Lara Croft hangs from the side of a wooden structure as the camera looks down on her.
Design

Research on Tomb Raider’s Third Person Camera

The Tomb Raider reboot from 2013 will always hold a special place in my heart. I frequently list it as one of the best examples of Open World design, but also one that captures the evocative potential of camera in video games. This team used gameplay camera to achieve a new standard of emotional engagement. They added physics-based motion, cycled different shot types, and applied a large variety of VFX as part of their visual narrative elements. The resulting experience connects the audience with a struggling character who is not a hero, yet. These advancements inspired narrative and game design over the last decade in game development.