ABSTRACT

Quality cinematic cutscenes are perhaps the single most expensive element that can be added to a game. Before discussing the uses of cameras within cinematic language, it is important to understand how cameras work and how they can be manipulated to get the required shots. Field-of-view describes the size of the viewing angle animator render to the camera; imitating lenses of real-world cameras allows it to move between narrow and wide angles for zooming purposes. The Five Cs of Cinematography, by Joseph Mascelli, are a great starting point for anyone unfamiliar with basic cinematic camera language, with rules established over his entire career of film, television, and teaching. Put simply, they cover: Camera Angles, Continuity, Cutting, Close-Ups, and Composition. With cinematic cutscene cameras drawing animators close in to the game’s characters comes the opportunity to imbue an extra layer of life and character with facial acting.