03 - Designing with Perspective: How Cameras Shape Levels

Top-down 2D
Constraints: Limited view with only one wall visible, requiring careful composition.
Opportunities: Ideal for abstracted environments and puzzle-based gameplay, emphasizing clarity in design.

Top-down 2D
Constraints: Limited view with only one wall visible, requiring careful composition.
Opportunities: Ideal for abstracted environments and puzzle-based gameplay, emphasizing clarity in design.

Isometric
Constraints: Challenges with occlusion and visibility due to added depth.
Opportunities: Balances abstraction and detail, supporting bold artistic styles and intricate spaces.

Isometric
Constraints: Challenges with occlusion and visibility due to added depth.
Opportunities: Balances abstraction and detail, supporting bold artistic styles and intricate spaces.

Third-person
Constraints: Requires precise design to avoid awkward angles and maintain immersion.
Opportunities: Expands the player's field of view, enhancing spatial awareness, perfect for narrative and exploration-heavy games.

Third-person
Constraints: Requires precise design to avoid awkward angles and maintain immersion.
Opportunities: Expands the player's field of view, enhancing spatial awareness, perfect for narrative and exploration-heavy games.

First-person
Constraints: Narrow field of view can limit spatial awareness and disorient in complex layouts.
Opportunities: Heightens immersion, placing the player directly in the world, ideal for navigation and interaction-focused design.

First-person
Constraints: Narrow field of view can limit spatial awareness and disorient in complex layouts.
Opportunities: Heightens immersion, placing the player directly in the world, ideal for navigation and interaction-focused design.