Third Person Game Camera Control patent filed by Microsoft found

Microsoft - Image 1The US Patent and Trademark Office website, via Skoar, yields what appears to be a patent application by Microsoft for a new camera control for a third person game. The said patent describes it as one that will be utilized to get a smoother degree of control, citing in particular the game Brute Force as a game sample.

Camera control - Image 1The US Patent and Trademark Office website, via Skoar, yields what appears to be a patent application by Microsoft for a new camera control for a third person game. The said patent describes it as one that will be utilized to get a smoother degree of control, citing in particular the game Brute Force as a game sample.

The patent was filed back in December 29, 2008 and is described as an invention that “relates to video games for console-based gaming systems, and more particularly, to camera control features of a third-person shooter video game.”

Said the patent application:

In a third-person shooter video game, the viewing perspective is smoothly transitioned between an “explorer” viewpoint and a “ready” viewpoint as game conditions change. In the “explorer” viewpoint, scenes are depicted from a camera positioned behind and removed from a character.

The explorer viewpoint offers a wide angle of view of the surrounding combat area, enabling the game player to scout the terrain. In the “ready” viewpoint, scenes are depicted from the camera as it is repositioned close to the character. The ready viewpoint provides a narrower angle of view to facilitate better aiming when the character is engaged in armed combat. The transition between the explorer and ready viewpoints tracks a non-linear path.

A technique for controlling camera viewpoints in a third-person shooter video game is described. Scenes are depicted from a camera positioned behind and removed from a character that is being controlled by a player. As conditions change during the game, the camera is moved smoothly along a non-linear path between an “explorer” viewpoint and a “ready” viewpoint.

In the “explorer” viewpoint, the camera is farther removed from the character to provide a wider angle of view of the battle terrain as the character moves about. In the “ready” viewpoint, the camera resides just behind the character to facilitate better aiming when the character is engaged in combat. Selection of a camera viewpoint and timely movement between the two viewpoints are controlled to facilitate a more intimate feel with the character and to avoid having obstacles obscure vision of the character and/or reticle used to sight targets.

Sounds like a peripheral for Natal. What do you think?


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