From the course: Unreal Game Mechanics: Camera Walk Action

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Overview of Camera Shake

Overview of Camera Shake

- [Joel] In this particular chapter, we're going to concentrate on laying the foundation for our head bop effect. Then so, essentially give ourselves the option to come back and tweak this base setup before going ahead and creating the final assembly should we want or need to. The starting point here is going to be the creation of a camera shape blueprint. Now we're going to be using this as it gives us the ability to use timelines so as to drive certain aspects of the effect. Now we could use a blueprint graph to alter the position and rotation of the camera directly, and this might in turn open up opportunities for creating special movements of the camera should we want or need to. As the creating artist though, we need to make such pipeline decisions based on what our game really needs. For example, would the extra time that it takes to create such a blueprint setup really be worth it? Would the extra control that it gives benefit the project in an obvious way? If the answer to one…

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