final fantasy/resident evil fixed camera angle

teeobi

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how is fixed camera angle made in consideration?
things like final fantasy or resident evil, used this alot back in psx
and then in ps2 there is onimusha.


how was the camera made in consideration?

there is also interactive camera like mario 64 which moves itself in relation to the area.
how is the camera angle chosen in consideration of gameplay or story?
 

Seacliff

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Final Fantasy used it because the backgrounds were prerendered. Meaning they were 2D parallaxs.

This was for the obvious reason that the PS1 was to able to render graphics at the quality they currently look in-game, so they render it in their own software and disguise it as part of the engine. As a result, the PS1 FF games, as well as other Square games using the same technique like Chrono Cross, aged a bit better than other PS1 games that went with full 3D.
 

teeobi

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yes, indeed. but, how do they choose the angle for a particular area?
what is the consideration for it?

Level design?

angle design?
 

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