Individual skill

camera-systems

Build game cameras that feel good — 2D follow with a deadzone, look-ahead, smoothing, and level-bounds clamping; 3D third-person orbit with collision and first-person look; plus multi-target framing and a shake hook. Engine-neutral techniques that pair with the engine's camera node and rigs like Unity Cinemachine or Godot Camera2D/PhantomCamera. Use when the user mentions camera follow, follow camera, deadzone, look-ahead, camera smoothing, camera bounds/ limits, third-person camera, orbit camera, first-person look, Cinemachine, or camera jitter.

skills/disciplines/camera-systems/SKILL.md

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# Camera systems

The camera is the player's window; bad camera work makes a good game feel awful. This skill
covers the engine-neutral camera techniques — smooth follow, deadzones, look-ahead, bounds
clamping, third-person orbit with collision, first-person look, and multi-target framing — and
maps them onto each engine's camera node or rig.

## When to use

- Use when a 2D camera should follow the player smoothly, stay inside the level, lead the
  player's motion, or ignore small movements (deadzone).
- Use when building a 3D third-person orbit camera (mouse/stick look, collision push-in) or a
  first-person look controller, or framing multiple targets at once.
- Use to fix camera jitter, snapping, motion sickness, or a camera that shows past the level edge.
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