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FOR HONOR

ROLE

Camera Specialist

DESCRIPTION

Design and implement cameras for : gameplay, menuvictory screen, executions, interaction, combat, movement, spectator, bird view map, transition and intro cinematics.

Design and implement eSports shoutcaster camera.

Year : 2017

Genre : Fighting PvP, PvE

Platform : PC, xBox, PlayStation

Cameras Examples

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Combat Cameras

Safe - 1v1 locked - 1v2 focused

3 cameras are seen here; when the player is alone and safe, when the player locks in a 1v1 combat, and when the player gets ambushed by another enemy while locked in.

DESCRIPTION

- The first camera is a basic over the shoulder camera.

- The 1v1 focused camera is putting the enemy in the center of the screen and pushing the player to the side.

- The third camera is when the the camera detect another enemy entered its radius and backs up to show any attacks coming from the side or the rear.

Free roaming camera enemy detection

Responsiveness of the free camera when an enemy enter the area.

DESCRIPTION

There is a pie chart around the player and the camera, depending of what direction the enemies are coming from the camera will react accordingly to give the player visibility in case an attack would come from the rear or side. Detection rage is always more responsive if an attack is coming from the left side as it is the side where the player has the least visibility after the back.

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Menu Cameras

Landing Page

First menu screen the player sees.

DESCRIPTION

The size of the character varies a lot in For Honor, The framing had to fit the largest and the smallest characters while still showcasing the cosmetics.

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Interaction Camera

Rope Interaction

Interacting with a rope, player can move the camera around freely.

DESCRIPTION

High over the shoulder camera, a little more responsive when using a controller.

Cauldron Interaction

Interacting with a cauldron, player can't move the camera around, it is a fixed camera. High risk, high reward.

DESCRIPTION

Top down view of the area of attack, 2 point translation, end point is always the same, top down view of the cauldron, the starting point is always different depending on the angle of the players camera. I set a amount of time I wanted for the translation no matter where the camera was located. Goes back to default after interaction.

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Customizations Camera

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Other Cameras

Teams Presentations Camera

Before the match begins the teams are seen facing off eachother.

DESCRIPTION

Translation using a bezier curve + damping + FOV change to the background forward + fade out.

End of game victory screen

Before the match begins the teams are seen facing off eachother.

DESCRIPTION

Fixed low camera.

Things that had to be taken into consideration was that many character had victory poses with a lot more movement and I had to make sure that all the animation would fit framing.

© 2022 BY NEMANJA NENO PANIC.

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