Something I learned while doing survey field work is that the shakiness of your hands is directly connected to your hearbeat. So instead of using noise, you could simulate a heartbeat oscillator that gets faster when you're using energy and slowly reduces once you use less.
This kicks ass; your work is always super inspiring and makes me want to experiment more with my own gamedev work. Also, the Mario bit had me cackling. great stuff!!!!
Wow. Your game is actually starting to look scarily realistic!!!! Not long until even the news is talking about this! The ragdoll does look kind of silly in third person, but personally i think in first person it is realistic
1:03 Interesting. I wonder if that is partially why Portal can easily get away with so much rotation while playing - because the crosshair doubles as a reticle that helps us stabilize our perception.
First-person rag-dolling is great. I play first-person in M&B Warband, and it's spectacularly visceral to take an arrow to the face and suddenly have to world go weeeeeeeeethud while the arrow shaft remains seemingly unmoving because it's now anchored to your head.
Oh it’d be a lot of fun to have the handheld camera and when you fall over there’s an animation where the player character drops the camera, it rolls a couple times to look back at them, and then they pick it back up as they get up
Better yet, actually detach the camera as a rigid body, let it flop around a bit before coming to a stop and let the player try to find it again by whatever they can see and hear
Love the shakes and overall look this gives. When you mentioned the "looks like a documentary crew following you around", I wondered what that might look like if taken further. I used to put cameras in NPCs heads in Gmod and get them to follow me around - that was cool until they got lost or decided to look at a wall, but imagine an an entire game like that. A 2nd person game.
i'm so glad i discovered this channel. This project and Kitten Burst lowkey motivating and inspiring me on some of my own projects. ALSO BRAT VINYL!! YOU HAVE GOOD TASTE
I think a big think in simulated shaky cam that a lot of developers miss is that the camera is connected to rotating pivots - i.e. joints. When you were demonstrating shakes at the beginning of the video, you were doing a lot of arcing motions because you were pivoting at your elbow. I think simulating noise at those rotating and pivoting joints would create the most realistic shaky cam.
Yeah, what he did was essentially a wavetable synthesizer (a synth that uses looping recordings of an instrument's waveform to reproduce it). A major feature of those is indeed the possibility to interpolate between different waveforms, different takes, or different stages (attack/decay/sustain/release) for either electronic effects or realism. He really could've done more in that direction.
Imagine using audio synthesis engines to power shaky cam footage, I could see using an oscillator going into a asymmetric clipping algorithm, possibly with some wave-folding and ADSR for finer shape controls. Two independent oscillators, sub-oscillator, LFO and noise generators with some automated frequency modulation just for some roundabout way to get a vibe for a game camera.
You should consider adding rolling shutter artifacts. I think those should be might be possible to fake and it might look pretty cool without being too intrusive.
Heck yes! Procedural camera shake is always awesome to see! The way I did mine was with a a really unstable chaotic noise source which basically output a stream of stochastic semi-random data at subframe speeds, then sampled it at a few different sets of intervals and smoothed with a second order system. The parameters were adjusted by the acceleration and jolt of the camera’s raw position. It led to gentle sways and wobbles while still, and jerky shaky movement when not. Unfortunately I never got it quite right, so eventually it would destabilize from the player’s idle animation.
love this series! I was doing fine with the shaky cam for most of this video, but the Camera Hanging From A String footage really got me dizzy lol, I had to pause it for a second. also, as someone who falls down a lot, the first person ragdoll is extremely realistic lmao
@@halfsine for what its worth, check out LSD: revamped! it's a modern remake of the original game. the dev is also working on making more of a "reboot" rather than remake, with new content etc. althought i believe its unity, not UE
You should make it so that whenever there is a sudden change in height for the next step, like if there is a stair going down, there is a chance that the character "trips" and the camera suddenly shakes a lot
It be cool for there to be ghost in the map that can only be seen through the camera or with the flash activated (my inner fatal frame fan is screaming)
This is so awesome, the aesthetics are unbelievable. Awesome work! I would've just sampled real world camera footage shakiness, made it loop and called it a day, this is far more sick.
What if you lean into the documentary thing? Have the player model occasionally break the fourth wall and look back at the camera, gesture at the player, etc. could be random or triggered based on certain actions like moving into new areas.
This looks killer, I think personally I would've gone with a spring system on the rig to make it more jiggly and natural, and react more appropriately to head turns. Overall both the systems look great though, I think I personally prefer your hand crafted solution over you attempt at using the rig
I experimented a while back with a first person camera locked to the head socket, and I had the exact same reaction to ragdolling as you did (also try jumping off a very tall height and then ragdolling; its hilarious)
unironically was thinking that the gameplay looks really good, then i saw the screen for one of the interriors and saw the pixel-solving used by the game kitten burst. "huh that's what kitten burst did" Legit didn't even realize i was watching YOU XD
Good, good video cool video we need more found footage videogames in this world, specially like the ones in decently high quality and/or widescreen. Cameras come in all shapes and sizes and those are underrated
What if you make a third person actually a third person? A character with a virtual camera following your main character. And he will have all physical constraints - he have to jump over obstacles and hide himself in case of shootout and use zoom maybe :). It will definetly affect gameplay, but this perspective can be really unique. Never seen it in games but there may be reasons for that :)
You should make the third person camera a second character who has the camera mounted to its head armature and tries to look at whatever the crosshair is pointed at. In other words, make the third person camera an actual cameraman to really give it that documentary feel.
Love that ragdoll with camera As much as annoying it looks, it looks really realism kinda cool. Tho I guess it would be far more usefull as art instalation kinda game rather than an enjoyable expiriance for everyone
The shakes look really nice so far, but i always found one thing missing. Rotation. Right now, rotation is bound to where the cursor is pointing. What you could do next is make a bunch of rotation samples and then randomly choose one based off of randomness and/or how fast you're moving. You could even train an AI (neural network) to choose which sample to use based off of your camera rotation. The potential of this dreamscape thing is really high, keep going!
These are all great approaches, but each of them seem to raise their own constraints. A spring camera component might not give you sufficient controls, sampling noise may not easily integrate with other shakes (e.g locomotion induced shakes), and using animation data will have you running into animation compression artifacts that will result in unnatural camera motions. I think your best bet would be to write (either with CPP or BP) a physical spring simulation controller for both translation and rotation movements, and then separate code that 'pulls the strings' of said controllers (by manipulating its velocity values) to simulate footsteps, jitters, muscle details, input rotation induced shakes, etc. Your solution would then be encapsulated in a single code block doing all these things at once, feeding it all into a single point - the controller, which would respect the interplay of all these forces the camera is experiencing
One possible reason why the sampled data was so choppy was that the data wasn't conditioned with an envelope that would attenuate the data at the start and the end. Looping would cause a giant impulse of white noise, when looking at it in frequency space. I haven't used Unreal, so I don't know if there is an FFT function, which would make it much simpler to introduce any color of noise you want to. Also I don't think it would like an infinite sum of sine waves. Great work!
It wasn't choppy while looping it was choppy when switching from one shake sample (running) to another (walking). From what I can tell there's no way to smoothly transition between the two in unreal
What I wouldn't give to get into Unreal and co to make a pretty world like what you've shown in this video here. I'd love to build worlds like that just for myself.
Something I learned while doing survey field work is that the shakiness of your hands is directly connected to your hearbeat. So instead of using noise, you could simulate a heartbeat oscillator that gets faster when you're using energy and slowly reduces once you use less.
thats fucking sick
_HEART MONITOR COMPATIBILITY._
*_HORROR GAME._*
Then why are my hands shaky 24/7?
@@Zel-Veraan stress
@@Kooczsi I'm not though. Ever. I just can't hold them steady.
This kicks ass; your work is always super inspiring and makes me want to experiment more with my own gamedev work. Also, the Mario bit had me cackling. great stuff!!!!
Woah! Punkitt?!
HOLY SHIT PUNKITT!!!
Punkitt !!
PUNKITT SPOTTED
this is so awesome also congrats on somehow managing to show off your brat vinyl in this video
oh hello
@@nyancrimew lol noticed that too
@@mysiph oh hello
holy shit it's maia
oh shit its the journalist kitty
Wow. Your game is actually starting to look scarily realistic!!!! Not long until even the news is talking about this!
The ragdoll does look kind of silly in third person, but personally i think in first person it is realistic
JAM2GO VIRTUAL PHOTOGRAPHY GAME DROPPING WHEN 🗣🗣🗣🗣
THATD BE SO FUN
is this a petittion?
even if it isn't i'm singing it anyway!
signed also
forged my own signature for this petition
@@Twiddle_things I have played one or two games of that genre and loved them.
Love these vfx vids!
Take notes! :)
1:03 Interesting. I wonder if that is partially why Portal can easily get away with so much rotation while playing - because the crosshair doubles as a reticle that helps us stabilize our perception.
First-person rag-dolling is great. I play first-person in M&B Warband, and it's spectacularly visceral to take an arrow to the face and suddenly have to world go weeeeeeeeethud while the arrow shaft remains seemingly unmoving because it's now anchored to your head.
Oh it’d be a lot of fun to have the handheld camera and when you fall over there’s an animation where the player character drops the camera, it rolls a couple times to look back at them, and then they pick it back up as they get up
Theres a backrooms game that does that. I think its called "escaping the complex"?
Better yet, actually detach the camera as a rigid body, let it flop around a bit before coming to a stop and let the player try to find it again by whatever they can see and hear
Love the shakes and overall look this gives.
When you mentioned the "looks like a documentary crew following you around", I wondered what that might look like if taken further. I used to put cameras in NPCs heads in Gmod and get them to follow me around - that was cool until they got lost or decided to look at a wall, but imagine an an entire game like that. A 2nd person game.
I heard Driver: San Francisco has this for a mission, where you wind up escaping a car chase... seeing from the perspective of your pursuer.
the brat vinyl
loved the subtle flex
BRAT SUMMER
bumpin that
He's so julia
honestly these are some of the best cams shakes Ive seen
brat is such a good album, pairing its reveal with the YIPPEE was flawless
i'm so glad i discovered this channel. This project and Kitten Burst lowkey motivating and inspiring me on some of my own projects.
ALSO BRAT VINYL!! YOU HAVE GOOD TASTE
The layering of the ccd cam stuff with the camera movement is looking incredible
0:16 6:20 KANE AND LYNCH CAMERA STYLE MENTIONED LETS GOOOOO
also 7:59 random charli xcx brat album on the floor for some reason lfmao
I think a big think in simulated shaky cam that a lot of developers miss is that the camera is connected to rotating pivots - i.e. joints. When you were demonstrating shakes at the beginning of the video, you were doing a lot of arcing motions because you were pivoting at your elbow. I think simulating noise at those rotating and pivoting joints would create the most realistic shaky cam.
The camera shakes you recorded from real life looked really good in first person, maybe you should write your own system to interpolate between them.
Yeah, what he did was essentially a wavetable synthesizer (a synth that uses looping recordings of an instrument's waveform to reproduce it). A major feature of those is indeed the possibility to interpolate between different waveforms, different takes, or different stages (attack/decay/sustain/release) for either electronic effects or realism. He really could've done more in that direction.
Imagine using audio synthesis engines to power shaky cam footage, I could see using an oscillator going into a asymmetric clipping algorithm, possibly with some wave-folding and ADSR for finer shape controls.
Two independent oscillators, sub-oscillator, LFO and noise generators with some automated frequency modulation just for some roundabout way to get a vibe for a game camera.
Oh the vibes are so right
I really like how the camera looks when the character ragdolls.
You should consider adding rolling shutter artifacts. I think those should be might be possible to fake and it might look pretty cool without being too intrusive.
CCD sensor cameras don’t have rolling shutter artifacts! They have global shutters
@@Jam2go OOPS! Now I feel silly.
Heck yes! Procedural camera shake is always awesome to see!
The way I did mine was with a a really unstable chaotic noise source which basically output a stream of stochastic semi-random data at subframe speeds, then sampled it at a few different sets of intervals and smoothed with a second order system. The parameters were adjusted by the acceleration and jolt of the camera’s raw position. It led to gentle sways and wobbles while still, and jerky shaky movement when not. Unfortunately I never got it quite right, so eventually it would destabilize from the player’s idle animation.
I do really like the third person documentary aesthetic, I feel like it's pretty unique.
this is really pretty looking
loving the background music too
You just uncoverd some of bodycam's secrets
BRAT VINYL, BRAT VINYL, BRAT VINYL.
This video being 4:3 is somehow fitting.
I don't think it's "somehow" fitting. It's clear why it's fitting.
arent you that guy that got into a bunch of drama and made a thumbnail that everyone memed to death
i didn’t expect there to be a sequel
love this series! I was doing fine with the shaky cam for most of this video, but the Camera Hanging From A String footage really got me dizzy lol, I had to pause it for a second. also, as someone who falls down a lot, the first person ragdoll is extremely realistic lmao
I swear I love the look you seem to be going for.
so nostalgic
How long before we get something akin to LSD Dream Emulator in UE5.
I feel like a lot of the liminal games coming out are getting close, I just wish they leaned more into surrealism
@@Jam2go camera
a modern lsd dream simulator?? WE NEED THAT!!!! NOW!!!!!!
@@halfsine for what its worth, check out LSD: revamped! it's a modern remake of the original game. the dev is also working on making more of a "reboot" rather than remake, with new content etc.
althought i believe its unity, not UE
I think it would be good to add those really tiny twitchy movements that are seen once you get the camera in the characters hand.
This and the dreamy digicam effects would go INSANELY hard for a backrooms game.
You should make it so that whenever there is a sudden change in height for the next step, like if there is a stair going down, there is a chance that the character "trips" and the camera suddenly shakes a lot
i’ve never been first for a video, i love your content thank you for your amazing art.
your mirror is clean this time! So professional 👌🔥💅
One of the most underrated channels on youtube. Really cool stuff, man!
your game is starting to look better than Unrecord!
keep it up lad!
Another masterpiece to watch while eating, thx
It be cool for there to be ghost in the map that can only be seen through the camera or with the flash activated (my inner fatal frame fan is screaming)
brat album spotted 🗣
You could probably approximate more complex periodic shakeys by adding sines Fourier-style. Also could let you do procedural stuff
Finally bought Kitten Burst after having it on my wishlist for so long :)
You're the guy that made cool Vaporwave albums/tracks! I love your song förlorat! Hope your channel continues to grow 🙌!
Thank you!
A new Fatal Frame with this mechanics would go so hard.
This is so awesome, the aesthetics are unbelievable. Awesome work! I would've just sampled real world camera footage shakiness, made it loop and called it a day, this is far more sick.
motion blur: off
head bobbing: off
screen shaking from environment: off
fov: as high as it can go
oh yea its gaming time
This is so cool! I'd definitely add more... trash, bits, bobs, to the scenes, so it looks more realistic, but overall this is really cool!
When you ragdolled the guy it looked like a marble hornets video and that's awesome
brat vinyl making me like you sooooo much more
I really liked the tracked camera shakes - the wobbly-ness just felt right.. maybe try to get the camera to tremble more?
What if you lean into the documentary thing? Have the player model occasionally break the fourth wall and look back at the camera, gesture at the player, etc. could be random or triggered based on certain actions like moving into new areas.
This looks killer, I think personally I would've gone with a spring system on the rig to make it more jiggly and natural, and react more appropriately to head turns. Overall both the systems look great though, I think I personally prefer your hand crafted solution over you attempt at using the rig
honestly, i feel like each footfall should come with a short, sharper shake
I experimented a while back with a first person camera locked to the head socket, and I had the exact same reaction to ragdolling as you did
(also try jumping off a very tall height and then ragdolling; its hilarious)
love the vibe of this vid
I hope we get some ghost hunting / blair witch project game out of this… 👀
unironically was thinking that the gameplay looks really good, then i saw the screen for one of the interriors and saw the pixel-solving used by the game kitten burst. "huh that's what kitten burst did" Legit didn't even realize i was watching YOU XD
the brat vinyllll
it's looking so sick!
Good, good video cool video we need more found footage videogames in this world, specially like the ones in decently high quality and/or widescreen. Cameras come in all shapes and sizes and those are underrated
ty for the great dlc king
What if you make a third person actually a third person? A character with a virtual camera following your main character. And he will have all physical constraints - he have to jump over obstacles and hide himself in case of shootout and use zoom maybe :). It will definetly affect gameplay, but this perspective can be really unique. Never seen it in games but there may be reasons for that :)
You should make the third person camera a second character who has the camera mounted to its head armature and tries to look at whatever the crosshair is pointed at. In other words, make the third person camera an actual cameraman to really give it that documentary feel.
would love to see some kind of package for this to help other devs implement this
this video needs more views and likes
i absolutely love your content
BABE WAKE UP YOU MISSED THE RELEASE OF ANOTHER JAM2GO VIDEO
love the brat album
find the Fourier transform of the shakes and just construct a generator or looping shake that approximates that.
Love that ragdoll with camera
As much as annoying it looks, it looks really realism kinda cool. Tho I guess it would be far more usefull as art instalation kinda game rather than an enjoyable expiriance for everyone
It would be super cool if you could take pictures and print them out in-game!
Absolutely love this!
Nice work dude
New favorite small youtuber found ❤
The shakes look really nice so far, but i always found one thing missing. Rotation. Right now, rotation is bound to where the cursor is pointing. What you could do next is make a bunch of rotation samples and then randomly choose one based off of randomness and/or how fast you're moving. You could even train an AI (neural network) to choose which sample to use based off of your camera rotation. The potential of this dreamscape thing is really high, keep going!
These are all great approaches, but each of them seem to raise their own constraints. A spring camera component might not give you sufficient controls, sampling noise may not easily integrate with other shakes (e.g locomotion induced shakes), and using animation data will have you running into animation compression artifacts that will result in unnatural camera motions.
I think your best bet would be to write (either with CPP or BP) a physical spring simulation controller for both translation and rotation movements, and then separate code that 'pulls the strings' of said controllers (by manipulating its velocity values) to simulate footsteps, jitters, muscle details, input rotation induced shakes, etc. Your solution would then be encapsulated in a single code block doing all these things at once, feeding it all into a single point - the controller, which would respect the interplay of all these forces the camera is experiencing
This looks sick
The lakitu segment so funnny lol
i noticed that on my digicam, the purple fringe artifacting curved towards the left or right side of the frame the closer it was to it
One possible reason why the sampled data was so choppy was that the data wasn't conditioned with an envelope that would attenuate the data at the start and the end. Looping would cause a giant impulse of white noise, when looking at it in frequency space.
I haven't used Unreal, so I don't know if there is an FFT function, which would make it much simpler to introduce any color of noise you want to. Also I don't think it would like an infinite sum of sine waves.
Great work!
It wasn't choppy while looping it was choppy when switching from one shake sample (running) to another (walking). From what I can tell there's no way to smoothly transition between the two in unreal
thanks for sharing, I really loooove your content :)
You are very inspiring
please keep the ragdolling!
Dope as always
i love these videos, also ur music is cool to i love
Okay. But what if add a second character who holds the camera and follows the first one to the best of their ability?
8:00 brat vinyl hell yeah
yay shaky cam ^-^
you're so Julia for thay vinyl collection:D
instead of H-O-T-T-O-G-O it’s jam2go
I love every video bro. Thank you.
YOOOO YOI DOING ARTIFACYS NEXT YOU DOIN THE STINK THANK YO
What I wouldn't give to get into Unreal and co to make a pretty world like what you've shown in this video here. I'd love to build worlds like that just for myself.
you should do it!
I loved this
ok this is pretty cool
brat is a banger
RELEASE THE CROSSHAIR FREE CUT
I think a good idea would be to make it so the camera randomly blurs every so often as if it's refocusing.
(Unless this is already added.)