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YoungBuck$ Combat Design - Devlog #7 - Camera Shake and Anim

  • Writer: Steven Pasinsky
    Steven Pasinsky
  • Nov 5, 2023
  • 2 min read

Updated: Mar 4

🧭 Overview

I wanted to make better use of the camera shake this week 🎥 and learn how to use AnimNotify events, so I decided to try something with the footsteps 👣 when the player is using the sprint animation.


⚒️Work done

  • I went through most of the project's files to figure out how to use an animnotify event and essentially call the camera to screenshake towards the footstep location. This took a while, but it was worth it. Part of the game feel we were shooting for was to make the player feel heavy 💪 - like a guy wielding a huge greatsword 🗡️. In doing so, they should feel the weight of each step and a bit of a camera shake to drive that feeling home 🎥.

  • These are the values I used for my Camera Shake BP if you're curious:


Also, here's where and how I ended up calling the camera shake towards the socket location that triggered it (tl;dr - the camera shakes towards where the foot lands):

Finding which animation we were using was a bit of a challenge, but since we only used the forward jog animation, I just had to call the anim notify in that once I found it and passed the right foot socket reference:


That all resulted in a screenshake that looked pretty good for a heavy swordsman!



As a team, we worked toward adding in enemies 🤺 that weren't just our run-of-the-mill target dummy. So we added in some enemies with shields 🛡️. These would incentivise the player to use their heavy attack 🔨 more often to break the shield while their light attacks and dash could allow them to push their timing ⏲️ to the limit.



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