I will only talk about the eyes. What do you as a creator want them to see? Speed of movement in planar space matters, if you move to quickly the eye gets lost. Close one eye and make a frame with your hands observe how much your monitor or your TV takes of your vision space. I will start with the simple yet effective concept of Eye-Tracing. The eye follows the character to the top of a hill just to bring an even bigger from the horizon. Engineer the camera system to respect the points in planar space first and then calculate to it. This is the basis of eye tracing, and designing moving media in a way that is easy to read for people.
What do you as a creator want them to see? This means things on the screen need to move at a slow pace but not in any space but in planar space, remember the first rule The Screen Is A Plane Not A Window, as long as the characters move slowly through planar space the characters will be easy to follow, we are aiding the player to follow the character by moving it as little as possible. This philosophy means everything, this philosophy created this marvel of technical prowess. Mad Max Fury Road Follow the red circle: This is the basis of eye tracing, and designing moving media in a way that is easy to read for people. Do those 2 align? Well the answer is simple it does so in a completely different way. Even 3D movies need to compose in planar space. The key word here is Planar space! If something moves slowly across the screen the eye has an easier time reading it. Dynamically determine where the eye is right before the next shot, or right before elements are to be displayed. Things like the opening in Journey are just brilliant. Eyes have a 5 degree central vision, this is where we read books, if our target moves outside of the near-peripheral section of our eyesight the eyes will have to change positions. For example this is easy to follow by the eye. Close one eye and make a frame with your hands observe how much your monitor or your TV takes of your vision space. Speed of movement in planar space matters, if you move to quickly the eye gets lost. Eyes can only see one thing at a time. This rule here talks about how even in highly composed shots we still only see one face at a time, one item at a time, or one enemy at a time. And helps you realize that one thing that only your game can do that will blow us all away. You have to literally stop looking at one thing to look at another. I will only talk about the eyes. Vertical motion will still cause Saccadic masking if motion is too fast, vertical motion just happens to be slightly more comfortable to follow than horizontal motion. Create an environment in which you know which part of the frame your player is most likely to be looking at, this can be performed a number of ways but I wont get in the details of composition, color theory, photography or animation. I will jump back and forth between games and movies but this is a game focused article. We can create things that only games can do, we can dynamically adjust the camera, the next shot, or item position for our users.
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