In this segment, I created a blueprint designed to commandeer the player’s camera and transition it into a cinematic view. The challenge arose from the limitations of the AWALS pack, which doesn’t provide a reference camera until the game starts. To work around this, I extracted the player’s camera directly from the player controller and stored it in a variable for later recall. This allowed me to switch seamlessly between the default third-person perspective and the cinematic camera positioned far out over the Cornwall cliffs, woods, and the vast ocean.
This cinematic camera not only offers a breathtaking view of the landscape and the abandoned mining site but also foreshadows the next sections of the level where Nathan Drake begins his climb up the side of the mine building. By dynamically switching perspectives, the blueprint enhances the narrative flow and immerses the player deeper into the environment. Overall, this solution balances technical constraints with creative storytelling, providing both a functional gameplay mechanic and a visually engaging experience that aligns with the Uncharted spirit.
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