt. A+++ fashion choices ClayClay
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-LanceChristophr
Heads up, that Avatar camera wasn-t used for RE5 the game, but rather the fourth Resident Evil movie -Afterlife-. Paul Anderson even stated they had one of the Avater camera rigs during the films commentary.
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Heads up, that Avatar camera wasn-t used for RE5 the game, but rather the fourth Resident Evil movie -Afterlife-. Paul Anderson even stated they had one of the Avater camera rigs during the films commentary.
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-MattsDT
Whenever im on a train or anything I try to film a friend with over the shoulder view, or some stories on ig with the 1st person camer like in skyrim, with the hand and all. Also I imagine HUDs because its fun.
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Whenever im on a train or anything I try to film a friend with over the shoulder view, or some stories on ig with the 1st person camer like in skyrim, with the hand and all. Also I imagine HUDs because its fun.
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-Asiliea
-What are tomorrow's filmmakers growing up on right now? -
_Well, there have been some amazing AAA games with some fantastic cinematography lately. _
-Fortnight. It's fortnight. -
NOOOOOOOOOOOOOOOOOO
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-What are tomorrow's filmmakers growing up on right now? -
_Well, there have been some amazing AAA games with some fantastic cinematography lately. _
-Fortnight. It's fortnight. -
NOOOOOOOOOOOOOOOOOO
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-tracyh5751
I don't know what it is, but Clayton's presentation here seems really smooth, confident, and cozy. It might be the editing or the writing or that sweet backtrack, but it is very much appreciated.
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I don't know what it is, but Clayton's presentation here seems really smooth, confident, and cozy. It might be the editing or the writing or that sweet backtrack, but it is very much appreciated.
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-TheRacePig
The earliest example of this I can think of was tomb raider's behind the back camera inspiring the oners in gus van sant's film elephant, so it's been influencing filmmakers for quite a while now.
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The earliest example of this I can think of was tomb raider's behind the back camera inspiring the oners in gus van sant's film elephant, so it's been influencing filmmakers for quite a while now.
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-7qw9jhs3
Also. is he saying one-shot? Long-shot? Because the technique he's referring to here is almost exclusively called a long take, and a long shot is actually something completely different.
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Also. is he saying one-shot? Long-shot? Because the technique he's referring to here is almost exclusively called a long take, and a long shot is actually something completely different.
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-YoutubePizzer
how do you not mention hideo kojima in a video about game cameras
they literally made an entire game engine dedicated to creating realistic visuals to make MGSV more cinematic
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how do you not mention hideo kojima in a video about game cameras
they literally made an entire game engine dedicated to creating realistic visuals to make MGSV more cinematic
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-milenacosta8299
loved this video! It's incredible the way game developers manipulate fake cameras. (Also I had no idea that 1917's cinematography was inspired by games, like, that's awesome)
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loved this video! It's incredible the way game developers manipulate fake cameras. (Also I had no idea that 1917's cinematography was inspired by games, like, that's awesome)
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-randyandsavage
I'm glad you included a nod to Goodfellas Copacabana entrance scene when discussing the one-shot. In my mind that is one of the most iconic instances of the technique.
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I'm glad you included a nod to Goodfellas Copacabana entrance scene when discussing the one-shot. In my mind that is one of the most iconic instances of the technique.
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-WeirdLikeMe123
In a video comparing games and movies, you identify every movie used as an example, but hardly any of the game footage. What are some of these games? I have no idea.
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In a video comparing games and movies, you identify every movie used as an example, but hardly any of the game footage. What are some of these games? I have no idea.
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-Raika63
Love the recent videos. Especially the juxtaposition of Unraveled acting as the Pepe Silvia meme of the Polygon Cinematic Universe. It's all truly delightful.
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Love the recent videos. Especially the juxtaposition of Unraveled acting as the Pepe Silvia meme of the Polygon Cinematic Universe. It's all truly delightful.
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-jaydenapollo5337
Clayton: hey did you want to be reminded about Hellblade and be consumed by the need to play it again immediately? I wasn-t asking here you go
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Clayton: hey did you want to be reminded about Hellblade and be consumed by the need to play it again immediately? I wasn-t asking here you go
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-rockatanskette
Listening to Clayton talking about basically anything over a chill ambient soundtrack is more relaxing than any meditation app will ever be.
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Listening to Clayton talking about basically anything over a chill ambient soundtrack is more relaxing than any meditation app will ever be.
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-thealphareich
These six characters in this trash game all require different cameras, here's some footage showing they all have the same camera.
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These six characters in this trash game all require different cameras, here's some footage showing they all have the same camera.
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-7qw9jhs3
Oh yeah, God of War, that game everyone will always remember for its use of the long take. Yep, definitely, -nothing- else, no sir.
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Oh yeah, God of War, that game everyone will always remember for its use of the long take. Yep, definitely, -nothing- else, no sir.
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