Thursday, July 18, 2019

The Cinematic Visual Novel (part 4)


A variety of camera techniques can be used to create tension and emphasis during the storytelling in a visual novel. Zooming in and out at different times can help guide the viewer towards focusing on an important character or development. A quick slide to the left or right can increase the pacing of a conversation, bouncing back and forth between two characters who are in a heated argument. Adjusting the camera framing to accommodate a newly arrived character subtly emphasizes the new presence. Even depth of field can be simulated for the 2D environment of a visual novel by placing some character sprites closer and others smaller and behind to suggest more of a 3-dimensional distance. I've played one visual novel that even adjusts the facing of the characters by including a direct facing, profile view, and rear-facing version of each sprite. This allowed the developer to essentially “move” the camera around the group of conversing characters, creating the illusion that you're standing behind the group or seeing everyone from the side. But what is the reason for using these techniques?

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