Skip to main content

Game Cinematography: From Camera Control to Player Emotions

  • Chapter
  • First Online:
Emotion in Games

Part of the book series: Socio-Affective Computing ((SAC,volume 4))

Abstract

Building on the definition of cinematography (Soanes and Stevenson, Oxford dictionary of English. Oxford University Press, Oxford/New York, 2005), game cinematography can be defined as the art of visualizing the content of a computer game. The relationship between game cinematography and its traditional counterpart is extremely tight as, in both cases, the aim of cinematography is to control the viewer’s perspective and affect his or her perception of the events represented. However, game events are not necessarily pre-scripted and player interaction has a major role on the quality of a game experience; therefore, the role of the camera and the challenges connected to it are different in game cinematography as the virtual camera has to both dynamically react to unexpected events to correctly convey the game story and take into consideration player actions and desires to support her interaction with the virtual world. This chapter provides an overview of the evolution of the research in virtual and game cinematography, ranging from its early focus on how to control and animate the virtual camera to support interaction to its relationship with player experience and emotions. Furthermore, we will show and discuss a number of emerging research directions.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 129.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Softcover Book
USD 169.99
Price excludes VAT (USA)
  • Compact, lightweight edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info
Hardcover Book
USD 169.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  1. Arijon D (1991) Grammar of the film language. Silman-James Press, Los Angeles

    Google Scholar 

  2. Bares WH, Lester JC (1997) Cinematographic user models for automated realtime camera control in dynamic 3D environments. In: International conference on user modeling, Chia Laguna. Springer, pp 215–226

    Chapter  Google Scholar 

  3. Bares WH, McDermott S, Boudreaux C, Thainimit S (2000) Virtual 3D camera composition from frame constraints. In: ACM multimedia, Marina del Rey. ACM, pp 177–186

    Google Scholar 

  4. Bares WH, Zettlemoyer LS, Rodriguez DW, Lester JC (1998) Task-sensitive cinematography interfaces for interactive 3D learning environments. In: International conference on intelligent user interfaces, San Francisco. ACM, pp 81–88

    Google Scholar 

  5. Beckhaus S, Ritter F, Strothotte T (2000) CubicalPath – dynamic potential fields for guided exploration in virtual environments. In: Pacific conference on computer graphics and applications, Hong Kong, pp 387–459

    Google Scholar 

  6. Bleszinski C (2007) Gears of War

    Google Scholar 

  7. Blinn J (1988) Where am I? What am I looking at? IEEE Comput Graph Appl 8(4):76–81

    Article  Google Scholar 

  8. Blizzard Entertainment (1998) Starcraft

    Google Scholar 

  9. Blizzard Entertainment (2004) World of warcraft

    Google Scholar 

  10. Bourne O, Sattar A, Goodwin S (2008) A constraint-based autonomous 3D camera system. J Constraints 13(1–2):180–205

    Article  Google Scholar 

  11. Bungie Studios (2001) Halo: combat evolved

    Google Scholar 

  12. Burelli P (2013) Virtual cinematography in games: investigating the impact on player experience. In: International conference on the foundations of digital games, Chania. Society for the Advancement of the Science of Digital Games, pp 134–141

    Google Scholar 

  13. Burelli P, Di Gaspero L, Ermetici A, Ranon R (2008) Virtual camera composition with particle swarm optimization. In: Butz A, Fisher B, Krüger A, Olivier P, Christie M (eds) International symposium on smart graphics. Volume 5166 of lecture notes in computer science. Springer, Berlin/Heidelberg, pp 130–141

    Google Scholar 

  14. Burelli P, Jhala A (2009) Dynamic artificial potential fields for autonomous camera control. In: AAAI conference on artificial intelligence in interactive digitale entertainment conference, Palo Alto. AAAI

    Google Scholar 

  15. Burelli P, Yannakakis GN (2010) Global search for occlusion minimisation in virtual camera control. In: IEEE congress on evolutionary computation, Barcelona. IEEE, pp 1–8

    Chapter  Google Scholar 

  16. Burelli P, Yannakakis GN (2011) Towards adaptive virtual camera control in computer games. In: Dickmann L, Volkmann G, Malaka R, Boll S, Krüger A, Olivier P (eds) International symposium on smart graphics, Bremen. Volume 6815 of lecture notes in computer science. Springer, Berlin/Heidelberg, pp 25–36

    Google Scholar 

  17. Burelli P, Yannakakis GN (2015) Adaptive virtual camera control trough player modelling. User Model User-Adapt Interact

    Google Scholar 

  18. Cage D (2010) Heavy rain

    Google Scholar 

  19. Charles F, Lugrin J-l, Cavazza M, Mead SJ (2002) Real-time camera control for interactive storytelling. In: International conference for intelligent games and simulations, London, pp 1–4

    Google Scholar 

  20. Chrisley R (2003) Embodied artificial intelligence. Artif Intell 149(1):131–150

    Article  Google Scholar 

  21. Christianson D, Anderson S, He L-w, Salesin DH, Weld D, Cohen MF (1996) Declarative camera control for automatic cinematography. In: AAAI, Portland. AAAI Press, pp 148–155

    Google Scholar 

  22. Christie M, Normand J-M, Olivier P (2012) Occlusion-free camera control for multiple targets. In: ACM SIGGRAPH/Eurographics symposium on computer animation. Eurographics Association, pp 59–64

    Google Scholar 

  23. Christie M, Olivier P, Normand JM (2008) Camera control in computer graphics. In: Computer graphics forum, vol 27, pp 2197–2218

    Google Scholar 

  24. Core Design (1996) Tomb Raider

    Google Scholar 

  25. Dominguez M, Young RM, Roller S (2011) Design and evaluation of afterthought, a system that automatically creates highlight cinematics for 3D games. In: AAAI conference on artificial intelligence in interactive digitale entertainment

    Google Scholar 

  26. Eco U (1984) Semiotics and the philosophy of language. Indiana University Press, Bloomington

    Book  Google Scholar 

  27. El-Nasr MS (2002) Story visualization techniques for interactive drama. In: AAAI spring symposium, pp 23–28

    Google Scholar 

  28. Enticknap L (2005) Moving image technology: from zoetrope to digital. Wallflower Press, London

    Google Scholar 

  29. Frazier SJ, Riedl MO (2014) Toward using games and artificial intelligence to proactively sense the real world. In: AI & GAME symposium, London. AISB

    Google Scholar 

  30. Haigh-Hutchinson M (2009) Real-time cameras. Elsevier

    Google Scholar 

  31. Halper N, Helbing R, Strothotte T (2001) A camera engine for computer games: managing the trade-off between constraint satisfaction and frame coherence. Comput Graph Forum 20(3):174–183

    Article  Google Scholar 

  32. Hamaide J (2008) A versatile constraint-based camera system. In: AI game programming wisdom 4, pp 467–477

    Google Scholar 

  33. Hanjalic A, Xu LQ (2005) Affective video content representation and modeling. IEEE Trans Multimed 7(1):143–154

    Article  Google Scholar 

  34. He L-w, Cohen MF, Salesin DH (1996) The virtual cinematographer: a paradigm for automatic real-time camera control and directing. In ACM SIGGRAPH, New Orleans. ACM, pp 217–224

    Google Scholar 

  35. He ZHZ, Iyer R, Chandler P (2006) Vision-based UAV flight control and obstacle avoidance. In: American control conference, Minneapolis. IEEE, pp 2166–2170

    Google Scholar 

  36. Id Software (1993) Doom

    Google Scholar 

  37. Irwin DE (2004) Fixation location and fixation duration as indices of cognitive processing (chapter 3). In: Henderson JM, Ferreira F (eds) The interface of language, vision, and action: eye movements and the visual world. Psychology Press, New York, pp 105–133

    Google Scholar 

  38. Jhala A, Young RM (2005) A discourse planning approach to cinematic camera control for narratives in virtual environments. In: AAAI, Pittsburgh, number July. AAAI, pp 307–312

    Google Scholar 

  39. Jhala A, Young RM (2010) Cinematic visual discourse: representation, generation, and evaluation. IEEE Trans Comput Intell AI Games 2(2):69–81

    Article  Google Scholar 

  40. Kamiya H (2001) Devil may cry

    Google Scholar 

  41. Kojima H (1998) Metal gear solid

    Google Scholar 

  42. Krizhevsky A, Sutskever I, Hinton GE (2012) Imagenet classification with deep convolutional neural networks. In: Advances in neural information processing systems, Lake Tahoe. Neural Information Processing Systems Foundation, pp 1097–1105

    Google Scholar 

  43. Lasseter J (1995) Toy story

    Google Scholar 

  44. Liapis A, Yannakakis GN, Togelius J (2012) Adapting models of visual aesthetics for personalized content creation. IEEE Trans Comput Intell AI Games 4(3):213–228

    Article  Google Scholar 

  45. Lino C, Christie M, Lamarche F, Schofield G, Olivier P (2010) A real-time cinematography system for interactive 3D environments. In: ACM SIGGRAPH/Eurographics symposium on computer animation, pp 139–148

    Google Scholar 

  46. Martinez HP, Jhala A, Yannakakis GN (2009) Analyzing the impact of camera viewpoint on player psychophysiology. In: International conference on affective computing and intelligent interaction and workshops. IEEE, pp 1–6

    Google Scholar 

  47. McDermott S, Li J, Bares WH (2002) Storyboard frame editing for cinematic composition. In: International conference on intelligent user interfaces, San Francisco. ACM, pp 206–207

    Google Scholar 

  48. Meier L, Tanskanen P, Heng L, Lee GH, Fraundorfer F, Pollefeys M (2012) PIXHAWK: a micro aerial vehicle design for autonomous flight using onboard computer vision. Auton Robot 33:21–39

    Article  Google Scholar 

  49. Mikami S (1996) Resident evil

    Google Scholar 

  50. Olivier P, Halper N, Pickering J, Luna P (1999) Visual composition as optimisation. In: Artificial intelligence and simulation of behaviour

    Google Scholar 

  51. Picardi A, Burelli P, Yannakakis GN (2011) Modelling virtual camera behaviour through player gaze. In: International conference on foundations of digital games, Bordeaux. ACM, pp 107–114

    Google Scholar 

  52. Pickering J (2002) Intelligent camera planning for computer graphics. PhD thesis, University of York

    Google Scholar 

  53. Ranon R, Urli T (2014) Improving the efficiency of viewpoint composition. IEEE Trans Vis Comput Graph 2626(c):1–1

    Google Scholar 

  54. Raynal F (1992) Alone in the dark

    Google Scholar 

  55. Remedy Entertainment (2001) Max Payne

    Google Scholar 

  56. Shaker N, Yannakakis GN, Togelius J (2010) Towards automatic personalized content generation for platform games. In: AAAI conference on artificial intelligence in interactive digitale entertainment

    Google Scholar 

  57. Simons RF, Detenber BH, Roedema TM, Reiss JE (1999) Emotion processing in three systems: the medium and the message. Psychophysiology 36(5):619–627

    Article  CAS  PubMed  Google Scholar 

  58. Soanes C, Stevenson A (2005) Oxford dictionary of English. Oxford University Press, Oxford/New York

    Google Scholar 

  59. Sun K, Yu J (2007) Video affective content representation and recognition using video affective tree and hidden Markov models. In: Paiva A, Prada R, Picard R (eds) Affective computing and intelligent interaction, Lisbon. Springer, pp 594–605

    Chapter  Google Scholar 

  60. Sundstedt V, Stavrakis E, Wimmer M, Reinhard E (2008) A psychophysical study of fixation behavior in a computer game. In: Symposium on applied perception in graphics and visualization, Los Angeles. ACM, pp 43–50

    Chapter  Google Scholar 

  61. Thawonmas R, Oda K, Shuda T (2010) Rule-based camerawork controller for automatic comic generation from game log. In: IFIP international conference on entertainment computing, Seoul, pp 326–333

    Google Scholar 

  62. Thorson E (1994) Using eyes on screen as a measure of attention to television. In: Lang A (ed) Measuring psychological responses to media messages. Routledge, New York

    Google Scholar 

  63. Togelius J, Champandard AJ, Lanzi PL, Mateas M, Paiva A, Preuss M, Stanley KO (2013) Procedural content generation: goals, challenges and actionable steps. In: Artificial and computational intelligence in games, vol 6, pp 61–75

    Google Scholar 

  64. Tomlinson B, Blumberg B, Nain D (2000) Expressive autonomous cinematography for interactive virtual environments. In: International conference on autonomous agents, Barcelona, p 317

    Google Scholar 

  65. Toyama K (1999) Silent Hill

    Google Scholar 

  66. Ware C, Osborne S (1990) Exploration and virtual camera control in virtual three dimensional environments. ACM SIGGRAPH 24(2):175–183

    Article  Google Scholar 

  67. Yannakakis GN, Martínez HP, Jhala A (2010) Towards affective camera control in games. User Model User-Adapt Interact 20:313–340

    Article  Google Scholar 

  68. Yannakakis GN, Togelius J (2011) Experience-driven procedural content generation. IEEE Trans Affect Comput 2:147–161

    Article  Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Paolo Burelli .

Editor information

Editors and Affiliations

Rights and permissions

Reprints and permissions

Copyright information

© 2016 Springer International Publishing Switzerland

About this chapter

Cite this chapter

Burelli, P. (2016). Game Cinematography: From Camera Control to Player Emotions. In: Karpouzis, K., Yannakakis, G. (eds) Emotion in Games. Socio-Affective Computing, vol 4. Springer, Cham. https://doi.org/10.1007/978-3-319-41316-7_11

Download citation

Publish with us

Policies and ethics