{"schemaVersion":1,"record":{"key":"mechanic/game-mechanics--gm-fixed-camera-angles","type":"mechanic","id":"game-mechanics--gm-fixed-camera-angles","lang":"en","title":"Fixed camera angles","summary":"The camera uses preselected positions and switches as the hero moves. Each angle controls composition and the amount of visible information.","updatedAt":"2026-10-22","status":"active","url":"https://gamemechanics.pro/en/knowledge/mechanic/game-mechanics--gm-fixed-camera-angles/","jsonUrl":"https://gamemechanics.pro/api/v1/knowledge/en/mechanic/game-mechanics--gm-fixed-camera-angles.json","markdownUrl":"https://gamemechanics.pro/content/knowledge/en/mechanic/game-mechanics--gm-fixed-camera-angles.md","aliases":[],"tags":["Game design techniques","Camera & perception"],"sourceIds":["source-6968deee5e64f54c","source-22355c593640a42e","source-5c4dad8a6110e54a"],"sources":[{"id":"source-6968deee5e64f54c","title":"Game Mechanics: Fixed camera angles","url":"https://gamemechanics.org/patterns/fixed-camera-angles","verifiedAt":null},{"id":"source-22355c593640a42e","title":"Resident Evil (1996)","url":"https://gamemechanics.org/patterns/fixed-camera-angles/game/resident-evil","verifiedAt":null},{"id":"source-5c4dad8a6110e54a","title":"Resident Evil Remake (2002)","url":"https://gamemechanics.org/patterns/fixed-camera-angles/game/resident-evil-remake","verifiedAt":null}],"sections":[{"id":"principle","title":"How it works","body":"The scene switches between predetermined camera positions."},{"id":"variants","title":"Variants","body":"### How the technique works\n\n<a id=\"gm-fixed-camera-angles-rule\"></a>\n\n- The scene switches between predetermined camera positions. <a id=\"gm-fixed-camera-angles-definition\"></a>"},{"id":"context","title":"Context and limits","body":"All 199 Game Mechanics entries at the check date: player actions, systems, presentation techniques and contested patterns. Entries are grouped by their first source-card category; all categories appear in their descriptions. Definitions use original wording. References link to game-specific galleries; images and videos remain at the source."}],"relations":[],"placements":[{"catalogId":"game-mechanics","id":"gm-fixed-camera-angles","title":"Game design techniques","url":"https://gamemechanics.pro/en/mechanics/game-mechanics/#gm-fixed-camera-angles","categoryIds":["gm-category-camera-perception"]}],"supersededBy":[],"attributes":{"preview":{"updatedAt":"2026-10-22","title":"Fixed camera angles","description":"The camera uses preselected positions and switches as the hero moves. Each angle controls composition and the amount of visible information.","image":{"src":"images/mechanics/combat-fixed-camera-angles.webp","width":600,"height":444,"game":"Resident Evil (1996)","sourceUrl":"https://gamemechanics.org/patterns/fixed-camera-angles","originalUrl":"https://cdn.gamemechanics.org/resident_evil_1996_perspectives.webm","sourceFrameSeconds":3.93,"credit":"Capcom; frame from clip via GameMechanics.org","rights":"Game imagery © its respective rights holders. Source host: GameMechanics.org. All rights reserved; excluded from the portal’s MIT and CC BY 4.0 licenses.","caption":"A preselected overhead hall view","alt":"A high fixed camera looks across a hall in Resident Evil, with the hero by a table near the bottom of the frame.","markers":[{"x":30,"y":67,"label":"The hero within the fixed view"},{"x":75,"y":29,"label":"The composition shows the hall and passage"}]},"tips":["Check controls when screen directions change across cuts.","Keep required threats readable across adjacent camera views."],"examples":[{"title":"Resident Evil (1996)","url":"https://gamemechanics.org/patterns/fixed-camera-angles"}]}},"endsAt":null,"provenance":"Editorial reference index based on the 199 public Game Mechanics pattern pages checked on 2026-10-20. Original concise RU/EN definitions by gamemechanics.pro; pattern names, category associations and game-reference URLs retained from gamemechanics.org. The source gallery includes a film analogy. Linked materials retain their original rights; references are upstream attributions, not independent verification.","license":"CC-BY-4.0","codeLicense":"MIT","attribution":"gamemechanics.pro contributors","catalogKey":"catalog/game-mechanics"}}