In this talk, participants will learn how the rich and powerful camera system works in Uncharted 3: Drake’s Deception. We’ll explore the various kinds of cameras used in the game, the prioritized camera selection system, how designers can request and configure specific cameras, and how camera collision and cross-blending work in U3.
Intended audience and prerequisites:
This talk is targeted toward gameplay programmers and technical game designers.
By attending this talk, participants should come away with a firm understanding of the common requirements of a camera system for a third-person action/adventure game title, and an awareness of many of the technical hurdles that need to be overcome when implementing such a system for a real production game.
December, 6th. From 11.30am to 12.20pm + Workshop (50 minutes)
Jason Gregory has worked as a professional software engineer since 1994. He got his start in game programming in 1999 at Midway Home Entertainment in San Diego, where he wrote tools and engine code, including the Playstation 2/Xbox animation system for Freaky Flyers, Hydro Thunder 2 and Crank the Weasel. In 2003, Jason moved to Electronic Arts Los Angeles, where he worked on engine and game play technology for Medal of Honor: Pacific Assault and served as a lead engineer during the Medal of Honor: Airborne project. Jason is currently a lead programmer at Naughty Dog Inc., where he developed engine and gameplay technology for Uncharted: Drake's Fortune, Uncharted 2: Among Thieves and Uncharted 3: Drake's Deception. Jason has also taught courses in game technology at the University of Southern California, and is the author of the book Game Engine Architecture.