Controlled Camera Cuts With Adaptive Player Input Mapping

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Solution Overview

Problem

In three-dimensional interactive games, players face challenges with camera controls that detract from immersion and enjoyment due to the need for manual adjustment, steep learning curves, and disorientation, particularly for new players, leading to a detached gaming experience.

Innovation Solution

A fully controlled camera system that automatically switches between angles during gameplay, using cinematographic principles and dynamic control schemes to maintain immersion and orientation, recalibrating player inputs with each camera cut.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Ease of operation

If players manually control the camera using control sticks or mouse inputs, then players can adjust camera angles to view surroundings, but players spend significant time staring at the back of their character and feel detached from the character

Engineering Contradiction:
Improvecamera controlVSAvoidimmersion
Core Design Contradiction:
Ease of operationVSDifficulty of detecting and measuring

Solution Approach 1:

The camera system automatically adjusts and controls itself based on the player's actions and the game state, eliminating the need for manual camera control. The camera follows the character and adjusts angles autonomously, allowing the player to focus entirely on gameplay without the distraction of camera management, thereby enhancing immersion.

Inventive Principle:
Principle #25Self-service

2Adaptability or versatility

If players manually adjust the camera in three-dimensional environments, then players can navigate complex environments, but newer players struggle with the complexity and steep learning curve

Engineering Contradiction:
Improveenvironment navigationVSAvoidcamera control system
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The camera system autonomously navigates and positions itself to provide optimal views of the game environment based on the character's location and actions. This eliminates the complexity of manual camera adjustment while maintaining the ability to navigate complex three-dimensional environments effectively.

Inventive Principle:
Principle #25Self-service

3Loss of information

If players coordinate character movements with camera angle adjustments, then players can maintain clear view of surroundings, but players experience disorientation and frustration

Engineering Contradiction:
Improvespatial orientationVSAvoidcoordination task
Core Design Contradiction:
Loss of informationVSEase of operation

Solution Approach 1:

The camera system automatically maintains proper spatial orientation and clear views of the surroundings by autonomously adjusting its angle and position relative to the character's movement and the game environment, eliminating the need for players to coordinate camera adjustments with character movements.

Inventive Principle:
Principle #25Self-service

4Adaptability or versatility

If the camera system provides detailed control options including sensitivity settings and inversion options, then players can customize camera behavior, but the system becomes more complex and difficult for inexperienced players to master

Engineering Contradiction:
Improvecamera customizationVSAvoidcontrol options
Core Design Contradiction:
Adaptability or versatilityVSDevice complexity

Solution Approach 1:

The camera system provides intelligent defaults that automatically adapt to different gameplay situations and player preferences without requiring manual configuration. The system self-adjusts to provide optimal camera behavior for various game contexts, eliminating the need for complex customization options while maintaining adaptability.

Inventive Principle:
Principle #25Self-service

Data Source

PatentUS20260054171A1Player controls in a fully controlled camera system
Publication Date: 2026.02.26 SKYDANCE SILICON VALLEY LLC
  • US20260054171A1 patent drawing
  • US20260054171A1 patent drawing
  • US20260054171A1 patent drawing

AI summary

Embodiments described herein teach of systems and methods for managing player controls within a fully controlled camera system for an interactive environment. The system automatically renders camera views from different orientations, creating cinematic cuts without direct player input. In response to a cut from a first orientation to a second, the system establishes a new control scheme relative to the new view to maintain intuitive gameplay. A transition to the second control scheme can be delayed allowing the player to adapt. In some embodiments, the system evaluates player input to detect adaptation before applying the new scheme. In other embodiments, a transition timer, based on historical player telemetry data, dictates the delay. The system can also receive player hints via input devices, converting these hints into weights that influence the scoring of potential camera points, allowing the player to guide camera selection.