Dized Content Creation Guide

Cameras, Angles and Zoom Levels

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Cameras

Every content step needs to have a set camera angle that you use and you can freely control the placement and angle of the camera. There are also preset camera angles available to get you started.

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Working with camera angles

Camera Angle Quick Selector. 4 default angles, custom and tutorial view. Tutorial view is the angle that is used in the tutorial.

Save Custom Angle and Save Tutorial Angle. The Custom Angle can be used as a temporary angle that you might need when adjusting certain objects, or when saving an angle for test purposes is needed. Tutorial Angle button will apply the current camera settings and it will be the camera setting the user will see in the tutorial.

Camera Animation Options

Viewpoint shortcut. Selecting a cone switches the camera to a straight angle from the selected axis (X, Y, Z)

Perspective View by selecting the cube in the middle, clicking it switches between perspective and isometric views

Pan Camera (Q) allows moving the camera around. You can also use:

● Move Camera horizontally and vertically: Press Mouse Wheel + Move Mouse

● Move Camera forwards/backwards: Roll Mouse Wheel Scroll In/Out

● Rotate Camera: Hold ALT + Hold LMB + Move Mouse

Focus Camera to selected object. This makes selected object the center of the camera view point. Camera can then be rotated around this point.

View Guides. As there are a multitude of devices with different screen dimensions, the guide is to help quickly see, what will at least be visible in all devices. Try to keep all relevant information inside the first rectangle!

Camera zoom levels

Dized tutorials are built with desktop computers that typically have a big screen. However, it's easy to forget that a lot of users will use the contents with a small handheld device. So it's crucial to keep in mind that small objects and subtle animations will not be seen in small screens. Especially with players who are sitting a bit further away from the device.

So, it's important to keep important objects and things of interest in the middle of the screen and make sure the camera angle is zoomed in. If there is a need for a wide view and a smaller detail on one step, use camera animation when needed.

In the example above, the first image has a camera view too zoomed out, and while you can clearly see the details on on that image a bigger screen, the meeple is hardly visible on a small smart device. Below is a better example on how close the camera needs to be when showing single assets.

What are perspective and ortographic views

Isometric and ortographic views are both useful when building tutorials. But it's important to know what are the best use cases for them. You can change between them with the middle button of the compass () or by using the ortographic "Top down view" and the perspective "Top down 3d view" in the Camera Angle Quick Selector () bar.

In short, the ortographic view a method for visually representing three-dimensional objects in two dimensions.

In ortographic there is no "perspective". So when you need to pile up assets (cards, cubes) using the isometric angle (with a side view) is very useful.

The benefit in ortographic view is that you get a perfect sideways/topdown angle for objects, which is very useful when organizing them, or when working with 2D objects - such as buttons on screen. With 2D objects you can have flat images far from each other for easier handling, but still get the same effect with the ortographic view, because it doesn't matter how far the image is from the camera, it's always the same size.

Trying to rotate the camera for example will be very difficult in ortographic view!

Perspective is the typical view used in a tutorial. It represents the 3-dimensional world a lot better. When choosing the camera angle to be used in a step, unless there is a good reason to use the isometric view, use the perspective one!