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Prince of Persia (2008) Camera Analysis 01

4/9/2016

6 Comments

 
This camera system is relatively well-documented and gives a glimpse of Ubisoft's attempt to make a sustainable camera system for use on multiple projects. No further sources I found have indicated whether this system was actually used again after Prince of Persia (2008), or if that was an ideal vision that did not come to pass.

As a result, my analysis is based on my experience of the game as viewed through a lens that is heavily influenced by Jonathan Bard's talk "Directing the Prince Of Persia." I attempt to provide information to fill in the holes left by this presentation, but some details may be inaccurate.


Camera Mechanics

The first six of 17 camera mechanics are described in the talk. I will list them, but refer you to the link above for more details. The ones that follow were observed during my playthrough of the game and are accompanied by screenshots from the 2016 WR Speedrun by samabam14.

1. Fixed camera
2. Spline Camera
3. Free-Roaming Camera
4. Animated Free-Roaming Camera
5. Movement Compensation Camera

6. Dueling/Boss Camera

Picture
Ledge Camera
7. Ledge Camera
        likely also used in Wall Jump and Wall Climb gameplay
8. Player Death Camera
        shows the player avatar being rescued by the Princess
Picture
Forward Slide Camera
9. Forward Slide Camera
       
certain areas of the level are inclined and tagged as sliding areas, triggering a         specialized camera when the player avatar enters, to follow their motion better
        (sometimes these cameras are overridden by a modified side view camera)
Picture
Gripslide Camera
10. Gripslide Camera
        when the camera is directly facing the wall and the player begins to slide down
11. Ceiling Camera
        when the player avatar is swinging from rings to run across the ceiling
12. Fertile Ground Camera
        focuses on the princess, who becomes the player avatar briefly in this moment
13. Hand/Step of Ormazd Flying Camera

        these simple camera pans could be done with transition between static                     cameras, but likely required more control to get the desired artistic effects

Picture
Wings/Breath of Ormazd Flying Camera
14. Wings/Breath of Ormazd Flying Camera
       
this camera follows the orientation and path of the player avatar as they fly             predetermined paths through the level, could be post-processed spline camera
15. Parallel Wall Camera
        the camera pulls to the side view as the player avatar leaps between two walls
16. Conversation Camera
        these conversations are done as in-game cines using a unique camera
17. Controller Idle Camera
        the nearby scenery is shown from a cinematic perspective that takes corrupted         status into account, but its possible this is a collection of pre-baked cinematics

Example Modifiers for Free Roaming Camera

There are 34 modifiers total for all cameras in this game, with 14 mentioned in the talk and listed below. Of those 34, Jonathan Bard mentioned that 8 were unlikely to be reused in a future game. This leaves a pool of 26 modifiers for any camera that Ubisoft thought would be sustainable between projects. I hope this section serves as a useful, if incomplete, list of important tuning properties for camera designers.

Note that the Free Roaming Camera is discussed in depth in Bard's talk.
See that for context and descriptions for some of these modifiers.

  1. Main Damping Modifier
  2. Pop Mario Mode Attenuation Modifier
  3. Vertical Compensation Modifier
  4. Free Roaming Modifier
  5. Extreme Azimuth Modifier
  6. Polar Controls Modifier
  7. Polar Curve Modifier
  8. Free Roaming Collision Modifier
  9. Camera Target Modifier
  10. Exploration Modifier
  11. Screen Framing Modifier
  12. Roll Modifier
  13. Target Framing Attenuation Modifier
  14. Target Framing Modifier
6 Comments
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7/9/2016 05:03:32 pm

Camera is first thing, which we can use this for different work. Here is discuss many kind of cameras. This camera experiment is really very beneficent for us and we can learn special knowledge by this post.

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29/5/2017 01:21:36 am

This is a really cool game with really cool graphics. I think the team behind this did a great job. I don't think they learned what they do overnight. If I have my own way, I would like to be able to do these kind of programs. I think it can also help improve the gamers interest to learn new tricks.

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12/9/2016 09:54:43 pm

I'm still waiting for the extension despite the last game was awful

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24/5/2017 02:12:50 pm

I am not a technical type of person, but I like gaming. I am an avid gamer since I was 13. I was first addicted to Crash Bandicoot and Bloody Roar. Now, I am fond of playing any type of games. I got a chance to play Prince of Persia on my Playstation 3 and Xbox 360. My brother bought the game for me as a birthday gift. The game was good and the graphics are awesome. The game won the "Outstanding Achievement in Animation" during the 12th Annual Interactive Achievement Awards. This game has the best animation so far.

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22/9/2016 05:00:57 pm

I have played whole game its one to two side players gaming co-operative player & fight with the bad guys. about the story line is so weak.

I could say that because no one knows where the prince came from, also far away come across the Mary Land something like place enough fighting and unusual sort of power come. About the game calibration is also difficult to play.

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23/2/2017 02:08:37 am

This is an excellent game and a great example of optimization as awell as good camera behavior.

Reply



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    James Dodge

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