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Creating an Emotionally Engaging Camera for Tomb Raider
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SKU GDCE13-24639_IDPE
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Description
Creating an Emotionally Engaging Camera for Tomb Raider
Remi Lacoste | Lead Camera Designer, Crystal Dynamics

Location: Congress Saal 1
Date: Tuesday, August 20
Time: 14:30-15:30
Tracks: Design, Visual Arts
Format: Session
Vault Recording: Video


The camera plays a prominent role, not only in the reboot of Tomb Raider, but in every video game. It can make the player more emotionally involved, and therefore more active. How exactly does a camera becomes engaging and how can we achieve it? What tools and technologies do we need to create an emotionally engaging experience? What problems do we face during the development of engaging camera systems and how do we solve them? This talk will pose answers to all of these questions, and walk you through the artistic and technical choices made during the production of Tomb Raider.

Takeaway
Attendees will gain detailed insights into the development process of video game cameras. Particular attention will be paid to the many ways a camera can become more engaging for the player, and the techniques that are being used to achieve this engagement.

Intended Audience
Game designers of all experience levels. Anyone with an interest in knowing how to build deep camera systems that allow for the creation of a more engaging experience for the player in a third-person perspective video game.

Speaker
Remi Lacoste | Lead Camera Designer, Crystal Dynamics
Remi Lacoste is the lead camera designer at Crystal Dynamics. He moved to the San Francisco Bay area to work on the reboot of Tomb Raider. He studied film at the University of Montreal, where he developed his interests for experimental storytelling, cinematography and film editing. In 1998, he began working at the Ubisoft Montreal Studio as a level designer. His career changed course when he started exclusively designing camera systems on Prince of Persia: The Sands of Time. This transition enabled him to expand his role and explore applications of the film language within the context of the video game medium. Since then, he has established himself as one of the few dedicated camera specialists in the industry. Throughout his work, he always strives to create the fine balance between aesthetics, emotion and playability.

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