Fixed camera angles

A high fixed camera looks across a hall in Resident Evil, with the hero by a table near the bottom of the frame.The hero within the fixed viewThe composition shows the hall and passage
Resident Evil (1996)A preselected overhead hall view
  1. The hero within the fixed view
  2. The composition shows the hall and passage
© Capcom; frame from clip via GameMechanics.org · Source ↗

The camera uses preselected positions and switches as the hero moves. Each angle controls composition and the amount of visible information.

Design tips

  • Check controls when screen directions change across cuts.
  • Keep required threats readable across adjacent camera views.

Examples