While exploring the gameplay we continously changed the position of our game camera. We noticed that in order to develop complex spacial puzzles we needed the player to see as much of his surroundings at a glance as possible. That’s why we dumped the more immersive third-person perspective close to Clark’s “shoulder” for an more or less isometric overview. We are now thinking to add some dynamic camera movement shifting close to Clark’s own field of view from time to time. This would be used for cut scenes or just moments of tense action. It might become quite a task to get the performance right though; at the moment we completely do without any occlusion culling, but that might become necessary in the future.
(It’s really funny to look at these old images again. This whole endeavour feels like quite a journey already …)