Week 12 — Point of View
GAME 1303 · Tuesday, November 10, 2026 · 9:00 AM – 1:50 PM
The camera is the only thing the player actually sees. Today you frame the same scene three ways and find out that camera choice changes your game's genre without touching a mechanic.
This week at a glance
| Block | Time | What happens |
|---|---|---|
| Lecture | 9:00 – 10:15 | Design topic + engine features |
| Exercise | 10:30 – 11:45 | Ex 8 — Point of View — 2 pts, submitted today |
| Lab | 12:00 – 1:50 | Work on your semester project |
Before class
- Install Cinemachine (Unity section) before class.
- VR track: reserve a headset. Part 4 is mandatory for you and cannot be done on a monitor.
- VR track: your build target locks this week and cannot change after.
Lecture topics
| Section | Topics |
|---|---|
| 001 — Unity 6.x | Cinemachine 2D and 3D · Dead zone, damping, confiner · XR rig for Quest 2 / Cosmos Elite |
| 002 — Unreal 5.8 | Spring Arm and Cine Camera · Camera lag and collision · VR template and XR setup |
Exercise — Ex 8 — Point of View
Three framings of one scene, one chosen and defended, plus VR comfort work.
Open the version for your section:
Worth 2 points: one for Implementation (it builds and runs, the feature works), one for the Design decision (a deliberate, defensible choice beyond the defaults). Due at the end of the class period — late work earns the Implementation point only.
Lab goals
- Apply your chosen framing to your whole game.
- Game Design Doc due next week. If you've been updating it since Week 4, next week is formatting. If not, start tonight.
Due this week
| What | When | Points |
|---|---|---|
| Ex 8 — Point of View | end of class | 2 pts |
Run the matching tab of the course checklist before you submit. Every box on it is a graded criterion.
Next week
Ex 9 — Curves & Locks, and your Game Design Doc is due in Canvas.