Virtual Camera Repositioning for Footing Visibility in Third-Person Games

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Solution Overview

Problem

Video games do not automatically adjust the virtual camera to provide a more realistic view of a player character's footing when running in third-person view, making it difficult for players to visualize the character's movement.

Innovation Solution

The virtual camera automatically shifts to a slightly overhead position with a downward orientation when the player character transitions from walking to running, enhancing the visibility of the character's footing.

Engineering Contradictions & Design Principles

VSEngineering Contradiction Analysis

1Speed

If the virtual camera maintains a standard third-person position while the player character runs, then the player character's movement speed is increased, but the player character's footing becomes difficult to view

Engineering Contradiction:
Improveplayer character movement speedVSAvoidvisibility of player character footing
Core Design Contradiction:
SpeedVSLoss of information

Solution Approach 1:

The virtual camera dynamically adjusts its position and orientation based on the player character's movement state. When the player character transitions to running, the camera automatically moves to an overhead position and rotates to provide a downward view, ensuring footing visibility is maintained during high-speed movement.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The system changes the camera's spatial parameters (position and orientation) in response to the player character's movement state. The camera transitions from a standard third-person position to an overhead position with downward orientation, altering the viewing angle to optimize footing visibility during running.

Inventive Principle:
Principle #35Parameter changes

2Loss of information

If the virtual camera shifts to an overhead position to show footing, then the visibility of player character footing is improved, but the standard third-person view is altered

Engineering Contradiction:
Improvevisibility of player character footingVSAvoidcamera position and orientation
Core Design Contradiction:
Loss of informationVSShape

Solution Approach 1:

The camera configuration is made dynamic rather than static. The system automatically transitions between different camera states (standard third-person vs. overhead downward view) based on the player character's movement state, providing footing visibility only when necessary during running.

Inventive Principle:
Principle #15Dynamics

Solution Approach 2:

The camera position and orientation changes occur periodically in response to the player character's movement state transitions. The camera shifts to overhead position when running begins and returns to standard position when running ends, creating a rhythmic adjustment pattern tied to gameplay states.

Inventive Principle:
Principle #19Periodic action

Data Source

PatentUS8784202B2Apparatus and method for repositioning a virtual camera based on a changed game state
Publication Date: 2014.07.22 NINTENDO CO LTD
  • US8784202B2 patent drawing
  • US8784202B2 patent drawing
  • US8784202B2 patent drawing

AI summary

An apparatus and method is provided for controlling a virtual camera. The virtual camera is positioned in a first position and a first direction while an object is in a first state and the virtual camera is moved to a second position and second direction when the object transitions from a first state to a second state. The virtual camera is held in the second position and second direction while the object is in the second state and then moves back to the first position and first direction when the object transitions from the second state back to the first state. While the virtual camera is in the second position and second direction, the lowest part of the object is made more easily viewable.