“Cameras You Can’t See, Hold, or Touch: Building Cinematic Cameras Across Games, VFX, and Animation” by Geduldick, Ineson, Myhill, Olorenshaw, Ward, et al. … – ACM SIGGRAPH HISTORY ARCHIVES

“Cameras You Can’t See, Hold, or Touch: Building Cinematic Cameras Across Games, VFX, and Animation” by Geduldick, Ineson, Myhill, Olorenshaw, Ward, et al. …

  • 2025 SIGGRAPH Birds of a Feather Image Not Available

Conference:


Experience Type(s):


Title:


    Cameras You Can’t See, Hold, or Touch: Building Cinematic Cameras Across Games, VFX, and Animation

Presenter(s):



Description:


    As digital storytelling evolves, so does the role of the camera. This live, collaborative BoF brings together a cross-industry panel to explore how cinematography principles are upheld or reimagined across games, VFX, animation, virtual production, and hybrid pipelines. Through guided discussion and attendee knowledge exchanges, we’ll dive into the aesthetic, technical, and narrative choices behind virtual cameras. Topics will include interactive storytelling, real-time engines, procedural workflows, and how creators both follow and break classical rules to shape modern visual experiences. Participants will share insights, challenges, and approaches that are redefining cinematic language in today’s digital production landscape.

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