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Gaming study by itaykeren looks at the subject of how scrolling works in 2D video games, the hidden design methods which control the presentation of levels around the playable character:
… I was quite surprised that camera work, a subject with more than 30 years of history in games, was hardly discussed.
Scrolling or Panning refers to any attempt to display a scene that is larger than what fits in a single screen. There are many potential challenges with scrolling, like choosing what the player needs to see, what we as designers would like the player to focus on, and how to do it in a way that’s fluid and comfortable for the player.
While I’m going to focus on 2D camera systems, many of these general concepts apply to 3D as well.
The study provides various GIF examples like the ones above, and should be of interest to anyone involved with Game Design.
(Source: docs.google.com, via kojiroby)
Young Art Taipeiに出展します。
キャンバス作品3点(うち新作2点)と旧作ドローイングを多数展示致します。
ご高覧の程よろしくお願い致します。
***
I will participate in the Young Art Taipei.
I will exhibit canvas work three points and some drawing work.
[Young Art Taipei]
Apr 24th-26th.2015
台北喜來登大飯店
8+9F(8F room no.29 深川番所 Booth)
台北市忠孝東路一段12號
Sheraton Grande Taipei
No. 12, Section 1, Zhongxiao East Road, Taipei


![taemonma:
“Young Art Taipeiに出展します。
キャンバス作品3点(うち新作2点)と旧作ドローイングを多数展示致します。
ご高覧の程よろしくお願い致します。
***
I will participate in the Young Art Taipei.
I will exhibit canvas work three points and some drawing work.
[Young Art Taipei]
Apr...](https://66.media.tumblr.com/6e1a8ec51bb26fecc6429753153421cf/tumblr_nn7ht6NPKe1utecuno1_500.jpg)



